gallery/HANDOFF.md
Greg Pomerantz 16526a402a Keep-alive inactive by default: it froze the Mali display pipeline
The 16 ms keep-alive submits from a 5th thread, racing Slint's
render/present path and the four decode workers on the same wgpu
queue, hung the phone UI for seconds (51 decodes stalled ~6 s).
System survived (no reboot) but it read as a crash. Debug knob
.gallery_keep re-enables it.

Also: jsamp one-shot permission probes (the cgroup/PSI polling
loop flooded the SELinux audit subsystem at ~100 denials/s and
ANR'd the app); cgroup/PSI probing removed (the device has the
cgroup cpu controller disabled, so quota was ruled out anyway).
Sampling at 5 ms. HANDOFF 8.8 records the full findings.
2026-10-28 12:20:19 -04:00

40 KiB
Raw Blame History

Gallery — development hand-off

A high-performance image gallery for Android (primary), Linux and macOS, written in Rust with the Slint UI toolkit. This document is the starting point for development: it captures every decision, gotcha, and measurement from the framework evaluation that preceded it, so no learning has to be rediscovered.

Status: M3 done (2026-10-27, twice overhauled) — M0 scaffold, M1 metadata scan + sqlite + instant list paint, M2 thumbnail engine (turbojpeg DCT-shrink decode, worker pool, disk cache, cancellation), M3 grid UI (3-column ListView grid, shimmer placeholders, memory-bound cell retention) all verified: 15 unit tests (incl. two queue-priority regressions), 5k synthetic engine test, and on a real Pixel 9 Pro (8,577 photos: 60 fps, 0 hitches). The thumbnail loader was rewritten TWICE on 2026-10-27 because "stop → long shimmer → small move → everything pops" kept surviving: first the scroll handler forgot cells when scrolling stopped (fix: viewport reconciliation — the 10 Hz tick is the sole authority, the invariant "every viewport cell is painted / in flight / failed" is restored unconditionally each tick and debug_asserted), then the worker-level FIFO still let stale transit work delay a fresh viewport (fix: worker-queue prepend + cap — bursts are prepended ahead of older queued work; per-worker cap drops the oldest tail with a skipped result). Stress-verified on the emulator (debug build) + phone before shipping: fast up/down 0–120 ms to full coverage, cold landings bounded by decode throughput, chaos scrolling max oldest in-flight job 217 ms (was 8 s), 0 invariant violations in ~1,450 ticks, 0 panics/ANRs. Next: M4 viewer.


1. Goals

  • Browse and view a local photo collection (thousands of images) that stays smooth: instant grid, no decode jank, cached thumbnails.
  • Full-screen viewer with pinch-zoom/pan.
  • Correct EXIF orientation, HEIC support (Android camera default).
  • Same codebase on macOS + Linux (desktop cargo run) and Android (cargo apk2).
  • Quality of the platform experience matters: safe-area insets, IME-free UI, native-feeling widgets, animations — first-class support preferred over manual patching.

Non-goals (for now): editing, cloud sync, video, widgets/live-updates.

2. Why Slint (decision summary)

Full evaluation in /mnt/Backup/prog/android/ui/REPORT.md (same tree: ~/prog/android/ui/REPORT.md), raw notes in NOTES.md there. Headline:

Slint 1.18.1 eframe/egui 0.37.0
Virtualized list (the gallery's lifeline) ✅ ListView std-widget, only visible rows instantiated ❌ ScrollArea::show lays out all children; show_rows = manual virtualization API
Async image → UI swap slint::Image into a property; only that tile redraws (retained mode) ctx.load_texture + custom loader; visible set rebuilt every frame
Lifecycle hook for permissions ✅ init_with_event_listener (Start/Resume/Pause/Stop/SaveState/...) ❌ none in App trait (winit swallows it)
Android safe-area ✅ safe-area-insets built in manual 32px-ish panel workaround (winit#3910)
Animation ✅ declarative built-in engine hand-rolled
IME text entry ✅ ✅
APK size (release aarch64) 8.57 MB 2.87 MB
Clean build time (x86_64, this machine) 195 s / 270 crates 76 s / 137 crates
Desktop Linux system deps libfontconfig1 + pkg-config none
License royalty-free for proprietary mobile/desktop (embedded excluded) / GPLv3 / commercial MIT OR Apache-2.0
Min Android API 26 24

For a stateful, form-and-grid app, the declarative model was the right fit (see the discussion about pad's immediate-mode frame friction); egui wins for games/dashboards and on APK size. Known Slint caveat: an open upstream "abort on pointer scroll" bug in the Android backend (todo!() in the pointer-event path) — verify it's fixed in 1.19 before relying on heavy scrolling; if it fires, the panic is obvious in logcat.

3. Environment, build & test loop

Everything below is verified working on this machine (2026-10-27).

export ANDROID_HOME=$HOME/android-sdk
export ANDROID_NDK_ROOT=$HOME/android-sdk/ndk/27.0.12077973
export PATH="$HOME/.cargo/bin:$ANDROID_HOME/platform-tools:$PATH"

# Rust 1.99.1 via rustup; tools: cargo-apk2 1.5.0, cargo-ndk 4.1.2
./scripts/build.sh debug      # debug x86_64 APK + adb install + launch
./scripts/build.sh            # release x86_64 (emulator)
./scripts/build.sh aarch64    # release aarch64 (device)
cargo run                     # desktop (Linux needs libfontconfig1+pkg-config)
  • Emulator: emulator -avd pad_avd -no-window -no-audio -gpu off -no-snapshot (google_apis x86_64, Android 15). -gpu off -no-snapshot matters — swiftshader_indirect + snapshot crashed the emulator once during the eval. If it won't start, the host key lost its wireless pairing — see the pairing procedure in ~/.pi/agent/AGENTS.md (phone) / emulator docs (this AVD).
  • APK lands at target/<debug|release>/apk/gallery.apk.
  • Release signing uses the debug keystore (CARGO_APK_RELEASE_KEYSTORE=$HOME/.android/debug.keystore, CARGO_APK_RELEASE_KEYSTORE_PASSWORD=android) — fine for personal use; for Play, generate a real keystore and point the env vars at it.
  • cargo apk2 quirk: --target (not -t). --lib builds the cdylib.
  • Grant "All files access" to the app on the emulator after install: adb shell am start -a android.settings.MANAGE_ALL_FILES_ACCESS_PERMISSION (or Settings UI). adb install -r keeps the grant.
  • Emulator test data (M3): the AVD's /Pictures/gallery-test/ has ~5k fake JPEG stubs (zlib garbage — they scan fine but fail to decode, good for volume tests). Real, decodable test JPEGs live in /Pictures/realtest/ (150, generated with PIL). They were touch-ed to a future mtime so they sort to the TOP of the grid — when reasoning about "which cells should have images", remember only cells 0–149 are real; everything below is stubs and correctly shows shimmer. **/Pictures/realtest_extra/ holds 700 more real, decodable JPEGs (PIL, 1200–4032 px, mtime 2031 so they sort to the very top, above the 150 in realtest) — added for the scroll-back backlog repro; the real region is now ~850 files (283 rows). adb push of a directory nests a subfolder (push files individually or mv up); adb shell touch -d '…' works for setting mtimes. The thumb cache is at /sdcard/Android/data/wow.gmp.gallery/files/thumbs (wipe it to force re-decode).
  • Perf measurement: adb shell perfetto / adb shell dumpsys gfxinfo wow.gmp.gallery, systrace-style capture via Perfetto trace shell. Cold start: adb shell am start -W.

4. Architecture

The UI framework is only the display layer. The performance lives in the thumbnail engine, and it is framework-agnostic:

┌─ metadata ─────────────────────────────────────────────────────────┐
│ sqlite (rusqlite, bundled): path, mtime, size, w, h, orientation,  │
│ thumb_path, date_taken            — one background scan pass       │
└──────────────┬─────────────────────────────────────────────────────┘
               │ model → Slint (list of visible-range items)
┌─ thumbnail pool (tokio-free: N std::threads, N ≈ cores/2) ─────────┐
│ per job: token cancellation (AtomicU64 gen counter) + priority     │
│  1. disk cache hit?  .thumbs/{sha1(path|mtime|size)}.jpg  → done   │
│  2. decode AT TARGET SIZE (never full-size for the grid):          │
│       JPEG: zune-jpeg "turbo" (decode+downscale in ONE pass,       │
│             pure Rust, actively maintained) or turbojpeg (SIMD)    │
│       HEIC: imagepipe (0.5, 2026-08) — VERIFY Android NDK build    │
│       PNG:  image/png                                              │
│  3. apply EXIF orientation (once, here — never per frame)          │
│  4. re-encode small JPEG → disk cache                              │
│  5. channel → UI: (id, slint::Image)                               │
│ prefetch: decode visible ± 1 row; cancel items scrolled out        │
└────────────────────────────────────────────────────────────────────┘
┌─ UI (Slint) ───────────────────────────────────────────────────────┐
│ grid screen:   ListView (vertical) → row of N square Image cells   │
│ viewer screen: full-size async decode (once, cached) + manual      │
│                two-finger pinch transform (no built-in in 1.18)    │
└────────────────────────────────────────────────────────────────────┘

Module layout:

src/
  lib.rs        # android_main + platform init + scan/UI glue (M1/M2)
  main.rs       # desktop entry                                     [exists]
  main.slint    # screens (split into ui/ components at M3)        [exists]
  db.rs         # sqlite schema + incremental scan apply           [done M1]
  scan.rs       # directory walk, image detection, walk_stream      [done M1]
  thumb.rs      # pool, dispatcher, disk cache, generation cancel  [done M2]
  images.rs     # turbojpeg shrink-decode, EXIF orientation, PNG   [done M2]
  viewer.rs     # full-size load + transform state                  (M4)
  perm.rs       # storage permission check/request (M5)

Crate choices (all verified current on crates.io, 2026-10):

crate version why
slint / slint-build 1.18.1 pinned; upgrade to 1.19 after the pointer-scroll fix lands
rusqlite 0.41, bundled feature SQLite without system deps; cross-compiles to Android
turbojpeg 1.5.1, cmake feature libjpeg-turbo DCT-level shrink decode (1/2,1/4,1/8) — 48 MP at 1/8 peaks ~2.3 MB vs 137 MB full decode. Vendors + cross-builds libjpeg-turbo via CMake/NDK (verified). Chosen over libvips (same DCT shrink mechanism, +6–10 MB of .so files, LGPL, 4.3k downloads) and over zune-jpeg (no DCT shrink = full-size decode for 12 MP photos).
image 0.25, default-features=false, png PNG thumbs + imageops::resize final fit
kamadak-exif 0.6 EXIF orientation tag (all 8 values applied as pixel maps); experimental::Writer used only in tests
sha1 0.11 cache keys
imagepipe — (deferred) HEIC: the real device has 0 HEIC files (9109 JPEG, 27 PNG), so HEIC support is deferred; image can gain heic or libvips can replace the JPEG path later — the engine API is decoder-agnostic

Decode sizes: grid tiles render at ~cell×2 (Retina) — e.g. 500 px side. Full-screen: full decode once (12 MP ≈ 30–80 ms off-thread, fine), cached in the in-memory LRU until memory pressure.

The five failure modes the current (unknown) app likely has — this design eliminates all five: (1) full-size decode for grid cells, (2) no disk thumbnail cache, (3) no list virtualization, (4) decode on UI thread without cancellation, (5) EXIF rotation applied per frame.

5. UI plan (Slint patterns)

  • Grid: ListView is the only virtualized std-widget (confirmed in source docs: "Only visible rows are instantiated"). Grid = vertical ListView, each row a horizontal layout of square Image cells (columns ≈ floor(window-width / cell); recompute on resize). Cells bind image <=> model.image — when the pool delivers a thumbnail, only that cell invalidates (retained mode; no repaint calls to remember).
  • Placeholder→image: cell shows a Rectangle (shimmer optional, M6) until its image is set.
  • Image cache: Slint's built-in path-based LRU is 5 MB (CLruCache in internal/core/graphics/image/cache.rs) — too small and the wrong layer for us; our cache lives in Rust (disk + compressed-bytes LRU). No mipmaps in the Skia renderer — irrelevant since we pre-downsample.
  • Viewer: no pinch helper in Slint 1.18 (TouchArea has no pinch callback; grepped the stdlib). Manual two-finger math on TouchArea (distance/centroid → scale/translation, ~50 lines; crib slint-src/examples/native-gestures — source checkout is at ~/prog/android/ui/slint-src, tag v1.18.1). Double-tap-to-zoom is a nice extra (M6).
  • Screens: single Window with a stacked layout (grid + viewer overlay) or a Navigator-style state property; keep it simple until M4.
  • Safe area: always pad with root.safe-area-insets.{top,bottom} (done in the scaffold).
  • Animation: use built-in animate statements (syntax: animate <prop> { duration: ...; easing: ...; } — it is a statement, not an element). Slide/fade for the viewer is a one-liner.

6. Slint 1.18 API gotchas (all hit firsthand in the eval)

  1. animate is a statement (animate width { duration: 300ms; }), not an Animation {} element.
  2. Text input widget is LineEdit, not TextField.
  3. Markdown interpolation: text: "Count: \{count}" (backslash-brace).
  4. length is the unit type for lengths (property <length>, not logical<length> in the 1.18 Rust API).
  5. No Rust macros/closures inside .slint callbacks — callbacks call global functions or invoke Rust via @global / imported callbacks.
  6. 1.18 ↔ 1.19 docs drift — when reading docs online, check which version; the local source at ~/prog/android/ui/slint-src (tag v1.18.1) is ground truth for the pinned version. git grep beats the docs.
  7. slint::android::init_with_event_listener(app, |event: &PollEvent| ...) re-exports the whole android-activity crate as slint::android::android_activity; AndroidApp is also re-exported at slint::android::AndroidApp.
  8. slint::Image runtime construction: Image::from_rgba8_premultiplied (also from_array); assign to an image property to update a cell.
  9. Desktop Linux: needs libfontconfig1 + pkg-config (pure Rust on macOS).
  10. Retained-mode redraw: changing a property re-renders only affected elements — design bindings so thumbnail delivery touches one property.
  11. in property is NOT auto-bound to a same-named for variable. In for cell[c] in row.cells: CellView { ... } you must write CellView { cell: cell; ... } — otherwise the component's in property <Cell> cell stays at its default (empty) and the cell renders blank while looking correct. (This silently broke M3 for an hour.)
  12. Updating a nested model in place does NOT reach a ListView row that was recycled while off-screen. In-place inner.set_row_data(col, …) updates only the currently-live CellViews; a row whose GridRow instance was recycled keeps showing stale cells until the next scroll. The reliable path is to replace the WHOLE outer row: outer.set_row_data(row, Item { cells: ModelRc::new(VecModel::from(…)) }) — the outer row_changed makes the ListView re-bind row-data and the fresh nested read picks up the new state. Batch cell changes per row and do ≤ ~16 row-replacements per 100 ms tick (see apply_row_batch), or a fast scroll mass-updates and ANRs.
  13. ListView has no spacing/gap property in 1.18 — bake inter-row rhythm into the item height (we add a 4 px bottom margin inside GridRow; ROW_SPACING in lib.rs must match).

7. Permissions & platform integration (Android)

Declared in Cargo.toml (verified schema in cargo-apk2 1.5 / ndk-build2: uses_permission is top-level under [package.metadata.android], and Permission supports only name + max_sdk_version): READ_MEDIA_IMAGES, READ_EXTERNAL_STORAGE (maxSdk 32), MANAGE_EXTERNAL_STORAGE.

Runtime flow (M5), using the ANDROID_APP clone stashed in src/lib.rs:

  1. MANAGE_EXTERNAL_STORAGE (primary path, same as passgo): no runtime dialog exists — check Environment.isExternalStorageManager() via JNI, if false launch Settings.ACTION_MANAGE_ALL_FILES_ACCESS_PERMISSION via ANDROID_APP.get().run_on_java_main_thread(...) (attach JNIEnv from vm_as_ptr(); Activity from activity_as_ptr()), then re-check on MainEvent::Resume — the hook is already wired in src/lib.rs (TODO(M5) marker).
  2. READ_MEDIA_IMAGES / READ_EXTERNAL_STORAGE: requestPermissions via the same JNI route; the bare NativeActivity does not forward onRequestPermissionsResult to native, so either (a) poll checkSelfPermission after requesting (good enough), or (b) ship a custom NativeActivity subclass via cargo-apk2 java_sources = "android/java" (manifest activity name points at it) — the proper callback, reusable pattern from the eval.
  3. Facts that constrain design (verified in android-activity 0.6.1 source): no NewIntent event; poll_events may only run on the android_main thread (Slint owns it — don't add a second consumer); AndroidApp is Clone and a clone works from any thread (run_on_java_main_thread, vm_as_ptr, activity_as_ptr).
  4. Source discovery for photos: start with a plain directory scan of /storage/emulated/0/Pictures + DCIM (works with all-files access, emulator-friendly, and it's what makes the app testable without MediaStore). MediaStore integration (API-aware, scoped to READ_MEDIA_IMAGES) is a later refinement if directory scanning proves insufficient.

8. Performance targets & measurement

Targets (emulator is NOT representative for absolute decode times — validate on a real device with the aarch64 build):

  • Grid: 60 fps scrolling at 5k+ items; zero full-size decodes on the hot path.
  • First frame: grid of placeholders < 100 ms after launch (metadata from sqlite, images async).
  • Thumbnail decode (grid size): < 5 ms off-thread per JPEG (measure with std::time::Instant logs; zune-jpeg turbo should be well under).
  • Steady-state memory: in-memory thumb cache bounded (~64–128 MB compressed bytes on a phone) + Slint's texture memory for visible tiles only.
  • Cold start (emulator, release): compare against the eval baseline (Slint sample ≈ 1–2 s; gallery must not regress > 0.5 s).

Scroll-FPS measurement (real device, verified 2026-10-27): dumpsys gfxinfo wow.gmp.gallery reports 0 frames for Slint — the NativeActivity window renders via its own EGL surface and is not tracked by gfxinfo on Android 15 (works for normal View apps). Use SurfaceFlinger's per-layer latency instead:

# find the layer name:
adb shell dumpsys SurfaceFlinger | grep "VRI-wow.gmp.gallery"
# while scrolling (swipes via `input swipe`): capture 1 s of frame history
adb shell "dumpsys SurfaceFlinger --latency 'VRI-wow.gmp.gallery/android.app.NativeActivity#<id>'"
# each line: latch_time display_time … — display_time is the vsync grid.
# fps = 1e6 / avg(display gap); jank = display gaps > ~25 ms; the latch
# column shows frame PRODUCTION timing (p95 ~17 ms = on time at 60 Hz).

Result (Pixel 9 Pro, release aarch64, 8,577 photos, 500 px thumbs): sustained 60.0 fps, 0 display hitches while scrolling, both cold cache (production p95 21–25 ms) and warm cache (production avg 16.6 ms). The display presents at a 60 Hz vsync grid (Slint requests Default framerate; 120 Hz is a later polish item, not an M3 acceptance criterion). Note: the shimmer animation-tick() keeps frames flowing even at rest, so latency history is continuous — filter by swiping if you need scroll-only frames.

Test data (M2): generate a synthetic set on the device — a small Rust bin or Python script that writes N=5,000 JPEGs of varied sizes/orientations into /storage/emulated/0/Pictures/gallery-test/ (include a few HEICs if imagepipe works; include rotated EXIF). Reuse it for every perf run.

Measure with: adb shell am start -W (cold start), dumpsys gfxinfo wow.gmp.gallery framestats, Perfetto trace (GPU + main + pool threads), and logcat pool timing logs behind a debug_timing flag.

8.5 Jank hunt (IN PROGRESS — phone is the acceptance target)

Symptom: user reports janky grid scroll (moderate drag, no fling) on the phone (Pixel 9 Pro, 120 Hz). Emulator repro via programmatic scroll hook.

What is ruled out (all measured)

  • App tick cost: 7–34 µs/tick, even inside 28–39 ms gaps. Not the tick.
  • Logd backpressure: fixed — nblog (bounded mpsc + drain thread, nanosecond try_send from UI). Idle CPU 71% → 5%.
  • 60/120 Hz display zone flap: SystemUI (uid 10156) was asserting a 60 Hz override every minute; pinned with settings put system min_refresh_rate 120 (reversible: settings delete system min_refresh_rate).
  • Shimmer animation: animation-tick() in a per-cell binding evaluated O(ALL 8577 cells) sin() every frame (70.9% CPU idle). Now a static placeholder; proper O(visible) shimmer is M6 work.
  • Whole-row model replacement: now in-place cells.set_row_data (one property change; texture upload only when pixels change).
  • Texture upload CPU: APLY 1.2–2.9 ms/cell (480 KB) — under budget, and too cheap to explain 28–39 ms (would need 12–17 MB/s on a Mali).

Measured facts

  • Emulator, programmatic scroll (/sdcard/Download/.gallery_cmd → scroll <px/ms> <ms>), real textures: 28–146 ms cadence. During every stall the UI thread is 100 % on-CPU (jsample: state R, wchan 0) — Slint's render pass is CPU-bound.
  • Emulator, 300 items instead of 5852: equally janky → scene/item count is NOT the cost driver.
  • Emulator, grey 1×1 images (.gallery_grey touch file): steady ~16.6 ms (60 Hz pacing), worst 44 ms → the cost is rasterizing ~30 live textured cells at 1080×2400 through the emulator's software GL (llvmpipe). The emulator has a hard rendering ceiling and can never scroll this smoothly — it validates LOGIC (invariants, paint coverage), not feel.
  • Phone: 64 % of frames on the 8.3 ms (120 Hz) grid; ~4 % take 28–39 ms of non-tick work with d≈0 (UI thread not in our code). Frequency ≈ every 170 ms — much faster than new cells enter the viewport (~1.7 s), so it is NOT first-paint/upload timing. Suspects left: GPU/present contention (Mali + SystemUI both at 120 Hz), Slint EGL/swap path, or an event-loop/vsync interaction. Needs the phone.

Tools / hooks in the tree (all tagged "REMOVE after the hunt")

  • src/lib.rs: DbgScroll + .gallery_cmd file (also stop); knobs .gallery_max (item cap) and .gallery_grey (1×1 grey images); SCRDBG/JANKTEST/TICK/APLY logs at info.
  • jsample.c (in /tmp, NDK-cross with ~/android-sdk/ndk/27.0.12077973/.../x86_64-linux-android26 -static): per-thread /proc stat + state + wchan sampler at 1 ms; usage jsample <interval_ms> <pid> <tid...>.

Next (phone, morning)

  1. Decisive A/B on the phone: touch /sdcard/Download/.gallery_grey, restart app, user scrolls 30 s, capture logcat. Then remove the file, restart, repeat. Grey smooth + textured janky → texture/GPU path is the culprit (then: smaller decode target, upload strategy, possibly Slint image pipeline). Grey also janky → base render/present path (then: Slint window/EGL config, refresh-rate interaction, vsync driver).
  2. Run jsample over one of the user's real scrolls and wchan-correlate the 28–39 ms windows (is android_main R, S/futex, or S/do_epoll_wait?).
  3. Compare against Fossify (installed on the phone, user says smooth): dumpsys SurfaceFlinger --latency on both apps' layers during identical scrolls.
  4. Priority fix already applied (commit after this edit):
    • thumb-0..3 + thumb-dispatch demoted to nice +2 (they inherited the UI's -10 and could preempt it during turbojpeg bursts).
    • Slint's slint vsync Choreographer waker (created at nice +10 by Android — the ONLY wakeup source for the main loop while animating, see i-slint-backend-android-activity/vsync.rs) is raised to nice 0 by a prio-fix thread in android_main (log: "slint vsync raised to nice 0"). A starved waker delays the main loop's wakeup by 3–4 frames at 120 Hz = 25–33 ms with zero tick cost — the measured phone signature. Verified on emulator: nice holds at 0 while foreground; Android re-nices backgrounded processes (expected, irrelevant).
    • Verification on phone: check the two log lines, then for t in /proc/$(pidof wow.gmp.gallery)/task/*; do ... and confirm thumb-* at 2, slint vsync at 0, before/while the user scrolls.
  5. Candidate code changes (after the A/B): GRID_TARGET 500→400 (one-time cache invalidation — don't do it before knowing the culprit), 1 painted cell/tick instead of 2.

9. Milestones

  • M0 — scaffold (DONE): builds (x86_64 + aarch64 toolchain), installs, runs on emulator; permission-aware init + Resume hook; build script; manifest with permissions; this document.

  • M1 — metadata (DONE, 2026-10-27): db.rs + scan.rs; background scan thread → sqlite → VecModel in a ListView (paths as text). Acceptance verified on emulator: 5002 files in 153 ms; relaunch 0+ 0~ 0- in 2 ms; mtime-touch → 1~, delete → 1-. Status line shows N files (a+ u~ d–) in X ms. List paint is instant on relaunch: the DB list is shown first ("N files (cached)"), the background walk then runs and refreshes ("Updating… N"). First launch streams results into the list in 512-file batches while scanning — the UI never waits for the full DB build (walk_stream). Hidden dirs (.thumbnails, …) are skipped. Real-device numbers (Pixel-class, 8.5k photos): cold scan ~4.2–5.9 s (filesystem metadata cost — the walk is the bottleneck, not sqlite), relaunch paint instant, rescan ~4.2 s. Walk parallelism is an M2/M7 optimization candidate. Gotchas hit (also see §6/§12):

    • slint::Result / slint::WindowHandle do not exist in 1.18.1 as published on crates.io — desktop bin is fn main() -> Result<(), slint::PlatformError> + use slint::ComponentHandle;. (The M0 desktop bin never actually compiled; only the Android lib was built. The eval sample slint_app is broken the same way.)
    • .slint modulo is Math.mod(x, y), not %.
    • ListView rows: for path[index] in root.items: … (index is not in scope unless named; parent = the ListView).
    • rusqlite(bundled) needs CC_<triple> pointing at NDK clang for Android — scripts/build.sh now exports them.
    • Android DB path: EXTERNAL_DATA_DIR is not set by this NativeActivity setup and temp_dir() = /data/user/0 (unwritable). Use /storage/emulated/0/Android/data/<pkg>/files, internal files dir fallback (see db::android_data_dir).
    • Emulator: grant all-files access once via adb shell appops set wow.gmp.gallery MANAGE_EXTERNAL_STORAGE allow; it survives adb install -r.
    • Files pushed with adb push are owned by shell mode 640 — chmod 644 or the app can't read them.
  • M2 — thumbnail engine (DONE, 2026-10-27): images.rs (turbojpeg DCT-level shrink decode via 1/2/1/4/1/8 ScalingFactor, all 8 EXIF orientations as uniform (x,y)→(dx,dy) pixel maps, image::imageops::resize final fit, re-encode to disk cache at q85; PNG via image) + thumb.rs (dispatcher thread round-robining to N=cores/2 workers clamped 2..8, unbounded job queue, disk cache thumbs/{sha1(path|mtime|size|target)}.jpg — target in the key so list-64px and grid-500px coexist; atomic .tmp→rename; generation counter for cancellation; per-worker sqlite connection writes set_thumb w/h/orientation/thumb_path) + lib.rs (process-wide AppState in OnceLock, 10 Hz drain timer — Timer is !Send, leaked with std::mem::forget, scroll-prefetch with 50-row margin, do_prefetch flag so streaming scan batches don't re-prefetch) + main.slint (rows carry image now). Accept, verified: 12 unit tests + 5k synthetic engine test (cold fill, 100% cache warm refill, generation cancel). Release aarch64 APK 9.8 MB. Real device (Pixel 9 Pro, 8577 photos): cold scan ~5 s with list streaming; warm relaunch paints the cached list instantly; thumbnails render in every visible row (screenshot-verified); relaunch cache hits ~100% (255–258 of first 256 jobs); 2 WebP files misnamed .jpg fail gracefully (logged, row stays empty). Worker log cadence: every 256 jobs. Known transient (unreproducible): the very first aarch64-release install rendered a pure-black screen (no drain-timer "painted" logs) until the next launch; it did not reproduce on the emulator (screen-off launch + wake) nor across repeated device launches. Suspected screen-lock / display state race on first GL frame. If it recurs: force a window refresh on Resume (see §10.7). Build gotchas hit (also in build.sh comments):

    • ANDROID_PLATFORM=android-26 (NDK CMake toolchain) conflicts with the android-build crate (Slint's Java compile) unless ANDROID_JAR is set explicitly to platforms/android-35/android.jar.
    • x86_64 host builds of turbojpeg-sys need nasm (~/.local/bin/nasm; aarch64 does not).
    • ADB_SERIAL=… env var picks the device in build.sh (phone + emulator are often both attached).
    • build.sh keywords: debug (x86_64), debug-aarch64, x86_64, aarch64; second arg no-install to skip install.
  • M3 — grid UI (DONE 2026-10-27): 3-column ListView grid (GridRow = one list item holding up to 3 square CellViews), shimmer placeholder via a time-driven animation-tick() expression, scroll-driven prefetch (scrolled → on_scroll), memory-bound retention (cells drop to shimmer when they leave the active range; disk cache repaints them in ~10 ms). Key fixes along the way (see §6.11–13): in property must be assigned explicitly in a for; cell updates must replace the whole outer row (apply_row_batch) and are capped at 16 rows/tick to avoid ANR on fast scroll; on_scroll only re-anchors the active range + submits prefetch (no model mutation), all mutation is in the 10 Hz drain timer.

    Thumbnail loading: viewport reconciliation + worker-level priority (rewritten 2026-10-27 after two field-reported bugs). Design doc is the header comment of src/lib.rs; engine in src/thumb.rs. The invariants:

    1. The viewport is the only source of truth. on_scroll only records the viewport range (zero work). The 10 Hz tick is the sole authority AND the sole submitter: CONSUME finished results (paint viewport ones, capped), EVICT far pixels (hard cap MAX_PAINTED=120), FILL the viewport (center-first), PRUNE queued jobs outside the retention band. After each tick: every viewport cell is PAINTED, IN-FLIGHT, or FAILED — restored, not maintained, so no scroll pattern can leave a visible cell forgotten (the original bug: re-submission only happened in on_scroll, so when scrolling STOPPED, forgotten cells stayed empty until the next small move). debug_asserted every tick.
    2. The viewport is first at EVERY queue level. The central queue (Mutex<VecDeque> + Condvar, prepend-on-submit) is drained as priority-ordered bursts and PREPENDED to the per-worker queues (also Mutex<VecDeque> + Condvar, NOT mpsc — mpsc is FIFO-only). Each worker queue is capped (96 ≈ two screens): overflow is dropped from the TAIL (oldest transit work) with a skipped: true result; the UI clears the in-flight marker, the cell is NOT failed, re-entry re-submits it (disk-cache hit). A burst ≤ viewport (~45) < cap, so fresh viewport work is never dropped. in_flight accounting: +1 at submit, −1 at finish OR at cap-drop; the UI's inflight map (path→time) is the dedupe key and is cleared on every result (incl. skipped) — a dropped job whose path has a newer queued job may be briefly re-submitted (one wasted decode, self-cleans).

    Regression tests: thumb::tests::scroll_back_cache_hit_not_starved (central-level: 6.3 s FIFO starvation → 130 ms) and thumb::tests::fresh_batch_preempts_stale_worker_queue (worker-level: a fresh job submitted while a slow batch is queued must finish within the first two results, never behind the whole old queue).

    Stress results (emulator x86_64 DEBUG build — slowest plausible hardware — then release aarch64 on the Pixel 9 Pro): fast up/down ×5 (the reported repro): viewport fully covered 0–119 ms after stop (4/5 already covered at stop); cold landings: 1.0–1.2 s = pure decode throughput (p rises monotonically while stale jobs wait BEHIND, oldest growing 700→1900 ms harmlessly); chaos ×6 + 25 s idle soak: covered before every stop, max oldest in-flight job 217 ms (pre-fix: 8,055 ms), max queue depth 45 (one viewport), 0 invariant violations in ~1,450 ticks, 0 panics, idle converges to 0 queued. Phone smoke: 99.98% cache hits during 8k-cell stress scroll, 0 panics/ANRs, one 541 ms transient stall alarm (cold decode burst).

    Verified (emulator, 150 real JPEGs + 5k stubs): first paint 0.6 s cold; warm relaunch from disk cache; 0 ANRs through 16 fast swipes; backlog drains to 0 when idle. Verified on Pixel 9 Pro (release aarch64, 8,577 photos): first screen ~0.7 s cold at 500 px; scroll = sustained 60 fps with 0 display hitches (cold and warm cache) — see §8 for the measurement method (gfxinfo does NOT track Slint's window).

  • M4 — viewer: tap cell → full decode + overlay; pinch/pan (manual math), double-tap zoom; back gesture/button; EXIF orientation correct.

  • M5 — permissions: implement perm.rs per §7; launch flow when un-granted (settings card → open Settings → recheck on Resume); test the exact passgo-style flow on a fresh install.

  • M6 — polish: dark theme, animations (slide/fade), search/filter (name/date), sort; double-tap zoom; battery-friendly (pool idles, no busy repaint — Slint is retained, verify with gfxinfo "total frames").

  • M7 — perf & release: real-device (aarch64) pass; Perfetto; memory bounds; release APK size check (expect ~8–9 MB like the sample); consider the 1.19 upgrade (verify pointer-scroll fix first).

10. Open questions & risks

  1. HEIC (RESOLVED for now): the real device has 0 HEIC files (9109 JPEG, 27 PNG), so HEIC is deferred. When needed: add a decoder to images.rs dispatch (libheif-rs / image heic feature / libvips); the engine API is decoder-agnostic.
  2. Slint pointer-scroll todo!() panic (open issue in the Android backend at eval time): could fire on trackpad/touch scroll. Test scrolling on M3; if it fires, patch locally (the fix is small) or upgrade to 1.19 when available.
  3. Max texture size: full-screen decode of 12 MP+ images (e.g. 8192 px) may exceed GPU max texture size on some devices — verify on M4; fall back to a 2×-max downscale for display.
  4. Slint license: royalty-free tier covers proprietary mobile/desktop/ web; embedded devices excluded — irrelevant for us, but the repo README should state the chosen tier (royalty-free) once the app ships.
  5. Docs drift: trust the pinned source (~/prog/android/ui/slint-src @ v1.18.1) over online docs; bump pin + re-verify after any Slint upgrade.
  6. rusqlite bundled compiles SQLite from source in every target (adds ~30–60 s to clean builds) — acceptable; revisit if it hurts.
  7. Transient black screen (M2 first launch, unreproducible): one aarch64-release launch rendered pure black with a dead drain timer until relaunch; not reproduced on emulator or device since. Candidate fix if it recurs: in the init_with_event_listener Resume handler, call window.request_redraw() / check window.size() (a 0×0 or stale surface after a screen-off start would match the symptoms). Don't add it speculatively.

11. Pointers

  • Framework eval (full report + raw notes + both sample apps + screenshots): ~/prog/android/ui/ — REPORT.md, NOTES.md, slint_app/, eframe_app/, slint-src/ (v1.18.1), egui-src/ (0.37.0).
  • Slint docs (version-sensitive!): https://slint.dev/docs — Android guide: docs/guide/platforms/mobile/android.mdx in the source tree.
  • examples/native-gestures, demos/ in slint-src — reference code for gestures, lists, images.
  • passgo (existing Go app using the same all-files-access pattern): ~/prog/go/passgo — its scripts/build.sh and manifest handling are a proven reference for the permission UX flow.
  • Emulator AVD: pad_avd (google_apis x86_64, API 35); start command in §3.
  • Gitea: push target git+ssh://gitea@git.wow.st/gmp/gallery.git (repo must exist on the server first, like the other gmp/* repos).

8.7 GPU-resident thumbnails (jank fix, 2026-10-28)

Root cause of the perceived scroll jank (measured with the per-frame set_rendering_notifier hook, FR lines in .gallery_perf.log): every first present of a new Image uploaded its pixels inside the render frame — Slint's Skia backend has no RGB888 path (byte-by-byte conversion on the UI thread) and no API to pre-upload; measured 11–30 ms per 400 px texture = 1.3 visible hitches/s at 120 Hz. Grey-image A/B: 20 hitches/s →

  1. Not a frame-rate, input, or layout issue; Fossify (RenderThread pipelining) doesn't have this cost.

Fix (no Slint patch, no re-architecture): the decode worker creates the texture on Slint's own wgpu device (captured once from GraphicsAPI::WGPU30 at RenderingSetup, src/gputex.rs) and submits the upload via queue.write_texture (async, no fence wait). UI thread wraps it in Image::try_from(texture) (needs Rgba8Unorm + TEXTURE_BINDING|RENDER_ATTACHMENT; unstable-wgpu-30 slint feature; wgpu/Vulkan bytes_per_row 256-multiple padding). Fallback to from_rgba8 CPU path when the device isn't captured yet. Result (Pixel 9 Pro, 120 Hz, 400 px): zero mid-scroll renders > 4.4 ms (median 1.9 ms, p95 2.9 ms); only post-idle first-frames are expensive (invisible — screen static).

Perf file: /sdcard/Download/.gallery_perf.log (SCR/TICK/APLY/FR). Clear it by restarting the app (writer holds the fd).

8.8 Jank-hunt round 2 + the keep-alive incident (2026-10-28)

Follow-up on "still seeing jank" (post-GPU-texture). Instrumentation: in-app thread sampler (src/jsamp.rs, /proc/self/task, knob .gallery_jsamp), per-core cpufreq, cgroup/PSI probes. Findings:

  • Cgroup CPU quota ruled out: this device's unified hierarchy has the cpu controller DISABLED (cgroup.controllers = memory only; no cpu.max file) — no per-app bandwidth cap exists.
  • /proc facts: utime/stime are USER_HZ ticks (1/100 s), so per-thread CPU deltas are 10 ms-quantized. The app's SELinux context DENIES /proc/stat, /proc/pressure/cpu, and the unified cgroup files (even the app's own cgroup), but allows /proc/self/task/* and cpufreq scaling_cur_freq. A denied read in a tight loop is an ANR: each denial is an audit event; ~100/s froze the whole phone. jsamp now probes readability once and disables denied features forever.
  • Real profile (single verified 120 Hz swipe, 370 frames): steady scroll = 1.5–2.5 ms frames, zero spikes. All 20–40 ms frames were the first frame after an input pause (15–100 ms) — resume/warm-up cost; ~820 MHz little-core clock during spikes vs 1.95 GHz between (EAS downclock in the gap, not a cgroup/driver block). Swipe starts after only 2 s pauses: zero spikes; only >10 s app idle pays the big (43 ms) cold frame.
  • KEEP-ALIVE INCIDENT (phone freeze): the gputex::Keepalive thread (16 ms buffer-copy submits on Slint's wgpu queue from a 5th thread) made the display pipeline FREEZE on Mali G715 during a 14-min session — phone UI hung for seconds, 51 in-flight decodes stalled ~6 s (workers also write_texture on the same queue). System did not reboot (system_server/surfaceflinger 5-day uptime), but the user experience was "crashing my phone". Root lesson: do not run concurrent submitters on Slint's Mali queue. Keep-alive is now INACTIVE BY DEFAULT (debug knob .gallery_keep), the jsamp sampler is off (knob .gallery_jsamp), and both are REMOVE-after-hunt.
  • Status: mid-gesture 20–28 ms warm-up frames can still occur without keep-alive (~1 per 10 s of scrolling); cold-start-after-idle frame is 40 ms. User finger-verification of the keep-alive-free build pending.