#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace mbgl { using namespace style; GeometryTileWorker::GeometryTileWorker(ActorRef self_, ActorRef parent_, OverscaledTileID id_, GlyphAtlas& glyphAtlas_, const std::atomic& obsolete_, const MapMode mode_) : self(std::move(self_)), parent(std::move(parent_)), id(std::move(id_)), glyphAtlas(glyphAtlas_), obsolete(obsolete_), mode(mode_) { } GeometryTileWorker::~GeometryTileWorker() { glyphAtlas.removeGlyphs(reinterpret_cast(this)); } /* GeometryTileWorker is a state machine. This is its transition diagram. States are indicated by [state], lines are transitions triggered by messages, (parentheses) are actions taken on transition. [idle] <----------------------------. | | set{Data,Layers,Placement}, symbolDependenciesChanged | | | (do layout/placement; self-send "coalesced") | v | [coalescing] --- coalesced ------------. | | .-----------------. .---------------. | | .--- set{Data,Layers} setPlacement -----. | | | | | v v | .-- [need layout] <-- set{Data,Layers} -- [need placement] --. | | coalesced coalesced | | v v (do layout or placement; self-send "coalesced"; goto [coalescing]) The idea is that in the [idle] state, layout or placement happens immediately in response to a "set" message. During this processing, multiple "set" messages might get queued in the mailbox. At the end of processing, we self-send "coalesced", read all the queued messages until we get to "coalesced", and then redo either layout or placement if there were one or more "set"s (with layout taking priority, since it will trigger placement when complete), or return to the [idle] state if not. */ void GeometryTileWorker::setData(std::unique_ptr data_, uint64_t correlationID_) { try { data = std::move(data_); correlationID = correlationID_; switch (state) { case Idle: redoLayout(); coalesce(); break; case Coalescing: case NeedLayout: case NeedPlacement: state = NeedLayout; break; } } catch (...) { parent.invoke(&GeometryTile::onError, std::current_exception()); } } void GeometryTileWorker::setLayers(std::vector> layers_, uint64_t correlationID_) { try { layers = std::move(layers_); correlationID = correlationID_; switch (state) { case Idle: redoLayout(); coalesce(); break; case Coalescing: case NeedPlacement: state = NeedLayout; break; case NeedLayout: break; } } catch (...) { parent.invoke(&GeometryTile::onError, std::current_exception()); } } void GeometryTileWorker::setPlacementConfig(PlacementConfig placementConfig_, uint64_t correlationID_) { try { placementConfig = std::move(placementConfig_); correlationID = correlationID_; switch (state) { case Idle: attemptPlacement(); coalesce(); break; case Coalescing: state = NeedPlacement; break; case NeedPlacement: case NeedLayout: break; } } catch (...) { parent.invoke(&GeometryTile::onError, std::current_exception()); } } void GeometryTileWorker::symbolDependenciesChanged() { try { switch (state) { case Idle: if (hasPendingSymbolDependencies()) { attemptPlacement(); coalesce(); } break; case Coalescing: if (hasPendingSymbolDependencies()) { state = NeedPlacement; } break; case NeedPlacement: case NeedLayout: break; } } catch (...) { parent.invoke(&GeometryTile::onError, std::current_exception()); } } void GeometryTileWorker::coalesced() { try { switch (state) { case Idle: assert(false); break; case Coalescing: state = Idle; break; case NeedLayout: redoLayout(); coalesce(); break; case NeedPlacement: attemptPlacement(); coalesce(); break; } } catch (...) { parent.invoke(&GeometryTile::onError, std::current_exception()); } } void GeometryTileWorker::coalesce() { state = Coalescing; self.invoke(&GeometryTileWorker::coalesced); } void GeometryTileWorker::redoLayout() { if (!data || !layers) { return; } // We're doing a fresh parse of the tile, because the underlying data or style has changed. symbolLayouts.clear(); // We're storing a set of bucket names we've parsed to avoid parsing a bucket twice that is // referenced from more than one layer std::unordered_set parsed; std::unordered_map> buckets; auto featureIndex = std::make_unique(); for (auto i = layers->rbegin(); i != layers->rend(); i++) { if (obsolete) { return; } const Layer* layer = i->get(); const std::string& bucketName = layer->baseImpl->bucketName(); featureIndex->addBucketLayerName(bucketName, layer->baseImpl->id); if (parsed.find(bucketName) != parsed.end()) { continue; } parsed.emplace(bucketName); if (!*data) { continue; // Tile has no data. } auto geometryLayer = (*data)->getLayer(layer->baseImpl->sourceLayer); if (!geometryLayer) { continue; } BucketParameters parameters(id, *geometryLayer, obsolete, reinterpret_cast(this), glyphAtlas, *featureIndex, mode); if (layer->is()) { symbolLayouts.push_back(layer->as()->impl->createLayout(parameters)); } else { std::unique_ptr bucket = layer->baseImpl->createBucket(parameters); if (bucket->hasData()) { buckets.emplace(layer->baseImpl->bucketName(), std::move(bucket)); } } } parent.invoke(&GeometryTile::onLayout, GeometryTile::LayoutResult { std::move(buckets), std::move(featureIndex), *data ? (*data)->clone() : nullptr, correlationID }); attemptPlacement(); } bool GeometryTileWorker::hasPendingSymbolDependencies() const { bool result = false; for (const auto& symbolLayout : symbolLayouts) { if (symbolLayout->state == SymbolLayout::Pending) { result = true; } } return result; } void GeometryTileWorker::attemptPlacement() { if (!data || !layers || !placementConfig) { return; } bool canPlace = true; // Prepare as many SymbolLayouts as possible. for (auto& symbolLayout : symbolLayouts) { if (obsolete) { return; } if (symbolLayout->state == SymbolLayout::Pending) { if (symbolLayout->canPrepare(glyphAtlas)) { symbolLayout->state = SymbolLayout::Prepared; symbolLayout->prepare(reinterpret_cast(this), glyphAtlas); } else { canPlace = false; } } } if (!canPlace) { return; // We'll be notified (via `setPlacementConfig`) when it's time to try again. } auto collisionTile = std::make_unique(*placementConfig); std::unordered_map> buckets; for (auto& symbolLayout : symbolLayouts) { if (obsolete) { return; } symbolLayout->state = SymbolLayout::Placed; if (symbolLayout->hasSymbolInstances()) { buckets.emplace(symbolLayout->bucketName, symbolLayout->place(*collisionTile)); } } parent.invoke(&GeometryTile::onPlacement, GeometryTile::PlacementResult { std::move(buckets), std::move(collisionTile), correlationID }); } } // namespace mbgl