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Keep the texture picker from stalling on open
Opening the texture picker decoded every texture in the expanded sections on the GUI thread in one frame, each one twice at full size. Only the visible tiles now load, at most a couple per frame, and the rest fill in over the following frames. The library validation no longer decodes the pixels: a header-only check, is_decodable_8bit_png(), accepts exactly what the two decoders take.
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@@ -211,6 +211,35 @@ bool decode_colored_png(const ReadBuf &in_buf, ImageColorscale &out_img)
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return decode_colored_png(stream, out_img);
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}
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bool is_decodable_8bit_png(const ReadBuf &pngbuf)
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{
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static const constexpr int PNG_SIG_BYTES = 8;
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struct ReadBufStream stream{pngbuf};
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std::vector<png_byte> sig(PNG_SIG_BYTES, 0);
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stream.read(sig.data(), PNG_SIG_BYTES);
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if (!png_check_sig(sig.data(), PNG_SIG_BYTES))
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return false;
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PNGDescr dsc;
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dsc.png = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
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if (!dsc.png)
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return false;
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dsc.info = png_create_info_struct(dsc.png);
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if (!dsc.info)
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return false;
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if (!png_read_header_guarded(dsc.png, dsc.info, &stream, PNG_SIG_BYTES))
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return false;
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const size_t color_type = png_get_color_type(dsc.png, dsc.info);
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const size_t bit_depth = png_get_bit_depth(dsc.png, dsc.info);
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const bool grey = color_type == PNG_COLOR_TYPE_GRAY;
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const bool colour = color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_RGB_ALPHA;
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return png_get_image_width(dsc.png, dsc.info) > 0 && png_get_image_height(dsc.png, dsc.info) > 0 &&
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bit_depth == 8 && (grey || colour);
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}
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// Down to earth function to store a packed RGB image to file. Mostly useful for debugging purposes.
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// Based on https://www.lemoda.net/c/write-png/
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