only update the render order array when there are changes to tiles
This commit is contained in:
@@ -334,6 +334,7 @@ bool MapContext::renderSync(const TransformState& state, const FrameData& frame)
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if (!painter) {
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painter = std::make_unique<Painter>(data);
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painter->setup();
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painter->updateRenderOrder(*style);
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}
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painter->setDebug(data.getDebug());
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@@ -400,6 +401,10 @@ void MapContext::setSprite(const std::string& name, std::shared_ptr<const Sprite
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void MapContext::onTileDataChanged() {
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assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
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if (painter) {
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painter->updateRenderOrder(*style);
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}
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updateFlags |= Update::Repaint;
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asyncUpdate->send();
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}
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@@ -529,9 +529,14 @@ void Source::invalidateTiles(const std::unordered_set<TileID, TileID::Hash>& ids
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}
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void Source::updateTilePtrs() {
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tilePtrs.clear();
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std::vector<Tile*> newPtrs;
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for (const auto& pair : tiles) {
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tilePtrs.push_back(pair.second.get());
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newPtrs.push_back(pair.second.get());
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}
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if (tilePtrs != newPtrs) {
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tilePtrs = newPtrs;
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emitTileLoaded(true);
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}
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}
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@@ -181,9 +181,6 @@ void Painter::render(const Style& style, TransformState state_, const FrameData&
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resize();
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changeMatrix();
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// Figure out what buckets we have to draw and what order we have to draw them in.
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const auto order = determineRenderOrder(style);
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// - UPLOAD PASS -------------------------------------------------------------------------------
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// Uploads all required buffers and images before we do any actual rendering.
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{
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@@ -202,7 +199,6 @@ void Painter::render(const Style& style, TransformState state_, const FrameData&
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}
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}
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// - CLIPPING MASKS ----------------------------------------------------------------------------
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// Draws the clipping masks to the stencil buffer.
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{
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@@ -273,6 +269,8 @@ void Painter::renderPass(RenderPass pass_,
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const float strataThickness) {
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pass = pass_;
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const double zoom = state.getZoom();
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MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
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if (debug::renderTree) {
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@@ -285,6 +283,13 @@ void Painter::renderPass(RenderPass pass_,
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for (; it != end; ++it, i += increment) {
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const auto& item = *it;
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if (item.bucket && item.tile) {
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// Skip this layer if it's outside the range of min/maxzoom.
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// This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
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// is set to a fractional value, or value that is larger than the source maxzoom.
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if (item.layer.bucket->min_zoom > zoom ||
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item.layer.bucket->max_zoom <= zoom) {
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continue;
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}
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if (item.layer.hasRenderPass(pass)) {
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MBGL_DEBUG_GROUP(item.layer.id + " - " + std::string(item.tile->id));
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setStrata(i * strataThickness);
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@@ -303,8 +308,8 @@ void Painter::renderPass(RenderPass pass_,
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}
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}
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std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
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std::vector<RenderItem> order;
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void Painter::updateRenderOrder(const Style& style) {
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order.clear();
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for (const auto& layerPtr : style.layers) {
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const auto& layer = *layerPtr;
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@@ -341,15 +346,6 @@ std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
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continue;
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}
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// Skip this layer if it's outside the range of min/maxzoom.
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// This may occur when there /is/ a bucket created for this layer, but the min/max-zoom
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// is set to a fractional value, or value that is larger than the source maxzoom.
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const double zoom = state.getZoom();
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if (layer.bucket->min_zoom > zoom ||
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layer.bucket->max_zoom <= zoom) {
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continue;
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}
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const auto& tiles = source->getTiles();
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for (auto tile : tiles) {
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assert(tile);
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@@ -363,8 +359,6 @@ std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
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}
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}
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}
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return order;
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}
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void Painter::renderBackground(const StyleLayer &layer_desc) {
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@@ -134,12 +134,12 @@ public:
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bool needsAnimation() const;
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void updateRenderOrder(const Style& style);
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private:
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void setupShaders();
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mat4 translatedMatrix(const mat4& matrix, const std::array<float, 2> &translation, const TileID &id, TranslateAnchorType anchor);
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std::vector<RenderItem> determineRenderOrder(const Style& style);
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template <class Iterator>
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void renderPass(RenderPass,
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Iterator it, Iterator end,
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@@ -201,6 +201,8 @@ private:
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const float strata_epsilon = 1.0f / (1 << 16);
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Color background = {{ 0, 0, 0, 0 }};
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std::vector<RenderItem> order;
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public:
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FrameHistory frameHistory;
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