* [build] Fix integer overflow runtime error for core part
Temporarily remove circle ci UBSAN build precondition
* [build] Enable all of the ubsans
[build] Check runtime error
[build] Update UBSAN_OPTION
* [build] Add UBSAN blacklist
[build] Ignore system libraries
[build] Ignore vendor library
* [build] Fix implicit conversion runtime error in core
* [build] Fix division by zero runtime error
* [build] Add unfixed error to ubsan blacklist
* [build] Make UBSAN halt on error
Revert "Temporary remove build precondition"
* [build] Fix division by zero error
* [build] Make UBSAN officially work without FIXME prefix
* [build] Fix implicit conversion from int64_t to uint64_t
* [build] Rename style test json file name
* Address review findings
The following methods are added to the `Renderer` class:
- `collectPlacedSymbolData()`
enables or disables collecting of the placed symbols data
- `getPlacedSymbolsData()`
if collecting of the placed symbols data is enabled, returns the
reference to the `PlacedSymbolData` vector holding the collected data.
The code should be human readable but it is more important
if the code in the generator itself is easier to understand.
Nobody wants to play clang-format golf with these generators.
Thus, we reduce the amount of label cut-offs in Tile mode.
Before, labels were arranged within one symbol layer (one bucket),
which was not enough for several symbol layers being placed at the
same time.
`Renderer::clearData()` is a better API than the removed `MapOptions::keepRenderData()`:
- gives more flexibility to the client
- similar to the existing `Renderer::reduceMemoryUse()`
- the `MapOptions::keepRenderData()` API implementation could not handle the raise condition, which
happened if the new still image request had come before all tiles from the previous requests were loaded.
Co-authored-by: Dane Springmeyer <dane@mapbox.com>
This change adds a latLngToScreenCoordinate overload, to retrieve
the projected vec4 in additional to the ScreenCoordinate object,
that is useful to detect whether the projected latLng is in front
or behind the camera.