When looking for child tiles that cover a parent tile, we're computing the lower bound of the child tile in the set of tiles. Three things can happen:
- all remaining tiles are sorted before the child tile we're looking for. in that case, there can not be a child tile.
- the lower bound is the child tile; in this case, we want to continue checking the other children of the parent tile.
- the lower bound isn't the child tile we're looking for, but there are still tiles sorted after the tile we were looking for. these could be four children of the child tile we're looking for, so we're recursively descending.
what the current algorithm didn't take into account so far is that tiles with a higher w number (i.e. tiles that are outside the "main" tile pyramid of 0/0/0) were always sorted *after* the current w number. this meant that we thought there were still remaining children to be checked, so continued our recursive descent until eventually the number overflowed and we aborted our search. unfortunately, on Android this recursive descent and accompanying overflow caused a crash.
this patch fixes this by making sure that before we're continuing to descent, we're sure that the w numbers match: all tiles with a different (= higher) w number essentially mean the same as "all remaining tiles are sorted before the child tile we're looking for" for the purpose of finding covering children
This eliminates the reliance on ThreadContext to provide GLObjectStore, and statically enforces that GL cleanup functions happen only when GLObjectStore::performCleanup is called.
With the elimination of the Map thread, this becomes important because there may be multiple GLObjectStore's per-thread, and Map will need to ensure that the correct context is active when calling GLObjectStore::performCleanup.
Texture pool now allocates a block of 64 textures per time. Each block
contains a TextureObject which handles GL object lifetime. Blocks can be
added or removed according to the following rules:
1. If pool is empty, created a new block upon first call (lazy load);
2. Iterate blocks to find an available texture ID:
- If found, remove that from the list of available IDs for that block
and return its ID.
- Othewise, allocate a new block and grab an available ID from that.
3. When releasing a texture ID, check if the associated block is free.
If no IDs are currently in use, then abandon its TextureObject and
remove the block from the pool.
When inserting an cached resource, or removing a region, remove least-recently used resources and tiles, not used by offline regions, until the used database size, as calculated by multiplying the number of in-use pages by the page size, is less than the maximum cache size minus 5 times the page size.
In addition, OfflineDatabase may be configured to ignore cache puts of individual resources larger than a certain size.
This policy is similar but not identical to the former SQLiteCache policy:
* It accounts for offline, by exempting resources required by offline regions from eviction.
* It must delete from two tables (resources and tiles), rather than one. Currently the strategy is naive: evict 50 rows at a time from each table.
* It makes maximumCacheSize and maximumCacheEntrySize completely independent. The SQLiteCache implementation evicted when `usedSize > maximumCacheSize - 2 * maximumCacheEntrySize`. This evicts when `usedSize > maximumCacheSize - 5 * pageSize`.
* It uses a non-unlimited default value for maximumCacheSize: 50 MB. We should have always had a limit in place; "a cache without an eviction policy is a resource leak".
Introduced a setter/getter for constrain mode. On iOS and OS X, the zoom level inspectable causes the zoom level to be set independently from the longitude and latitude. Thus, the latitude inspectable had no effect because the latitude was constrained to 0 at z0. Temporarily removing the heightwise constraint allows the map to center on the intended location before zooming, which is the usual case for storyboards and XIBs. On iOS, the only guarantee we have timing-wise is that all the inspectables are applied after initialization but before the view is added to a window. So we reimpose the heightwise constraint as soon as the view is added to a window, that is, before the user has a chance to pan the map out of bounds.
Fixes#3868.
* Use "named constructors": empty, world, hull
* Make the two-argument constructor lenient (i.e., it is a hull operation)
* Add various accessors
* Enforce a single empty representation