[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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@@ -79,9 +79,8 @@ std::unordered_map<std::string, std::vector<Feature>>
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RenderVectorSource::queryRenderedFeatures(const ScreenLineString& geometry,
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const TransformState& transformState,
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const std::vector<const RenderLayer*>& layers,
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const RenderedQueryOptions& options,
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const CollisionIndex& collisionIndex) const {
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return tilePyramid.queryRenderedFeatures(geometry, transformState, layers, options, collisionIndex);
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const RenderedQueryOptions& options) const {
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return tilePyramid.queryRenderedFeatures(geometry, transformState, layers, options);
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}
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std::vector<Feature> RenderVectorSource::querySourceFeatures(const SourceQueryOptions& options) const {
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