[core] Port global symbol query from GL JS:
- Symbol querying is now global instead of per-tile - Symbols that bleed over tile boundaries no longer missed in queries - Symbol results now sorted based on rendering order (ie overlapping symbols change their sort order when a bearing change causes their render order to change) - Placement::retainedQueryData now responsible for maintaining symbol querying data for buckets that may no longer be in the TilePyramid.
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@@ -76,8 +76,7 @@ std::unordered_map<std::string, std::vector<Feature>>
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RenderRasterSource::queryRenderedFeatures(const ScreenLineString&,
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const TransformState&,
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const std::vector<const RenderLayer*>&,
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const RenderedQueryOptions&,
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const CollisionIndex& ) const {
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const RenderedQueryOptions&) const {
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return std::unordered_map<std::string, std::vector<Feature>> {};
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}
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