416 lines
13 KiB
C++
416 lines
13 KiB
C++
#include <mbgl/tile/geometry_tile_worker.hpp>
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#include <mbgl/tile/geometry_tile_data.hpp>
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#include <mbgl/tile/geometry_tile.hpp>
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#include <mbgl/text/collision_tile.hpp>
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#include <mbgl/layout/symbol_layout.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/renderer/bucket_parameters.hpp>
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#include <mbgl/renderer/group_by_layout.hpp>
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#include <mbgl/style/filter.hpp>
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#include <mbgl/style/filter_evaluator.hpp>
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#include <mbgl/style/layers/symbol_layer_impl.hpp>
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#include <mbgl/renderer/layers/render_symbol_layer.hpp>
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#include <mbgl/renderer/buckets/symbol_bucket.hpp>
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#include <mbgl/util/logging.hpp>
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/string.hpp>
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#include <mbgl/util/exception.hpp>
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#include <unordered_set>
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namespace mbgl {
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using namespace style;
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GeometryTileWorker::GeometryTileWorker(ActorRef<GeometryTileWorker> self_,
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ActorRef<GeometryTile> parent_,
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OverscaledTileID id_,
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const std::atomic<bool>& obsolete_,
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const MapMode mode_)
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: self(std::move(self_)),
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parent(std::move(parent_)),
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id(std::move(id_)),
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obsolete(obsolete_),
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mode(mode_) {
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}
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GeometryTileWorker::~GeometryTileWorker() = default;
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/*
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GeometryTileWorker is a state machine. This is its transition diagram.
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States are indicated by [state], lines are transitions triggered by
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messages, (parentheses) are actions taken on transition.
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[idle] <----------------------------.
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set{Data,Layers,Placement}, symbolDependenciesChanged |
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(do layout/placement; self-send "coalesced") |
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v |
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[coalescing] --- coalesced ------------.
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.-----------------. .---------------.
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.--- set{Data,Layers} setPlacement -----.
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| | | |
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.-- [need layout] <-- set{Data,Layers} -- [need placement] --.
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coalesced coalesced
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v v
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(do layout or placement; self-send "coalesced"; goto [coalescing])
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The idea is that in the [idle] state, layout or placement happens immediately
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in response to a "set" message. During this processing, multiple "set" messages
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might get queued in the mailbox. At the end of processing, we self-send "coalesced",
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read all the queued messages until we get to "coalesced", and then redo either
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layout or placement if there were one or more "set"s (with layout taking priority,
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since it will trigger placement when complete), or return to the [idle] state if not.
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*/
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void GeometryTileWorker::setData(std::unique_ptr<const GeometryTileData> data_, uint64_t correlationID_) {
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try {
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data = std::move(data_);
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correlationID = correlationID_;
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switch (state) {
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case Idle:
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redoLayout();
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coalesce();
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break;
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case Coalescing:
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case NeedLayout:
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case NeedPlacement:
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state = NeedLayout;
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break;
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}
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} catch (...) {
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parent.invoke(&GeometryTile::onError, std::current_exception());
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}
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}
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void GeometryTileWorker::setLayers(std::vector<Immutable<Layer::Impl>> layers_, uint64_t correlationID_) {
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try {
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layers = std::move(layers_);
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correlationID = correlationID_;
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switch (state) {
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case Idle:
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redoLayout();
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coalesce();
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break;
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case Coalescing:
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case NeedPlacement:
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state = NeedLayout;
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break;
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case NeedLayout:
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break;
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}
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} catch (...) {
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parent.invoke(&GeometryTile::onError, std::current_exception());
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}
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}
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void GeometryTileWorker::setPlacementConfig(PlacementConfig placementConfig_, uint64_t correlationID_) {
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try {
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placementConfig = std::move(placementConfig_);
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correlationID = correlationID_;
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switch (state) {
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case Idle:
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attemptPlacement();
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coalesce();
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break;
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case Coalescing:
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state = NeedPlacement;
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break;
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case NeedPlacement:
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case NeedLayout:
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break;
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}
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} catch (...) {
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parent.invoke(&GeometryTile::onError, std::current_exception());
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}
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}
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void GeometryTileWorker::symbolDependenciesChanged() {
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try {
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switch (state) {
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case Idle:
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if (hasPendingSymbolLayouts()) {
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attemptPlacement();
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coalesce();
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}
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break;
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case Coalescing:
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if (hasPendingSymbolLayouts()) {
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state = NeedPlacement;
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}
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break;
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case NeedPlacement:
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case NeedLayout:
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break;
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}
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} catch (...) {
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parent.invoke(&GeometryTile::onError, std::current_exception());
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}
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}
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void GeometryTileWorker::coalesced() {
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try {
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switch (state) {
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case Idle:
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assert(false);
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break;
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case Coalescing:
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state = Idle;
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break;
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case NeedLayout:
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redoLayout();
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coalesce();
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break;
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case NeedPlacement:
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attemptPlacement();
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coalesce();
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break;
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}
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} catch (...) {
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parent.invoke(&GeometryTile::onError, std::current_exception());
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}
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}
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void GeometryTileWorker::coalesce() {
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state = Coalescing;
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self.invoke(&GeometryTileWorker::coalesced);
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}
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void GeometryTileWorker::onGlyphsAvailable(GlyphPositionMap newGlyphPositions) {
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for (auto& newFontGlyphs : newGlyphPositions) {
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const FontStack& fontStack = newFontGlyphs.first;
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GlyphPositions& newPositions = newFontGlyphs.second;
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GlyphPositions& positions = glyphPositions[fontStack];
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GlyphIDs& pendingGlyphIDs = pendingGlyphDependencies[fontStack];
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for (auto& newPosition : newPositions) {
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const GlyphID& glyphID = newPosition.first;
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optional<Glyph>& glyph = newPosition.second;
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if (pendingGlyphIDs.erase(glyphID)) {
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positions.emplace(glyphID, std::move(glyph));
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}
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}
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}
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symbolDependenciesChanged();
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}
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void GeometryTileWorker::onIconsAvailable(IconMap newIcons) {
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icons = std::move(newIcons);
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pendingIconDependencies.clear();
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symbolDependenciesChanged();
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}
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void GeometryTileWorker::requestNewGlyphs(const GlyphDependencies& glyphDependencies) {
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for (auto& fontDependencies : glyphDependencies) {
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auto fontGlyphs = glyphPositions.find(fontDependencies.first);
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for (auto glyphID : fontDependencies.second) {
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if (fontGlyphs == glyphPositions.end() || fontGlyphs->second.find(glyphID) == fontGlyphs->second.end()) {
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pendingGlyphDependencies[fontDependencies.first].insert(glyphID);
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}
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}
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}
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if (!pendingGlyphDependencies.empty()) {
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parent.invoke(&GeometryTile::getGlyphs, pendingGlyphDependencies);
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}
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}
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void GeometryTileWorker::requestNewIcons(const IconDependencies& iconDependencies) {
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pendingIconDependencies = iconDependencies;
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if (!pendingIconDependencies.empty()) {
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parent.invoke(&GeometryTile::getIcons, pendingIconDependencies);
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}
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}
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static std::vector<std::unique_ptr<RenderLayer>> toRenderLayers(const std::vector<Immutable<style::Layer::Impl>>& layers, float zoom) {
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std::vector<std::unique_ptr<RenderLayer>> renderLayers;
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renderLayers.reserve(layers.size());
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for (auto& layer : layers) {
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renderLayers.push_back(RenderLayer::create(layer));
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renderLayers.back()->transition(TransitionParameters {
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Clock::time_point::max(),
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TransitionOptions()
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});
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renderLayers.back()->evaluate(PropertyEvaluationParameters {
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zoom
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});
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}
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return renderLayers;
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}
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void GeometryTileWorker::redoLayout() {
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if (!data || !layers) {
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return;
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}
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std::vector<std::string> symbolOrder;
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for (auto it = layers->rbegin(); it != layers->rend(); it++) {
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if ((*it)->type == LayerType::Symbol) {
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symbolOrder.push_back((*it)->id);
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}
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}
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std::unordered_map<std::string, std::unique_ptr<SymbolLayout>> symbolLayoutMap;
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std::unordered_map<std::string, std::shared_ptr<Bucket>> buckets;
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auto featureIndex = std::make_unique<FeatureIndex>();
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BucketParameters parameters { id, mode };
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GlyphDependencies glyphDependencies;
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IconDependencies iconDependencies;
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// Create render layers and group by layout
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std::vector<std::unique_ptr<RenderLayer>> renderLayers = toRenderLayers(*layers, id.overscaledZ);
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std::vector<std::vector<const RenderLayer*>> groups = groupByLayout(renderLayers);
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for (auto& group : groups) {
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if (obsolete) {
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return;
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}
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if (!*data) {
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continue; // Tile has no data.
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}
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const RenderLayer& leader = *group.at(0);
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auto geometryLayer = (*data)->getLayer(leader.baseImpl->sourceLayer);
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if (!geometryLayer) {
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continue;
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}
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std::vector<std::string> layerIDs;
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for (const auto& layer : group) {
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layerIDs.push_back(layer->getID());
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}
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featureIndex->setBucketLayerIDs(leader.getID(), layerIDs);
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if (leader.is<RenderSymbolLayer>()) {
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symbolLayoutMap.emplace(leader.getID(),
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leader.as<RenderSymbolLayer>()->createLayout(parameters, group, *geometryLayer, glyphDependencies, iconDependencies));
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} else {
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const Filter& filter = leader.baseImpl->filter;
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const std::string& sourceLayerID = leader.baseImpl->sourceLayer;
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std::shared_ptr<Bucket> bucket = leader.createBucket(parameters, group);
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for (std::size_t i = 0; !obsolete && i < geometryLayer->featureCount(); i++) {
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std::unique_ptr<GeometryTileFeature> feature = geometryLayer->getFeature(i);
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if (!filter(feature->getType(), feature->getID(), [&] (const auto& key) { return feature->getValue(key); }))
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continue;
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GeometryCollection geometries = feature->getGeometries();
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bucket->addFeature(*feature, geometries);
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featureIndex->insert(geometries, i, sourceLayerID, leader.getID());
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}
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if (!bucket->hasData()) {
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continue;
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}
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for (const auto& layer : group) {
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buckets.emplace(layer->getID(), bucket);
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}
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}
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}
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symbolLayouts.clear();
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for (const auto& symbolLayerID : symbolOrder) {
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auto it = symbolLayoutMap.find(symbolLayerID);
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if (it != symbolLayoutMap.end()) {
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symbolLayouts.push_back(std::move(it->second));
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}
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}
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requestNewGlyphs(glyphDependencies);
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requestNewIcons(iconDependencies);
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parent.invoke(&GeometryTile::onLayout, GeometryTile::LayoutResult {
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std::move(buckets),
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std::move(featureIndex),
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*data ? (*data)->clone() : nullptr,
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correlationID
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});
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attemptPlacement();
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}
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bool GeometryTileWorker::hasPendingSymbolLayouts() const {
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for (const auto& symbolLayout : symbolLayouts) {
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if (symbolLayout->state == SymbolLayout::Pending) {
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return true;
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}
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}
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return false;
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}
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bool GeometryTileWorker::hasPendingSymbolDependencies() const {
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for (auto& glyphDependency : pendingGlyphDependencies) {
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if (!glyphDependency.second.empty()) {
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return true;
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}
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}
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return !pendingIconDependencies.empty();
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}
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void GeometryTileWorker::attemptPlacement() {
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if (!data || !layers || !placementConfig || hasPendingSymbolDependencies()) {
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return;
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}
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auto collisionTile = std::make_unique<CollisionTile>(*placementConfig);
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std::unordered_map<std::string, std::shared_ptr<Bucket>> buckets;
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for (auto& symbolLayout : symbolLayouts) {
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if (obsolete) {
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return;
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}
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if (symbolLayout->state == SymbolLayout::Pending) {
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symbolLayout->prepare(glyphPositions, icons);
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symbolLayout->state = SymbolLayout::Placed;
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}
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if (!symbolLayout->hasSymbolInstances()) {
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continue;
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}
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std::shared_ptr<Bucket> bucket = symbolLayout->place(*collisionTile);
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for (const auto& pair : symbolLayout->layerPaintProperties) {
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buckets.emplace(pair.first, bucket);
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}
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}
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parent.invoke(&GeometryTile::onPlacement, GeometryTile::PlacementResult {
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std::move(buckets),
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std::move(collisionTile),
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correlationID
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});
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}
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} // namespace mbgl
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