Files
MapLibreParticleLab/src/mbgl/renderer/renderer_impl.cpp
Ivo van Dongen bda6ed26c6 [core] send signal to RenderCustomLayer when gl context has been lost
- Prevents cleaning up of GL resources that no longer exist, resulting in a crash
2017-09-22 23:33:56 +03:00

743 lines
27 KiB
C++

#include <mbgl/annotation/annotation_manager.hpp>
#include <mbgl/renderer/renderer_impl.hpp>
#include <mbgl/renderer/renderer_backend.hpp>
#include <mbgl/renderer/renderer_observer.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/update_parameters.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/transition_parameters.hpp>
#include <mbgl/renderer/property_evaluation_parameters.hpp>
#include <mbgl/renderer/tile_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/layers/render_background_layer.hpp>
#include <mbgl/renderer/layers/render_custom_layer.hpp>
#include <mbgl/renderer/layers/render_fill_extrusion_layer.hpp>
#include <mbgl/renderer/style_diff.hpp>
#include <mbgl/renderer/query.hpp>
#include <mbgl/renderer/backend_scope.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/transition_options.hpp>
#include <mbgl/text/glyph_manager.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
namespace mbgl {
using namespace style;
static RendererObserver& nullObserver() {
static RendererObserver observer;
return observer;
}
Renderer::Impl::Impl(RendererBackend& backend_,
float pixelRatio_,
FileSource& fileSource_,
Scheduler& scheduler_,
GLContextMode contextMode_,
const optional<std::string> programCacheDir_)
: backend(backend_)
, scheduler(scheduler_)
, fileSource(fileSource_)
, observer(&nullObserver())
, contextMode(contextMode_)
, pixelRatio(pixelRatio_)
, programCacheDir(programCacheDir_)
, glyphManager(std::make_unique<GlyphManager>(fileSource))
, imageManager(std::make_unique<ImageManager>())
, lineAtlas(std::make_unique<LineAtlas>(Size{ 256, 512 }))
, imageImpls(makeMutable<std::vector<Immutable<style::Image::Impl>>>())
, sourceImpls(makeMutable<std::vector<Immutable<style::Source::Impl>>>())
, layerImpls(makeMutable<std::vector<Immutable<style::Layer::Impl>>>())
, renderLight(makeMutable<Light::Impl>()) {
glyphManager->setObserver(this);
}
Renderer::Impl::~Impl() {
assert(BackendScope::exists());
if (contextLost) {
// Signal all RenderCustomLayers that the context was lost
// before cleaning up
for (const auto& entry : renderLayers) {
RenderLayer& layer = *entry.second;
if (layer.is<RenderCustomLayer>()) {
layer.as<RenderCustomLayer>()->markContextDestroyed();
}
}
}
};
void Renderer::Impl::setObserver(RendererObserver* observer_) {
observer = observer_ ? observer_ : &nullObserver();
}
void Renderer::Impl::render(const UpdateParameters& updateParameters) {
if (updateParameters.mode == MapMode::Still) {
// Don't load/render anyting in still mode until explicitly requested.
if (!updateParameters.stillImageRequest) {
return;
}
// Reset zoom history state.
zoomHistory.first = true;
}
assert(BackendScope::exists());
updateParameters.annotationManager.updateData();
const bool zoomChanged = zoomHistory.update(updateParameters.transformState.getZoom(), updateParameters.timePoint);
const TransitionParameters transitionParameters {
updateParameters.timePoint,
updateParameters.mode == MapMode::Continuous ? updateParameters.transitionOptions : TransitionOptions()
};
const PropertyEvaluationParameters evaluationParameters {
zoomHistory,
updateParameters.timePoint,
updateParameters.mode == MapMode::Continuous ? util::DEFAULT_TRANSITION_DURATION : Duration::zero()
};
const TileParameters tileParameters {
updateParameters.pixelRatio,
updateParameters.debugOptions,
updateParameters.transformState,
scheduler,
fileSource,
updateParameters.mode,
updateParameters.annotationManager,
*imageManager,
*glyphManager,
updateParameters.prefetchZoomDelta
};
glyphManager->setURL(updateParameters.glyphURL);
// Update light.
const bool lightChanged = renderLight.impl != updateParameters.light;
if (lightChanged) {
renderLight.impl = updateParameters.light;
renderLight.transition(transitionParameters);
}
if (lightChanged || zoomChanged || renderLight.hasTransition()) {
renderLight.evaluate(evaluationParameters);
}
const ImageDifference imageDiff = diffImages(imageImpls, updateParameters.images);
imageImpls = updateParameters.images;
// Remove removed images from sprite atlas.
for (const auto& entry : imageDiff.removed) {
imageManager->removeImage(entry.first);
}
// Add added images to sprite atlas.
for (const auto& entry : imageDiff.added) {
imageManager->addImage(entry.second);
}
// Update changed images.
for (const auto& entry : imageDiff.changed) {
imageManager->updateImage(entry.second.after);
}
imageManager->setLoaded(updateParameters.spriteLoaded);
const LayerDifference layerDiff = diffLayers(layerImpls, updateParameters.layers);
layerImpls = updateParameters.layers;
// Remove render layers for removed layers.
for (const auto& entry : layerDiff.removed) {
renderLayers.erase(entry.first);
}
// Create render layers for newly added layers.
for (const auto& entry : layerDiff.added) {
renderLayers.emplace(entry.first, RenderLayer::create(entry.second));
}
// Update render layers for changed layers.
for (const auto& entry : layerDiff.changed) {
renderLayers.at(entry.first)->setImpl(entry.second.after);
}
// Update layers for class and zoom changes.
for (const auto& entry : renderLayers) {
RenderLayer& layer = *entry.second;
const bool layerAdded = layerDiff.added.count(entry.first);
const bool layerChanged = layerDiff.changed.count(entry.first);
if (layerAdded || layerChanged) {
layer.transition(transitionParameters);
}
if (layerAdded || layerChanged || zoomChanged || layer.hasTransition()) {
layer.evaluate(evaluationParameters);
}
}
const SourceDifference sourceDiff = diffSources(sourceImpls, updateParameters.sources);
sourceImpls = updateParameters.sources;
// Remove render layers for removed sources.
for (const auto& entry : sourceDiff.removed) {
renderSources.erase(entry.first);
}
// Create render sources for newly added sources.
for (const auto& entry : sourceDiff.added) {
std::unique_ptr<RenderSource> renderSource = RenderSource::create(entry.second);
renderSource->setObserver(this);
renderSources.emplace(entry.first, std::move(renderSource));
}
const bool hasImageDiff = !(imageDiff.added.empty() && imageDiff.removed.empty() && imageDiff.changed.empty());
// Update all sources.
for (const auto& source : *sourceImpls) {
std::vector<Immutable<Layer::Impl>> filteredLayers;
bool needsRendering = false;
bool needsRelayout = false;
for (const auto& layer : *layerImpls) {
if (layer->type == LayerType::Background ||
layer->type == LayerType::Custom ||
layer->source != source->id) {
continue;
}
if (!needsRendering && getRenderLayer(layer->id)->needsRendering(zoomHistory.lastZoom)) {
needsRendering = true;
}
if (!needsRelayout && (hasImageDiff || hasLayoutDifference(layerDiff, layer->id))) {
needsRelayout = true;
}
filteredLayers.push_back(layer);
}
renderSources.at(source->id)->update(source,
filteredLayers,
needsRendering,
needsRelayout,
tileParameters);
}
transformState = updateParameters.transformState;
if (!staticData) {
staticData = std::make_unique<RenderStaticData>(backend.getContext(), pixelRatio, programCacheDir);
}
PaintParameters parameters {
backend.getContext(),
pixelRatio,
contextMode,
backend,
updateParameters,
renderLight.getEvaluated(),
*staticData,
frameHistory,
*imageManager,
*lineAtlas
};
bool loaded = updateParameters.styleLoaded && isLoaded();
if (updateParameters.mode == MapMode::Still && !loaded) {
return;
}
if (renderState == RenderState::Never) {
observer->onWillStartRenderingMap();
}
observer->onWillStartRenderingFrame();
backend.updateAssumedState();
if (parameters.contextMode == GLContextMode::Shared) {
parameters.context.setDirtyState();
}
Color backgroundColor;
class RenderItem {
public:
RenderLayer& layer;
RenderSource* source;
};
std::vector<RenderItem> order;
for (auto& layerImpl : *layerImpls) {
RenderLayer* layer = getRenderLayer(layerImpl->id);
assert(layer);
if (!parameters.staticData.has3D && layer->is<RenderFillExtrusionLayer>()) {
parameters.staticData.has3D = true;
}
if (!layer->needsRendering(zoomHistory.lastZoom)) {
continue;
}
if (const RenderBackgroundLayer* background = layer->as<RenderBackgroundLayer>()) {
const BackgroundPaintProperties::PossiblyEvaluated& paint = background->evaluated;
if (layerImpl.get() == layerImpls->at(0).get() && paint.get<BackgroundPattern>().from.empty()) {
// This is a solid background. We can use glClear().
backgroundColor = paint.get<BackgroundColor>() * paint.get<BackgroundOpacity>();
} else {
// This is a textured background, or not the bottommost layer. We need to render it with a quad.
order.emplace_back(RenderItem { *layer, nullptr });
}
continue;
}
if (layer->is<RenderCustomLayer>()) {
order.emplace_back(RenderItem { *layer, nullptr });
continue;
}
RenderSource* source = getRenderSource(layer->baseImpl->source);
if (!source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer->getID().c_str());
continue;
}
const bool symbolLayer = layer->is<RenderSymbolLayer>();
auto sortedTiles = source->getRenderTiles();
if (symbolLayer) {
// Sort symbol tiles in opposite y position, so tiles with overlapping symbols are drawn
// on top of each other, with lower symbols being drawn on top of higher symbols.
std::sort(sortedTiles.begin(), sortedTiles.end(), [&](const RenderTile& a, const RenderTile& b) {
Point<float> pa(a.id.canonical.x, a.id.canonical.y);
Point<float> pb(b.id.canonical.x, b.id.canonical.y);
auto par = util::rotate(pa, parameters.state.getAngle());
auto pbr = util::rotate(pb, parameters.state.getAngle());
return std::tie(par.y, par.x) < std::tie(pbr.y, pbr.x);
});
} else {
std::sort(sortedTiles.begin(), sortedTiles.end(),
[](const auto& a, const auto& b) { return a.get().id < b.get().id; });
}
std::vector<std::reference_wrapper<RenderTile>> sortedTilesForInsertion;
for (auto& sortedTile : sortedTiles) {
auto& tile = sortedTile.get();
if (!tile.tile.isRenderable()) {
continue;
}
// We're not clipping symbol layers, so when we have both parents and children of symbol
// layers, we drop all children in favor of their parent to avoid duplicate labels.
// See https://github.com/mapbox/mapbox-gl-native/issues/2482
if (symbolLayer) {
bool skip = false;
// Look back through the buckets we decided to render to find out whether there is
// already a bucket from this layer that is a parent of this tile. Tiles are ordered
// by zoom level when we obtain them from getTiles().
for (auto it = sortedTilesForInsertion.rbegin();
it != sortedTilesForInsertion.rend(); ++it) {
if (tile.tile.id.isChildOf(it->get().tile.id)) {
skip = true;
break;
}
}
if (skip) {
continue;
}
}
auto bucket = tile.tile.getBucket(*layer->baseImpl);
if (bucket) {
sortedTilesForInsertion.emplace_back(tile);
tile.used = true;
}
}
layer->setRenderTiles(std::move(sortedTilesForInsertion));
order.emplace_back(RenderItem { *layer, source });
}
frameHistory.record(parameters.timePoint,
parameters.state.getZoom(),
parameters.mapMode == MapMode::Continuous ? util::DEFAULT_TRANSITION_DURATION : Milliseconds(0));
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
MBGL_DEBUG_GROUP(parameters.context, "upload");
parameters.imageManager.upload(parameters.context, 0);
parameters.lineAtlas.upload(parameters.context, 0);
parameters.frameHistory.upload(parameters.context, 0);
// Update all clipping IDs + upload buckets.
for (const auto& entry : renderSources) {
if (entry.second->isEnabled()) {
entry.second->startRender(parameters);
}
}
}
// - 3D PASS -------------------------------------------------------------------------------------
// Renders any 3D layers bottom-to-top to unique FBOs with texture attachments, but share the same
// depth rbo between them.
if (parameters.staticData.has3D) {
parameters.staticData.backendSize = parameters.backend.getFramebufferSize();
MBGL_DEBUG_GROUP(parameters.context, "3d");
parameters.pass = RenderPass::Pass3D;
if (!parameters.staticData.depthRenderbuffer ||
parameters.staticData.depthRenderbuffer->size != parameters.staticData.backendSize) {
parameters.staticData.depthRenderbuffer =
parameters.context.createRenderbuffer<gl::RenderbufferType::DepthComponent>(parameters.staticData.backendSize);
}
parameters.staticData.depthRenderbuffer->shouldClear(true);
uint32_t i = static_cast<uint32_t>(order.size()) - 1;
for (auto it = order.begin(); it != order.end(); ++it, --i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
it->layer.render(parameters, it->source);
}
}
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
MBGL_DEBUG_GROUP(parameters.context, "clear");
parameters.backend.bind();
parameters.context.clear((parameters.debugOptions & MapDebugOptions::Overdraw)
? Color::black()
: backgroundColor,
1.0f,
0);
}
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
MBGL_DEBUG_GROUP(parameters.context, "clipping masks");
static const style::FillPaintProperties::PossiblyEvaluated properties {};
static const FillProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
for (const auto& clipID : parameters.clipIDGenerator.getClipIDs()) {
parameters.staticData.programs.fill.get(properties).draw(
parameters.context,
gl::Triangles(),
gl::DepthMode::disabled(),
gl::StencilMode {
gl::StencilMode::Always(),
static_cast<int32_t>(clipID.second.reference.to_ulong()),
0b11111111,
gl::StencilMode::Keep,
gl::StencilMode::Keep,
gl::StencilMode::Replace
},
gl::ColorMode::disabled(),
FillProgram::UniformValues {
uniforms::u_matrix::Value{ parameters.matrixForTile(clipID.first) },
uniforms::u_world::Value{ parameters.context.viewport.getCurrentValue().size },
},
parameters.staticData.tileVertexBuffer,
parameters.staticData.quadTriangleIndexBuffer,
parameters.staticData.tileTriangleSegments,
paintAttibuteData,
properties,
parameters.state.getZoom(),
"clipping"
);
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
// Render tile clip boundaries, using stencil buffer to calculate fill color.
if (parameters.debugOptions & MapDebugOptions::StencilClip) {
parameters.context.setStencilMode(gl::StencilMode::disabled());
parameters.context.setDepthMode(gl::DepthMode::disabled());
parameters.context.setColorMode(gl::ColorMode::unblended());
parameters.context.program = 0;
// Reset the value in case someone else changed it, or it's dirty.
parameters.context.pixelTransferStencil = gl::value::PixelTransferStencil::Default;
// Read the stencil buffer
const auto viewport = parameters.context.viewport.getCurrentValue();
auto image = parameters.context.readFramebuffer<AlphaImage, gl::TextureFormat::Stencil>(viewport.size, false);
// Scale the Stencil buffer to cover the entire color space.
auto it = image.data.get();
auto end = it + viewport.size.width * viewport.size.height;
const auto factor = 255.0f / *std::max_element(it, end);
for (; it != end; ++it) {
*it *= factor;
}
parameters.context.pixelZoom = { 1, 1 };
parameters.context.rasterPos = { -1, -1, 0, 1 };
parameters.context.drawPixels(image);
return;
}
#endif
// Actually render the layers
parameters.depthRangeSize = 1 - (order.size() + 2) * parameters.numSublayers * parameters.depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
{
parameters.pass = RenderPass::Opaque;
MBGL_DEBUG_GROUP(parameters.context, "opaque");
uint32_t i = 0;
for (auto it = order.rbegin(); it != order.rend(); ++it, ++i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
it->layer.render(parameters, it->source);
}
}
}
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
{
parameters.pass = RenderPass::Translucent;
MBGL_DEBUG_GROUP(parameters.context, "translucent");
uint32_t i = static_cast<uint32_t>(order.size()) - 1;
for (auto it = order.begin(); it != order.end(); ++it, --i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
it->layer.render(parameters, it->source);
}
}
}
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
MBGL_DEBUG_GROUP(parameters.context, "debug");
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
for (const auto& entry : renderSources) {
if (entry.second->isEnabled()) {
entry.second->finishRender(parameters);
}
}
}
#if not MBGL_USE_GLES2 and not defined(NDEBUG)
// Render the depth buffer.
if (parameters.debugOptions & MapDebugOptions::DepthBuffer) {
parameters.context.setStencilMode(gl::StencilMode::disabled());
parameters.context.setDepthMode(gl::DepthMode::disabled());
parameters.context.setColorMode(gl::ColorMode::unblended());
parameters.context.program = 0;
// Scales the values in the depth buffer so that they cover the entire grayscale range. This
// makes it easier to spot tiny differences.
const float base = 1.0f / (1.0f - parameters.depthRangeSize);
parameters.context.pixelTransferDepth = { base, 1.0f - base };
// Read the stencil buffer
auto viewport = parameters.context.viewport.getCurrentValue();
auto image = parameters.context.readFramebuffer<AlphaImage, gl::TextureFormat::Depth>(viewport.size, false);
parameters.context.pixelZoom = { 1, 1 };
parameters.context.rasterPos = { -1, -1, 0, 1 };
parameters.context.drawPixels(image);
}
#endif
// TODO: Find a better way to unbind VAOs after we're done with them without introducing
// unnecessary bind(0)/bind(N) sequences.
{
MBGL_DEBUG_GROUP(parameters.context, "cleanup");
parameters.context.activeTextureUnit = 1;
parameters.context.texture[1] = 0;
parameters.context.activeTextureUnit = 0;
parameters.context.texture[0] = 0;
parameters.context.bindVertexArray = 0;
}
observer->onDidFinishRenderingFrame(
loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial,
updateParameters.mode == MapMode::Continuous && (hasTransitions() || frameHistory.needsAnimation(util::DEFAULT_TRANSITION_DURATION))
);
if (!loaded) {
renderState = RenderState::Partial;
} else if (renderState != RenderState::Fully) {
renderState = RenderState::Fully;
observer->onDidFinishRenderingMap();
}
// Cleanup only after signaling completion
parameters.context.performCleanup();
}
std::vector<Feature> Renderer::Impl::queryRenderedFeatures(const ScreenLineString& geometry, const RenderedQueryOptions& options) const {
std::vector<const RenderLayer*> layers;
if (options.layerIDs) {
for (const auto& layerID : *options.layerIDs) {
if (const RenderLayer* layer = getRenderLayer(layerID)) {
layers.emplace_back(layer);
}
}
} else {
for (const auto& entry : renderLayers) {
layers.emplace_back(entry.second.get());
}
}
std::unordered_set<std::string> sourceIDs;
for (const RenderLayer* layer : layers) {
sourceIDs.emplace(layer->baseImpl->source);
}
std::unordered_map<std::string, std::vector<Feature>> resultsByLayer;
for (const auto& sourceID : sourceIDs) {
if (RenderSource* renderSource = getRenderSource(sourceID)) {
auto sourceResults = renderSource->queryRenderedFeatures(geometry, transformState, layers, options);
std::move(sourceResults.begin(), sourceResults.end(), std::inserter(resultsByLayer, resultsByLayer.begin()));
}
}
std::vector<Feature> result;
if (resultsByLayer.empty()) {
return result;
}
// Combine all results based on the style layer order.
for (const auto& layerImpl : *layerImpls) {
const RenderLayer* layer = getRenderLayer(layerImpl->id);
if (!layer->needsRendering(zoomHistory.lastZoom)) {
continue;
}
auto it = resultsByLayer.find(layer->baseImpl->id);
if (it != resultsByLayer.end()) {
std::move(it->second.begin(), it->second.end(), std::back_inserter(result));
}
}
return result;
}
std::vector<Feature> Renderer::Impl::querySourceFeatures(const std::string& sourceID, const SourceQueryOptions& options) const {
const RenderSource* source = getRenderSource(sourceID);
if (!source) return {};
return source->querySourceFeatures(options);
}
void Renderer::Impl::onLowMemory() {
assert(BackendScope::exists());
backend.getContext().performCleanup();
for (const auto& entry : renderSources) {
entry.second->onLowMemory();
}
observer->onInvalidate();
}
void Renderer::Impl::dumDebugLogs() {
for (const auto& entry : renderSources) {
entry.second->dumpDebugLogs();
}
imageManager->dumpDebugLogs();
}
RenderLayer* Renderer::Impl::getRenderLayer(const std::string& id) {
auto it = renderLayers.find(id);
return it != renderLayers.end() ? it->second.get() : nullptr;
}
const RenderLayer* Renderer::Impl::getRenderLayer(const std::string& id) const {
auto it = renderLayers.find(id);
return it != renderLayers.end() ? it->second.get() : nullptr;
}
RenderSource* Renderer::Impl::getRenderSource(const std::string& id) const {
auto it = renderSources.find(id);
return it != renderSources.end() ? it->second.get() : nullptr;
}
bool Renderer::Impl::hasTransitions() const {
if (renderLight.hasTransition()) {
return true;
}
for (const auto& entry : renderLayers) {
if (entry.second->hasTransition()) {
return true;
}
}
return false;
}
bool Renderer::Impl::isLoaded() const {
for (const auto& entry: renderSources) {
if (!entry.second->isLoaded()) {
return false;
}
}
if (!imageManager->isLoaded()) {
return false;
}
return true;
}
void Renderer::Impl::onGlyphsError(const FontStack& fontStack, const GlyphRange& glyphRange, std::exception_ptr error) {
Log::Error(Event::Style, "Failed to load glyph range %d-%d for font stack %s: %s",
glyphRange.first, glyphRange.second, fontStackToString(fontStack).c_str(), util::toString(error).c_str());
observer->onResourceError(error);
}
void Renderer::Impl::onTileError(RenderSource& source, const OverscaledTileID& tileID, std::exception_ptr error) {
Log::Error(Event::Style, "Failed to load tile %s for source %s: %s",
util::toString(tileID).c_str(), source.baseImpl->id.c_str(), util::toString(error).c_str());
observer->onResourceError(error);
}
void Renderer::Impl::onTileChanged(RenderSource&, const OverscaledTileID&) {
observer->onInvalidate();
}
} // namespace mbgl