We are also removing the code that is passing the Environment around and instead, we get now the Environment in the TileData using Environment::Get(). When processing the job, the work will be temporally registered to the Environment as "TileWorker_0/0/0" which can be used for logging in the future. At the end of the job, it gets unregistered automatically from the Environment.
34 lines
824 B
C++
34 lines
824 B
C++
#include <mbgl/map/map.hpp>
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#include <mbgl/map/raster_tile_data.hpp>
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#include <mbgl/style/style.hpp>
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using namespace mbgl;
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RasterTileData::RasterTileData(Tile::ID const &id_, TexturePool &texturePool,
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const SourceInfo &source_)
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: TileData(id_, source_), bucket(texturePool, layout) {
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}
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RasterTileData::~RasterTileData() {
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}
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void RasterTileData::parse() {
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if (state != State::loaded) {
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return;
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}
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if (bucket.setImage(data)) {
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state = State::parsed;
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} else {
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state = State::invalid;
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}
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}
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void RasterTileData::render(Painter &painter, const StyleLayer &layer_desc, const mat4 &matrix) {
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bucket.render(painter, layer_desc, id, matrix);
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}
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bool RasterTileData::hasData(StyleLayer const& /*layer_desc*/) const {
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return bucket.hasData();
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}
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