[core] TileData::isReady() => TileData::isRenderable()
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@@ -17,7 +17,7 @@ bool tryTile(const UnwrappedTileID& renderTileID,
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Renderables& renderables) {
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if (renderables.find(renderTileID) == renderables.end()) {
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const auto it = dataTiles.find(dataTileID);
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if (it == dataTiles.end() || !it->second->isReady()) {
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if (it == dataTiles.end() || !it->second->isRenderable()) {
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return false;
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}
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@@ -288,7 +288,7 @@ RenderData Style::getRenderData() const {
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for (auto& pair : source->getTiles()) {
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auto& tile = pair.second;
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if (!tile.data.isReady()) {
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if (!tile.data.isRenderable()) {
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continue;
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}
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@@ -18,7 +18,7 @@ void TileCache::setSize(size_t size_) {
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}
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void TileCache::add(const OverscaledTileID& key, std::unique_ptr<TileData> data) {
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if (!data->isReady() || !size) {
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if (!data->isRenderable() || !size) {
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return;
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}
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@@ -48,7 +48,7 @@ std::unique_ptr<TileData> TileCache::get(const OverscaledTileID& key) {
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data = std::move(it->second);
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tiles.erase(it);
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orderedKeys.remove(key);
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assert(data->isReady());
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assert(data->isRenderable());
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}
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return data;
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@@ -66,13 +66,6 @@ public:
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static const char* StateToString(State);
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// Tile data considered "Ready" can be used for rendering. Data in
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// partial state is still waiting for network resources but can also
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// be rendered, although layers will be missing.
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inline static bool isReadyState(const State& state) {
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return state == State::partial || state == State::parsed;
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}
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TileData(const OverscaledTileID&);
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virtual ~TileData();
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@@ -91,8 +84,11 @@ public:
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const TransformState&,
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const optional<std::vector<std::string>>& layerIDs);
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bool isReady() const {
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return isReadyState(state);
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// Tile data considered "Renderable" can be used for rendering. Data in
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// partial state is still waiting for network resources but can also
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// be rendered, although layers will be missing.
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bool isRenderable() const {
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return state == State::partial || state == State::parsed;
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}
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// Returns true when there's at least some data that we can render.
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@@ -53,7 +53,7 @@ VectorTileData::VectorTileData(const OverscaledTileID& id_,
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if (state == State::loading) {
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state = State::loaded;
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} else if (isReady()) {
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} else if (isRenderable()) {
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state = State::partial;
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}
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@@ -44,7 +44,7 @@ struct MockBucket {};
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struct MockTileData {
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bool isReady() {
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bool isRenderable() {
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return ready;
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}
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