image: Keep texture around until new is available
Keep previous texture around during image reloads to avoid flickering.
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6 changed files with 38 additions and 20 deletions
1
news.d/47.rc/fixed-avoid-flickering-when-reloading-image
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1
news.d/47.rc/fixed-avoid-flickering-when-reloading-image
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@ -0,0 +1 @@
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Flickering while images are reloaded. Instead, keep the old textures around until a new texture is available.
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@ -177,19 +177,18 @@ impl FrameBuffer {
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self.current().cleanup(zoom, viewport);
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}
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/// Delete all stored information
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///
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/// Used when reloading image
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pub fn reset(&mut self) {
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self.update_sender = None;
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self.images.clear();
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}
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pub fn contains(&self, zoom: f64, coordinates: Coordinates) -> bool {
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self.images
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.front()
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.map_or(false, |x| x.contains(zoom, coordinates))
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}
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/// Returns true if there are no textures
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pub fn is_empty(&self) -> bool {
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self.images
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.front()
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.map_or(false, |x| x.tile_layers.is_empty())
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}
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}
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#[derive(Clone, Debug, Default)]
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@ -623,12 +622,15 @@ impl SharedFrameBuffer {
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});
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}
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pub fn reset(&self) {
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self.buffer.rcu(|tiling_store| {
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let mut new_store = (**tiling_store).clone();
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new_store.reset();
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Arc::new(new_store)
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});
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/// Reset to default and return old store
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///
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/// Used when reloading images
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pub fn reset(&self) -> Self {
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let old_buffer = self.buffer.swap(Default::default());
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Self {
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buffer: ArcSwap::new(old_buffer),
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}
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}
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pub fn get_layer_tiling_or_default(&self, zoom: f64, viewport: graphene::Rect) -> Tiling {
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@ -163,6 +163,7 @@ mod imp {
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/// Track changes to this image
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pub(super) file_monitor: RefCell<Option<gio::FileMonitor>>,
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pub(super) frame_buffer: Arc<SharedFrameBuffer>,
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pub(super) previous_frame_buffer: SharedFrameBuffer,
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pub(super) decoder: RefCell<Option<Arc<Decoder>>>,
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/// Rotation final value (can differ from `rotation` during animation)
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@ -89,6 +89,7 @@ impl imp::LpImage {
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}
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DecoderUpdate::Redraw => {
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self.set_loaded(true);
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self.previous_frame_buffer.reset();
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obj.queue_draw();
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self.frame_buffer.rcu(|tiles| {
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@ -313,8 +314,13 @@ impl LpImage {
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self.imp().set_file_loaded(file).await;
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let tiles = &self.imp().frame_buffer;
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// Delete all stored textures for reloads
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tiles.reset();
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let previous_frame_buffer = tiles.reset();
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// Store previos frames to show until new texture is loaded
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self.imp()
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.previous_frame_buffer
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.swap(previous_frame_buffer.load_full());
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// Reset background color for reloads
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imp.set_background_color(None);
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@ -126,9 +126,17 @@ impl WidgetImpl for imp::LpImage {
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);
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// Add texture(s)
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self.frame_buffer
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.load()
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.add_to_snapshot(snapshot, applicable_zoom, &render_options);
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let frame_buffer = self.frame_buffer.load();
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// Don't use current frame buffer if it empty during an image reload
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let use_frame_buffer = if frame_buffer.is_empty() {
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// Fallback to previous buffer to show previous image until new one is available
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self.previous_frame_buffer.load()
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} else {
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frame_buffer
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};
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use_frame_buffer.add_to_snapshot(snapshot, applicable_zoom, &render_options);
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snapshot.restore();
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@ -97,8 +97,8 @@ impl LpImage {
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if self.is_best_fit() {
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let zoom_animation = imp.zoom_animation();
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zoom_animation.set_value_from(dbg!(self.zoom()));
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zoom_animation.set_value_to(dbg!(imp.zoom_level_best_fit_for_rotation(target.get())));
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zoom_animation.set_value_from(self.zoom());
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zoom_animation.set_value_to(imp.zoom_level_best_fit_for_rotation(target.get()));
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zoom_animation.play();
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}
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