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Defer image asset regeneration to draw loop #1663
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bolsinga
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Sep 6, 2019
bolsinga
approved these changes
Sep 6, 2019
rahul-malik
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Sep 6, 2019
bolsinga
approved these changes
Sep 6, 2019
bdolman
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Nov 24, 2021
Before this change, the image asset (which may contain multiple reps of an image for differing traits) was only consulted when the trait collection changed. But in cases where display was scheduled on the node and the trait collection had not changed, the image node ends up with the default representation instead. An example of this: You have an image asset with two versions: light (default) and dark. The device is currently in dark mode The image is being presented in an item in a collection node. 1. Item node is first added to hierarchy. Trait collection doesn't match so regenerateFromImageAsset=true. 2. Dark image is rendered, as expected 3. Item node is scrolled off screen 4. Item is scrolled back on screen 5. This triggers display on the item node 6. Trait collection has NOT changed so regenerateFromImageAsset=false 7. So, imageAsset is not consulted and default (Light) image is rendered After looking at this a lot, I don’t see any reason why we need the regenerateFromImageAsset flag at all (introduced in TextureGroup#1663). Whenever the image node is displayed we need to make sure we are generating the correct representation.
bdolman
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to Hitlabs/Texture
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Nov 24, 2021
Before this change, the image asset (which may contain multiple reps of an image for differing traits) was only consulted when the trait collection changed. But in cases where display was scheduled on the node and the trait collection had not changed, the image node ends up with the default representation instead. An example of this: You have an image asset with two versions: light (default) and dark. The device is currently in dark mode The image is being presented in an item in a collection node. 1. Item node is first added to hierarchy. Trait collection doesn't match so regenerateFromImageAsset=true. 2. Dark image is rendered, as expected 3. Item node is scrolled off screen 4. Item is scrolled back on screen 5. This triggers display on the item node 6. Trait collection has NOT changed so regenerateFromImageAsset=false 7. So, imageAsset is not consulted and default (Light) image is rendered After looking at this a lot, I don’t see any reason why we need the regenerateFromImageAsset flag at all (introduced in TextureGroup#1663). Whenever the image node is displayed we need to make sure we are generating the correct representation.
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There is a potential dealloc race condition that can occur when attempting to perform work with image asset out of the main thread. Moving that work into the image node draw loop if necessary