[performance] remove use of snprintf in hot path; it's pretty slow on iOS
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@@ -66,6 +66,7 @@ public:
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public:
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const Tile::ID id;
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const std::string name;
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std::atomic<State> state;
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public:
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@@ -11,12 +11,12 @@ using namespace mbgl;
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TileData::TileData(Tile::ID const& id_, const SourceInfo& source_)
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: id(id_),
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name(util::sprintf<32>("%d/%d/%d", id.z, id.x, id.y)),
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state(State::initial),
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source(source_),
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debugBucket(debugFontBuffer) {
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// Initialize tile debug coordinates
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const std::string str = util::sprintf<32>("%d/%d/%d", id_.z, id_.x, id_.y);
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debugFontBuffer.addText(str.c_str(), 50, 200, 5);
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debugFontBuffer.addText(name.c_str(), 50, 200, 5);
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}
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TileData::~TileData() {
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@@ -370,7 +370,7 @@ void Painter::renderLayer(util::ptr<StyleLayer> layer_desc, const Tile::ID* id,
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void Painter::renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix) {
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assert(tile.data);
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if (tile.data->hasData(*layer_desc) || layer_desc->type == StyleLayerType::Raster) {
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gl::group group(util::sprintf<32>("render %d/%d/%d\n", tile.id.z, tile.id.y, tile.id.z));
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gl::group group(std::string { "render " } + tile.data->name);
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prepareTile(tile);
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tile.data->render(*this, layer_desc, matrix);
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}
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