Configure cache on the layer instead of the source

This commit is contained in:
Tim Schaub
2021-08-27 17:33:04 -06:00
parent 3b6bf14cdc
commit d37e3e3134
5 changed files with 48 additions and 21 deletions
+15 -17
View File
@@ -56,6 +56,8 @@ const attributeDescriptions = [
},
];
const empty = {};
/**
* Transform a zoom level into a depth value ranging from -1 to 1.
* @param {number} z A zoom level.
@@ -103,6 +105,7 @@ function getRenderExtent(frameState) {
* @property {Object<string, import("../../webgl/Helper").UniformValue>} [uniforms] Additional uniforms
* made available to shaders.
* @property {string} [className='ol-layer'] A CSS class name to set to the canvas element.
* @property {number} [cacheSize=512] The texture cache size.
*/
/**
@@ -177,7 +180,8 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
this.helper.flushBufferData(indices);
this.indices_ = indices;
this.tileTextureCache_ = new LRUCache(512);
const cacheSize = options.cacheSize !== undefined ? options.cacheSize : 512;
this.tileTextureCache_ = new LRUCache(cacheSize);
this.renderedOpacity_ = NaN;
}
@@ -468,23 +472,17 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
}
// TODO: let the renderers manage their own cache instead of managing the source cache
if (tileSource.canExpireCache()) {
/**
* @param {import("../../PluggableMap.js").default} map Map.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
*/
const postRenderFunction = function (map, frameState) {
const tileSourceKey = getUid(tileSource);
if (tileSourceKey in frameState.usedTiles) {
tileSource.expireCache(
frameState.viewState.projection,
frameState.usedTiles[tileSourceKey]
);
}
};
/**
* Here we unconditionally expire the source cache since the renderer maintains
* its own cache.
* @param {import("../../PluggableMap.js").default} map Map.
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
*/
const postRenderFunction = function (map, frameState) {
tileSource.expireCache(tileSource.getProjection(), empty);
};
frameState.postRenderFunctions.push(postRenderFunction);
}
frameState.postRenderFunctions.push(postRenderFunction);
this.postRender(frameState);
return canvas;