[core] Refactor tile pyramid

Tile pyramid is no longer operating with `RenderTiles` and does not perform
rendering operations (upload, finish render).

Render tiles belong to rendering, and tile pyramid belongs to orchestration.
This commit is contained in:
Mikhail Pozdnyakov
2019-06-06 11:26:52 +03:00
parent f5631d8ef5
commit 737665bc07
11 changed files with 101 additions and 115 deletions

View File

@@ -11,26 +11,38 @@ namespace algorithm {
namespace {
template <typename Renderable>
template <typename T>
bool tileNeedsMask(const std::reference_wrapper<T>& tile) { return tile.get().usedByRenderedLayers; }
template <typename T>
void setTileMask(const std::reference_wrapper<T>& tile, TileMask&& mask ) { return tile.get().setMask(std::move(mask)); }
// Overloads for tests
template <typename T> bool tileNeedsMask(const T& tile) { return tile.usedByRenderedLayers; }
template <typename T> void setTileMask(T& tile, TileMask&& mask ) { return tile.setMask(std::move(mask)); }
template <typename Iterator>
void computeTileMasks(
const CanonicalTileID& root,
const UnwrappedTileID ref,
typename std::vector<std::reference_wrapper<Renderable>>::const_iterator it,
const typename std::vector<std::reference_wrapper<Renderable>>::const_iterator end,
const UnwrappedTileID& ref,
const Iterator begin,
const Iterator end,
TileMask& mask) {
// If the reference or any of its children is found in the list, we need to recurse.
for (; it != end; ++it) {
auto& renderable = it->get();
if (!renderable.used) {
for (auto it = begin; it != end; ++it) {
const UnwrappedTileID& id = it->first;
if (!tileNeedsMask(it->second)) {
continue;
}
if (ref == renderable.id) {
if (ref == id) {
// The current tile is masked out, so we don't need to add them to the mask set.
return;
} else if (renderable.id.isChildOf(ref)) {
}
if (id.isChildOf(ref)) {
// There's at least one child tile that is masked out, so recursively descend.
for (const auto& child : ref.children()) {
computeTileMasks<Renderable>(root, child, it, end, mask);
computeTileMasks(root, child, it, end, mask);
}
return;
}
@@ -45,10 +57,10 @@ void computeTileMasks(
} // namespace
// Updates the TileMasks for all renderables. Renderables are objects that have an UnwrappedTileID
// property indicating where they should be rendered on the screen. A TileMask describes all regions
// within that tile that are *not* covered by other Renderables.
// Example: Renderables in our list are 2/1/3, 3/3/6, and 4/5/13. The schematic for creating the
// Updates the TileMasks for all renderable tiles. Each renderable tile has a corresponding UnwrappedTileID
// indicating where it should be rendered on the screen. A TileMask describes all regions
// within a renderable tile that are *not* covered by other renderable tiles.
// Example: Renderable tiles in our list are 2/1/3, 3/3/6, and 4/5/13. The schematic for creating the
// TileMask for 2/1/3 looks like this:
//
// ┌────────┬────────┬─────────────────┐
@@ -70,7 +82,7 @@ void computeTileMasks(
// └─────────────────┴─────────────────┘
//
// The TileMask for 2/1/3 thus consists of the tiles 4/4/12, 4/5/12, 4/4/13, 3/2/7, and 3/3/7,
// but it does *not* include 4/5/13, and 3/3/6, since these are other Renderables.
// but it does *not* include 4/5/13, and 3/3/6, since these are other renderable tiles.
// A TileMask always contains TileIDs *relative* to the tile it is generated for, so 2/1/3 is
// "subtracted" from these TileIDs. The final TileMask for 2/1/3 will thus be:
//
@@ -92,21 +104,16 @@ void computeTileMasks(
// │ │ │
// └─────────────────┴─────────────────┘
//
// Only other Renderables that are *children* of the Renderable we are generating the mask for will
// be considered. For example, adding a Renderable with TileID 4/8/13 won't affect the TileMask for
// Only other renderable tiles that are *children* of the renderable tile we are generating the mask for will
// will be considered. For example, adding a renderable tile with TileID 4/8/13 won't affect the TileMask for
// 2/1/3, since it is not a descendant of it.
//
// The given |renderables| must be sorted by id.
template <typename Renderable>
void updateTileMasks(std::vector<std::reference_wrapper<Renderable>> renderables) {
assert(std::is_sorted(renderables.begin(), renderables.end(),
[](const Renderable& a, const Renderable& b) { return a.id < b.id; }));
template <typename RenderableTilesMap>
void updateTileMasks(RenderableTilesMap& renderables) {
TileMask mask;
const auto end = renderables.end();
for (auto it = renderables.begin(); it != end; it++) {
auto& renderable = it->get();
if (!renderable.used) {
for (auto it = renderables.begin(); it != end; ++it) {
const UnwrappedTileID& id = it->first;
if (!tileNeedsMask(it->second)) {
continue;
}
// Try to add all remaining ids as children. We sorted the tile list
@@ -116,13 +123,12 @@ void updateTileMasks(std::vector<std::reference_wrapper<Renderable>> renderables
auto child_it = std::next(it);
const auto children_end = std::lower_bound(
child_it, end,
UnwrappedTileID{ static_cast<int16_t>(renderable.id.wrap + 1), { 0, 0, 0 } },
[](auto& a, auto& b) { return a.get().id < b; });
UnwrappedTileID{ static_cast<int16_t>(id.wrap + 1), { 0, 0, 0 } },
[](auto& a, auto& b) { return a.first < b; });
mask.clear();
computeTileMasks<Renderable>(renderable.id.canonical, renderable.id, child_it, children_end,
mask);
renderable.setMask(std::move(mask));
computeTileMasks(id.canonical, id, child_it, children_end, mask);
setTileMask(it->second, std::move(mask));
}
}