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system/ui: avoid redundant texture updates (#35347)
avoid redundant texture updates
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@@ -55,6 +55,7 @@ else:
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class CameraView:
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def __init__(self, name: str, stream_type: VisionStreamType):
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self.client = VisionIpcClient(name, stream_type, False)
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self._texture_needs_update = True
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self.last_connection_attempt: float = 0.0
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAME_FRAGMENT_SHADER)
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@@ -95,6 +96,7 @@ class CameraView:
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# Try to get a new buffer without blocking
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buffer = self.client.recv(timeout_ms=0)
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if buffer:
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self._texture_needs_update = True
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self.frame = buffer
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if not self.frame:
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@@ -147,11 +149,13 @@ class CameraView:
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return
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# Update textures with new frame data
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y_data = self.frame.data[: self.frame.uv_offset]
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uv_data = self.frame.data[self.frame.uv_offset :]
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if self._texture_needs_update:
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y_data = self.frame.data[: self.frame.uv_offset]
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uv_data = self.frame.data[self.frame.uv_offset :]
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rl.update_texture(self.texture_y, rl.ffi.cast("void *", y_data.ctypes.data))
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rl.update_texture(self.texture_uv, rl.ffi.cast("void *", uv_data.ctypes.data))
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rl.update_texture(self.texture_y, rl.ffi.cast("void *", y_data.ctypes.data))
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rl.update_texture(self.texture_uv, rl.ffi.cast("void *", uv_data.ctypes.data))
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self._texture_needs_update = False
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# Render with shader
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rl.begin_shader_mode(self.shader)
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