Commit Graph

106 Commits

Author SHA1 Message Date
Mikhail Pozdnyakov
a03f7b166b [core] RenderTile does not expose Tile
RenderTile and Tile will be split when ochestration movces to a separate thread.

This PR improves encapsulation of Tiles management: now performed within TilePyramid.
2019-05-28 16:16:42 +03:00
Konstantin Käfer
3a6ff7710f [core] add gfx::UploadPass, split startRender into prepare and upload 2019-05-15 11:57:43 -07:00
Mikhail Pozdnyakov
5b6a262e15 [core] GeometryTile and TileLoader keep strong reference to FileSource
Thus we fix a potential bug: if `Renderer` outlives the `Map` it will hold a stale reference to the `FileSource` instance.
2019-05-14 11:29:24 +03:00
Mikhail Pozdnyakov
953ee5e81b [core] Create glyph manager at renderer construction time
Avoid unnecessary glyph manager presence check in `Renderer::Impl::()`.
2019-05-14 11:29:24 +03:00
Thiago Marcos P. Santos
06f1dc48a2 [core] Make the BackgroundScheduler a singleton
- Do not carry it over everywhere as parameter, it is a shared
  instance anyway and the lifecycle is pretty much the app lifecycle
  from the moment we instantiate a map.
- Rename to BackgroundScheduler because it is a Scheduler that will
  do tasks in the background, we don't make assumptions if it is a
  thread pool or a single thread.
- Most importantly, remove the dependency from `core` on `platform`.
2019-05-10 14:20:38 +03:00
Alexander Shalamov
83c33cdeb2 [core] Pass ImageManager to ImageRequestor's constructor
This makes ImageRequestor API explicitly dependant on ImageManager, so that
ImageRequestor can unregister itself from ImageManager on destruction.
2019-04-25 10:00:23 +03:00
Mikhail Pozdnyakov
150b427300 [core] Update style::LayerProperties instances in tiles 2019-04-17 17:21:41 +03:00
Mikhail Pozdnyakov
7a7192516f [core] Introduce LayerRenderData. Source::update() accepts layer properties. 2019-04-17 17:21:41 +03:00
Mikhail Pozdnyakov
8faf47ab5e [core] Pass only visible render layers to source in renderer
This simplifies the code and make it slightly more performant.

Also, this change enables initialization the `RenderTile.used`
field from inside the source (currently done in render layers).
2019-04-09 13:04:21 +03:00
Mikhail Pozdnyakov
1a5b933983 [core] Minor performance tweaks in renderer impl 2019-04-04 20:28:23 +03:00
Ansis Brammanis
2455275bf4 add onStyleImageMissing to allow dynamically loaded or generated images (#14253)
Also make `Style#updateImage(...)` much faster when the image doesn't change size. This can be useful for asynchronously generating images.
2019-04-02 12:57:45 -04:00
Bruno de Oliveira Abinader
d5868d3da8 [core] Remove file source from public Map ctor 2019-03-20 21:30:08 +02:00
Konstantin Käfer
e27f330629 [core] add texture bindings to draw call instead of Context member fn 2019-03-12 11:03:54 +01:00
Konstantin Käfer
9b5bbfcbdd [core] use abstract Context interface where possible 2019-03-12 11:03:54 +01:00
Mikhail Pozdnyakov
c621b8100d [core] Drop LayerType
Drop LayerType and its remaining usages.
The generic code should be layer type agnostic.
2019-01-04 11:51:33 +02:00
Mikhail Pozdnyakov
361982fef8 [core][Android][Darwin] LayerManager creates RenderLayer instances
`LayerManager` is now responsible for `RenderLayer` instances creation,
so that there is a single entry point for creating of objects, which
correspond to a certain layer type.

The `LayerType type` field is dropped from `Layer::Impl`.
2018-11-27 18:10:21 +02:00
Konstantin Käfer
8bf66ef7a7 [core] remove some uses of <iostream> and <sstream> 2018-10-23 12:23:40 +02:00
Molly Lloyd
4a5dc37245 [core] Implement CrossFadedDataDrivenProperty to add support for feature expressions in *-pattern properties 2018-08-31 13:08:47 -07:00
Bruno de Oliveira Abinader
83bd4c2135 [core] Replace remaining dynamic_cast with static_cast 2018-08-08 14:14:34 +03:00
Anand Thakker
cfd436c287 [core] Avoid blocking in Thread<Object> constructor (#12151)
* Introduce AspiringActor, EstablishedActor

This pair of objects represents the two-phase (parent-thread /
child-thread) construction that's needed to support constructing
Thread<Object> without blocking until the child thread is up and
running.

An `AspiringActor<O>` is responsible for:
 - ownership of the actor's `Mailbox`
 - allocating the memory for (but *not* constructing) the target object `O`

Using these two pieces--the mailbox and a stable address for `O`--an
`AspiringActor<O>` can accept messages for the target object, or provide
`ActorRef<O>`s that do so, before the object has actually been
constructed by the corresponding `EstablishedActor<O>`.  (Such messages
are queued in the mailbox until after the object is constructed.)

This allows for an `AspiringActor<O>` to be created and safely used by a
thread other than the one on which the target object will (eventually)
live.

An `EstablishedActor<O>` is responsible for managing the lifetime of the
target object `O` and the open/closed state of the parent's `mailbox`.

The `O` object's lifetime is contained by that of its owning
`EstablishedActor<O>`: the `EstablishedActor` constructor executes the
`O` constructor via "placement new", constructing it at the address
provided by the parent `AspiringActor`, and the `~EstablishedActor`
destructor similarly executes the `~O` destructor (after closing the
mailbox). `EstablishedActor` should therefore live entirely on the
thread intended to own `O`.

* Remove Actor#{invoke,ask}
2018-07-03 17:17:39 -04:00
Fabian Guerra
30376f3ce1 Merge branch 'release-boba' into master
# Conflicts:
#	mapbox-gl-js
#	platform/android/CHANGELOG.md
#	platform/android/MapboxGLAndroidSDK/gradle.properties
#	platform/android/gradle/dependencies.gradle
#	platform/darwin/src/MGLVectorTileSource.mm
#	platform/darwin/src/MGLVectorTileSource_Private.h
#	platform/ios/CHANGELOG.md
#	src/mbgl/style/expression/compound_expression.cpp
2018-05-17 11:47:31 -04:00
Lucas Wojciechowski
a4e2c1af1f [core] Convert "legacy" filters directly into expressions (#11610)
Ports the specialized filter-* expressions from GL JS, adding them to src/mbgl/style/expression/compound_expression.cpp
2018-05-10 12:37:14 -07:00
Ansis Brammanis
0ca53ea5a8 [core] only index features within tile boundaries
Previously we relied on tile buffers for querying features who's
rendered representations cross tile boundaries. Now we query multiple
tiles making it unnecessary to index features that are completely
outside a tile's boundaries.
2018-04-26 18:03:17 -04:00
Chris Loer
f86fe44dbd [core] fix circle querying for scale and alignment
This fixes circle querying for cases where either
    circle-pitch-alignment=map
or
    circle-pitch-scaling=viewport
2018-04-26 18:03:17 -04:00
Chris Loer
f7d20a5871 [core] fix querying circles across tile boundaries 2018-04-26 18:03:17 -04:00
Chris Loer
a62745edf9 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.
2018-04-25 14:39:03 -07:00
Chris Loer
a2399a57a2 [core] Make FeatureIndex own GeometryTileData.
Prevents querying a FeatureIndex built against a separate set of data, which can lead to invalid index exceptions.
The GeometryTileWorker 'data' member can still change independently of the data in the feature index, at the time 'setData' is called. The GeometryTileWorker maintains ownership of its local data (which may be used to re-parse) and clones the data for use by the FeatureIndex in the foreground.
2018-04-02 10:39:22 -07:00
Chris Loer
11961d5c31 [core] Consolidate GeometryTile symbol/nonSymbolBuckets
Conversion to one-phase tile loading removed any need to track them separately.
2018-04-02 10:39:22 -07:00
Chris Loer
7f42e3970e [core] Convert GeometryTileWorker to "one-phase" loading
Modest simplification refactoring (issue #10457).
Also, fixes issue #11538, which was caused in part by a hole in the vestigial two-phase loading.
2018-04-02 10:39:22 -07:00
Chris Loer
e5a3a7a451 [core] Fix potential race condition crash in symbol querying..
Second half of fix for issue #11538.

If a global placement took place between the time a tile's non-symbol layout updated and the time new symbol buckets arrived, the tile's new FeatureIndex would be committed, but the global CollisionIndex would be generated against the old symbolBuckets. The mismatch could cause the CollisionIndex to contain indices that didn't exist in the new FeatureIndex, and attempting to access them would generate an out-of-bounds exception.
2018-03-29 09:04:23 -07:00
Chris Loer
f9b6d5f09c [core] Fix potential race condition crash in symbol querying..
First half of fix for issue #11538.

Testing `if (pendingData)` didn't work if there _was_ a data update, but the update was "the data for this tile is now null". In that case, the tile's FeatureIndex would be updated, but the tile's data member would remain unchanged.

In the case of a tile's data being deleted, the matching FeatureIndex would have an empty set of bucketLayerIDs, but the _old_ data would still be in place for querying, and the symbolBuckets might not be updated yet (pending onPlacement). In this case `bucketLayerIDs.at(indexedFeature.bucketName)` could throw an out-of-range exception.
2018-03-29 09:04:23 -07:00
Lucas Wojciechowski
8a3deab733 [core] Add expression filter support (#11251)
* WIP

* WIP

* WIP

* Remove Filter::operator()(const Feature&)

* WIP

* WIP

* WIP

* WIP

* Hook up expression filter evaluator

* Replace `shared_ptr` with &reference

* Fill in implementation of `void operator()(const ExpressionFilter&)`

* Fix failing tests

* Switch back to a shared_ptr per chat with @anandthakker

* Fix benchmark compilation

* Shot in the dark to fix CI

* Shot in the dark to fix CI (part 2)

* Shot in the dark to fix CI (part 3)

* In src/mbgl/style/conversion/filter.cpp, add a port of isExpressionFilter and use it to decide in Converter<Filter>::operator() whether to parse the incoming JSON as an ExpressionFilter or one of the legacy filter types

* Remove bool Filter::operator()(const GeometryTileFeature&) const

*  Ensure the map zoom is passed into filtering operations wherever applicable

* Add expression filter tests

* Addressed PR feedback

* Implement `NSPredicate *operator()(mbgl::style::ExpressionFilter filter)`

* Fix formatting& nit
2018-03-09 11:12:14 +01:00
Chris Loer
fa57224791 [core] GeometryTileData needs to be updated in lockstep with FeatureIndex 2018-01-18 14:36:22 -08:00
Chris Loer
656a6373b9 [core] Synchronize state of CollisionIndex and FeatureIndexes.
Fixes issue #10778, in which mismatch between FeatureIndex and CollisionIndex could lead to inconsistent results or even invalid array access.
2018-01-18 14:36:22 -08:00
Ansis Brammanis
feab36a9fb [core] port minor collision changes from -js (#10764) 2018-01-08 12:57:03 -05:00
Chris Loer
25cfb5863c [core] Symbol cross-fading.
Hold onto tiles after they've been removed from the render tree long enough to run a fade animation on their symbols.
2017-11-17 10:05:15 -08:00
Chris Loer
5bdee52e5c [core] Cleanup in response to review comments 2017-11-17 10:05:15 -08:00
Chris Loer
c0cb210ddc [core] Switch from background to foreground placement
- Background placement code now just generates static symbol buffers
 - Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker.
 - SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection
 - Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment)
 - Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other.
 - Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either).
 - Generate vertices for new debug collision boxes and collision circles
 - Only add symbols within tile boundaries (reduces work, avoids double-draw)
 - Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
2017-11-17 10:05:15 -08:00
Ivo van Dongen
e18da38faa [core] remove throttling from geometry tile
- This doesn't work for asynchronous rendering -  see https://github.com/mapbox/mapbox-gl-native/pull/9611
2017-09-22 23:33:56 +03:00
Konstantin Käfer
f659aa4eda [core] make sure tiles are not treated as complete until all worker operations completed
Previously, when we started a worker operation that eventually throws an exception (e.g. due to the tile not being parseable), and then enqueue another worker operation while the first one is processing, we treated the worker as idle once the first operation's error callback fired, even though the second operation was still in progress. Due to our use of coalescing, I was unable to come up with a reliable test since we'd need to reproduce the behavior described above, which is timing dependent.
2017-09-21 12:20:54 +02:00
Konstantin Käfer
1a684c1f48 [core] keep tiles renderable even if a subsequent error occurs
Since 9a9408e811, we marked tiles as non-renderable if an error occured. This lead to situations where a tile was loaded + parsed successfully, then a revalidation attempt occured (e.g. because the resource was stale) which failed. In this case, we used to mark the tile as non-renderable although we could've used the perfectly parsed (stale) resource.
2017-09-21 12:20:54 +02:00
Bruno de Oliveira Abinader
fe8cbc78d3 [core] Added GeometryTileWorker-owned image correlation ID 2017-08-25 23:41:52 +03:00
Bruno de Oliveira Abinader
f3fc9b2b92 [core] Don't throttle placement in still mode 2017-08-25 23:41:52 +03:00
John Firebaugh
d26559bb28 [core] Avoid GeometryTile dependency in FeatureIndex 2017-08-24 13:06:23 -07:00
John Firebaugh
e706ed4b2e [core] Avoid RenderStyle dependency in query code 2017-08-24 13:06:23 -07:00
Ivo van Dongen
551f8baf5a [core] remove dependencies on RunLoop 2017-08-09 12:08:21 +03:00
Ivo van Dongen
3832f8d0d8 [core] renderer interface 2017-07-18 10:45:12 +02:00
Bruno de Oliveira Abinader
3afbfa2de7 [core] GCC 4.9 shadow member warnings 2017-07-12 20:42:29 +03:00
Chris Loer
a0e37fe35b [core] Hold on to tile yStretch value for rendering old symbolBuckets while waiting for new ones. 2017-07-11 09:10:24 -07:00
Chris Loer
59df3a90f4 [core] Improved label pitch-scaling: approximate collision box shapes based on tile distance from camera. 2017-07-11 09:10:22 -07:00