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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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@@ -223,23 +223,11 @@ std::vector<unsigned char> read_file_bytes(const std::string &path)
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return std::vector<unsigned char>(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
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}
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// True if these bytes are a PNG libslic3r can decode, i.e. can be stored on a layer as-is. Mirrors
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// exactly what decode_height_texture() accepts: 8-bit grayscale, or 8-bit colour (whose luminance is
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// the height and whose RGB is available to colour the model). Anything else is converted on load.
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// True if decode_height_texture() can read these bytes, so they can be stored on a layer as-is.
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// Anything else is converted on load.
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bool is_supported_height_map(const std::vector<unsigned char> &bytes)
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{
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if (bytes.empty())
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return false;
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const png::ReadBuf rbuf{ bytes.data(), bytes.size() };
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if (!png::is_png(rbuf))
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return false;
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png::ImageGreyscale gray;
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if (png::decode_png(rbuf, gray) && gray.cols > 0 && gray.rows > 0)
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return true;
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png::ImageColorscale color;
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return png::decode_colored_png(rbuf, color) && color.cols > 0 && color.rows > 0 &&
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color.bytes_per_pixel >= 3 &&
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color.buf.size() == color.cols * color.rows * size_t(color.bytes_per_pixel);
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return !bytes.empty() && png::is_decodable_8bit_png(png::ReadBuf{ bytes.data(), bytes.size() });
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}
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std::vector<TextureLibraryEntry> g_library;
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