[core] place symbol layers in correct order

Previously, the placement of symbols depended on the order in which the
glyphs they need were loaded. The placement order should be based on the
style.

To fix this, symbol layers are placed in `placementPending` after they
are parsed. After all layers are parsed, symbol layers (stored in
`placementPending`) are placed and returned.
This commit is contained in:
Ansis Brammanis
2016-01-13 21:39:42 -08:00
parent 15f4ca51f9
commit e44db93f1c
9 changed files with 51 additions and 37 deletions

View File

@@ -177,8 +177,7 @@ std::unique_ptr<Bucket> SymbolLayer::createBucket(StyleBucketParameters& paramet
bucket->addFeatures(parameters.tileUID,
*spriteAtlas,
parameters.glyphAtlas,
parameters.glyphStore,
parameters.collisionTile);
parameters.glyphStore);
}
return std::move(bucket);

View File

@@ -41,14 +41,12 @@ TileParseResult TileWorker::parseAllLayers(std::vector<std::unique_ptr<StyleLaye
PlacementConfig config) {
// We're doing a fresh parse of the tile, because the underlying data has changed.
pending.clear();
placementPending.clear();
partialParse = false;
// Store the layers for use in redoPlacement.
layers = std::move(layers_);
// Reset the collision tile so we have a clean slate; we're placing all features anyway.
collisionTile = std::make_unique<CollisionTile>(config);
// We're storing a set of bucket names we've parsed to avoid parsing a bucket twice that is
// referenced from more than one layer
std::set<std::string> parsed;
@@ -62,10 +60,15 @@ TileParseResult TileWorker::parseAllLayers(std::vector<std::unique_ptr<StyleLaye
}
result.state = pending.empty() ? TileData::State::parsed : TileData::State::partial;
if (result.state == TileData::State::parsed) {
placeLayers(config);
}
return std::move(result);
}
TileParseResult TileWorker::parsePendingLayers() {
TileParseResult TileWorker::parsePendingLayers(const PlacementConfig config) {
// Try parsing the remaining layers that we couldn't parse in the first step due to missing
// dependencies.
for (auto it = pending.begin(); it != pending.end();) {
@@ -77,9 +80,8 @@ TileParseResult TileWorker::parsePendingLayers() {
bucket->addFeatures(reinterpret_cast<uintptr_t>(this),
*layer.spriteAtlas,
glyphAtlas,
glyphStore,
*collisionTile);
insertBucket(layer.bucketName(), std::move(it->second));
glyphStore);
placementPending.emplace(layer.bucketName(), std::move(it->second));
pending.erase(it++);
continue;
}
@@ -89,20 +91,33 @@ TileParseResult TileWorker::parsePendingLayers() {
}
result.state = pending.empty() ? TileData::State::parsed : TileData::State::partial;
if (result.state == TileData::State::parsed) {
placeLayers(config);
}
return std::move(result);
}
void TileWorker::placeLayers(const PlacementConfig config) {
redoPlacement(&placementPending, config);
for (auto &p : placementPending) {
p.second->swapRenderData();
insertBucket(p.first, std::move(p.second));
}
placementPending.clear();
}
void TileWorker::redoPlacement(
const std::unordered_map<std::string, std::unique_ptr<Bucket>>* buckets,
PlacementConfig config) {
// Reset the collision tile so we have a clean slate; we're placing all features anyway.
collisionTile = std::make_unique<CollisionTile>(config);
CollisionTile collisionTile(config);
for (auto i = layers.rbegin(); i != layers.rend(); i++) {
const auto it = buckets->find((*i)->id);
if (it != buckets->end()) {
it->second->placeFeatures(*collisionTile);
it->second->placeFeatures(collisionTile);
}
}
}
@@ -142,14 +157,17 @@ void TileWorker::parseLayer(const StyleLayer* layer, const GeometryTile& geometr
spriteStore,
glyphAtlas,
glyphStore,
*collisionTile,
mode);
std::unique_ptr<Bucket> bucket = layer->createBucket(parameters);
if (layer->is<SymbolLayer>() && partialParse) {
// We cannot parse this bucket yet. Instead, we're saving it for later.
pending.emplace_back(layer->as<SymbolLayer>(), std::move(bucket));
if (layer->is<SymbolLayer>()) {
if (partialParse) {
// We cannot parse this bucket yet. Instead, we're saving it for later.
pending.emplace_back(layer->as<SymbolLayer>(), std::move(bucket));
} else {
placementPending.emplace(layer->bucketName(), std::move(bucket));
}
} else {
insertBucket(layer->bucketName(), std::move(bucket));
}

View File

@@ -53,7 +53,7 @@ public:
const GeometryTile&,
PlacementConfig);
TileParseResult parsePendingLayers();
TileParseResult parsePendingLayers(PlacementConfig);
void redoPlacement(const std::unordered_map<std::string, std::unique_ptr<Bucket>>*,
PlacementConfig);
@@ -61,6 +61,7 @@ public:
private:
void parseLayer(const StyleLayer*, const GeometryTile&);
void insertBucket(const std::string& name, std::unique_ptr<Bucket>);
void placeLayers(PlacementConfig);
const TileID id;
const std::string sourceID;
@@ -74,12 +75,15 @@ private:
bool partialParse = false;
std::vector<std::unique_ptr<StyleLayer>> layers;
std::unique_ptr<CollisionTile> collisionTile;
// Contains buckets that we couldn't parse so far due to missing resources.
// They will be attempted on subsequent parses.
std::list<std::pair<const SymbolLayer*, std::unique_ptr<Bucket>>> pending;
// Contains buckets that have been parsed, but still need placement.
// They will be placed when all buckets have been parsed.
std::unordered_map<std::string, std::unique_ptr<Bucket>> placementPending;
// Temporary holder
TileParseResultBuckets result;
};

View File

@@ -102,7 +102,7 @@ bool VectorTileData::parsePending(std::function<void()> callback) {
}
workRequest.reset();
workRequest = worker.parsePendingGeometryTileLayers(tileWorker, [this, callback] (TileParseResult result) {
workRequest = worker.parsePendingGeometryTileLayers(tileWorker, targetConfig, [this, callback, config = targetConfig] (TileParseResult result) {
workRequest.reset();
if (state == State::obsolete) {
return;
@@ -118,6 +118,10 @@ bool VectorTileData::parsePending(std::function<void()> callback) {
buckets[bucket.first] = std::move(bucket.second);
}
// Persist the configuration we just placed so that we can later check whether we need to
// place again in case the configuration has changed.
placedConfig = config;
// The target configuration could have changed since we started placement. In this case,
// we're starting another placement run.
if (placedConfig != targetConfig) {

View File

@@ -173,8 +173,7 @@ bool SymbolBucket::needsDependencies(GlyphStore& glyphStore, SpriteStore& sprite
void SymbolBucket::addFeatures(uintptr_t tileUID,
SpriteAtlas& spriteAtlas,
GlyphAtlas& glyphAtlas,
GlyphStore& glyphStore,
CollisionTile& collisionTile) {
GlyphStore& glyphStore) {
float horizontalAlign = 0.5;
float verticalAlign = 0.5;
@@ -266,8 +265,6 @@ void SymbolBucket::addFeatures(uintptr_t tileUID,
}
features.clear();
placeFeatures(collisionTile, true);
}
@@ -358,10 +355,6 @@ bool SymbolBucket::anchorIsTooClose(const std::u32string &text, const float repe
}
void SymbolBucket::placeFeatures(CollisionTile& collisionTile) {
placeFeatures(collisionTile, false);
}
void SymbolBucket::placeFeatures(CollisionTile& collisionTile, bool swapImmediately) {
renderDataInProgress = std::make_unique<SymbolRenderData>();
@@ -448,8 +441,6 @@ void SymbolBucket::placeFeatures(CollisionTile& collisionTile, bool swapImmediat
if (collisionTile.config.debug) {
addToDebugBuffers(collisionTile);
}
if (swapImmediately) swapRenderData();
}
template <typename Buffer, typename GroupType>

View File

@@ -79,8 +79,7 @@ public:
void addFeatures(uintptr_t tileUID,
SpriteAtlas&,
GlyphAtlas&,
GlyphStore&,
CollisionTile&);
GlyphStore&);
void drawGlyphs(SDFShader& shader);
void drawIcons(SDFShader& shader);
@@ -101,7 +100,6 @@ private:
void addToDebugBuffers(CollisionTile &collisionTile);
void placeFeatures(CollisionTile& collisionTile, bool swapImmediately);
void swapRenderData() override;
// Adds placed items to the buffer.

View File

@@ -27,7 +27,6 @@ public:
SpriteStore& spriteStore_,
GlyphAtlas& glyphAtlas_,
GlyphStore& glyphStore_,
CollisionTile& collisionTile_,
const MapMode mode_)
: tileID(tileID_),
layer(layer_),
@@ -37,7 +36,6 @@ public:
spriteStore(spriteStore_),
glyphAtlas(glyphAtlas_),
glyphStore(glyphStore_),
collisionTile(collisionTile_),
mode(mode_) {}
bool cancelled() const {
@@ -54,7 +52,6 @@ public:
SpriteStore& spriteStore;
GlyphAtlas& glyphAtlas;
GlyphStore& glyphStore;
CollisionTile& collisionTile;
const MapMode mode;
};

View File

@@ -39,9 +39,10 @@ public:
}
void parsePendingGeometryTileLayers(TileWorker* worker,
PlacementConfig config,
std::function<void(TileParseResult)> callback) {
try {
callback(worker->parsePendingLayers());
callback(worker->parsePendingLayers(config));
} catch (...) {
callback(std::current_exception());
}
@@ -87,10 +88,11 @@ Worker::parseGeometryTile(TileWorker& worker,
std::unique_ptr<WorkRequest>
Worker::parsePendingGeometryTileLayers(TileWorker& worker,
PlacementConfig config,
std::function<void(TileParseResult)> callback) {
current = (current + 1) % threads.size();
return threads[current]->invokeWithCallback(&Worker::Impl::parsePendingGeometryTileLayers,
callback, &worker);
callback, &worker, config);
}
std::unique_ptr<WorkRequest>

View File

@@ -46,6 +46,7 @@ public:
std::function<void(TileParseResult)> callback);
Request parsePendingGeometryTileLayers(TileWorker&,
PlacementConfig config,
std::function<void(TileParseResult)> callback);
Request redoPlacement(TileWorker&,