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-rw-r--r--src/mbgl/renderer/sources/render_raster_dem_source.cpp12
-rw-r--r--src/mbgl/renderer/sources/render_raster_source.cpp12
-rw-r--r--src/mbgl/renderer/sources/render_vector_source.cpp12
3 files changed, 24 insertions, 12 deletions
diff --git a/src/mbgl/renderer/sources/render_raster_dem_source.cpp b/src/mbgl/renderer/sources/render_raster_dem_source.cpp
index 841124fa4a..06ddf3e7e0 100644
--- a/src/mbgl/renderer/sources/render_raster_dem_source.cpp
+++ b/src/mbgl/renderer/sources/render_raster_dem_source.cpp
@@ -4,6 +4,7 @@
#include <mbgl/algorithm/update_tile_masks.hpp>
#include <mbgl/geometry/dem_data.hpp>
#include <mbgl/renderer/buckets/hillshade_bucket.hpp>
+#include <mbgl/renderer/tile_parameters.hpp>
namespace mbgl {
@@ -27,16 +28,19 @@ void RenderRasterDEMSource::update(Immutable<style::Source::Impl> baseImpl_,
enabled = needsRendering;
optional<Tileset> _tileset = impl().getTileset();
-
- if (tileset != _tileset) {
+ // In Continuous mode, keep the existing tiles if the new tileset is not
+ // yet available, thus providing smart style transitions without flickering.
+ // In other modes, allow clearing the tile pyramid first, before the early
+ // return in order to avoid render tests being flaky.
+ bool canUpdateTileset = _tileset || parameters.mode != MapMode::Continuous;
+ if (canUpdateTileset && tileset != _tileset) {
tileset = _tileset;
maxzoom = tileset->zoomRange.max;
// TODO: this removes existing buckets, and will cause flickering.
// Should instead refresh tile data in place.
tilePyramid.clearAll();
}
- // Allow clearing the tile pyramid first, before the early return in case
- // the new tileset is not yet available or has an error in loading
+
if (!_tileset) {
return;
}
diff --git a/src/mbgl/renderer/sources/render_raster_source.cpp b/src/mbgl/renderer/sources/render_raster_source.cpp
index 06eb36795b..7c7a987c85 100644
--- a/src/mbgl/renderer/sources/render_raster_source.cpp
+++ b/src/mbgl/renderer/sources/render_raster_source.cpp
@@ -2,6 +2,7 @@
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/tile/raster_tile.hpp>
#include <mbgl/algorithm/update_tile_masks.hpp>
+#include <mbgl/renderer/tile_parameters.hpp>
namespace mbgl {
@@ -25,16 +26,19 @@ void RenderRasterSource::update(Immutable<style::Source::Impl> baseImpl_,
enabled = needsRendering;
optional<Tileset> _tileset = impl().getTileset();
-
- if (tileset != _tileset) {
+ // In Continuous mode, keep the existing tiles if the new tileset is not
+ // yet available, thus providing smart style transitions without flickering.
+ // In other modes, allow clearing the tile pyramid first, before the early
+ // return in order to avoid render tests being flaky.
+ bool canUpdateTileset = _tileset || parameters.mode != MapMode::Continuous;
+ if (canUpdateTileset && tileset != _tileset) {
tileset = _tileset;
// TODO: this removes existing buckets, and will cause flickering.
// Should instead refresh tile data in place.
tilePyramid.clearAll();
}
- // Allow clearing the tile pyramid first, before the early return in case
- // the new tileset is not yet available or has an error in loading
+
if (!_tileset) {
return;
}
diff --git a/src/mbgl/renderer/sources/render_vector_source.cpp b/src/mbgl/renderer/sources/render_vector_source.cpp
index 53fc4c8299..3990cb86fa 100644
--- a/src/mbgl/renderer/sources/render_vector_source.cpp
+++ b/src/mbgl/renderer/sources/render_vector_source.cpp
@@ -2,6 +2,7 @@
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/tile/vector_tile.hpp>
+#include <mbgl/renderer/tile_parameters.hpp>
namespace mbgl {
@@ -25,16 +26,19 @@ void RenderVectorSource::update(Immutable<style::Source::Impl> baseImpl_,
enabled = needsRendering;
optional<Tileset> _tileset = impl().getTileset();
-
- if (tileset != _tileset) {
+ // In Continuous mode, keep the existing tiles if the new tileset is not
+ // yet available, thus providing smart style transitions without flickering.
+ // In other modes, allow clearing the tile pyramid first, before the early
+ // return in order to avoid render tests being flaky.
+ bool canUpdateTileset = _tileset || parameters.mode != MapMode::Continuous;
+ if (canUpdateTileset && tileset != _tileset) {
tileset = _tileset;
// TODO: this removes existing buckets, and will cause flickering.
// Should instead refresh tile data in place.
tilePyramid.clearAll();
}
- // Allow clearing the tile pyramid first, before the early return in case
- // the new tileset is not yet available or has an error in loading
+
if (!_tileset) {
return;
}