A redux selector is used to get the "default" IP Adapter. The selector uses the model list query result to select an IP Adapter model to be preset by default.
The selector is memoized, so if we mutate the returned default IP Adapter state, it mutates the result of the selector for all consumers.
For example, the `image` property of the default IP Adapter selector result is `null`. When we set the `image` property of the selector result while creating an IP Adapter, this does not trigger the selector to recompute its result. We end up setting the image for the selector result directly, and all other consumers now have that same image set.
Solution - we need to clone the selector result everywhere it is used. This was missed in a few spots, causing the issue.
The canvas react components pass canvas entity identifiers around, then redux selectors are used to access that entity. This is good for perf - entity states may rapidly change. Passing only the identifiers allows components and other logic to have more granular state updates.
Unfortunately, this design opens the possibility for for an entity identifier to point to an entity that does not exist.
To get around this, I had created a redux selector `selectEntityOrThrow` for canvas entities. As the name implies, it throws if the entity is not found.
While it prevents components/hooks from needing to deal with missing entities, it results in mysterious errors if an entity is missing. Without sourcemaps, it's very difficult to determine what component or hook couldn't find the entity.
Refactoring the app to not depend on this behaviour is tricky. We could pass the entity state around directly as a prop or via context, but as mentioned, this could cause performance issues with rapidly changing entities.
As a workaround, I've made two changes:
- `<CanvasEntityStateGate/>` is a component that takes an entity identifier, returning its children if the entity state exists, or null if not. This component is wraps every usage of `selectEntityOrThrow`. Theoretically, this should prevent the entity not found errors.
- Add a `caller: string` arg to `selectEntityOrThrow`. This string is now added to the error message when the assertion fails, so we can more easily track the source of the errors.
In the future we can work out a way to not use this throwing selector and retain perf. The app has changed quite a bit since that selector was created - so we may not have to worry about perf at all.
Rework uploadImage and uploadImages helpers and the RTK listener, ensuring gallery view isn't changed unexpectedly and preventing extraneous toasts.
Fix staging area save to gallery button to essentially make a copy of the image, instead of changing its intermediate status.
The root issue is the compositing cache. When we save the canvas to gallery, we need to first composite raster layers together and then upload the image.
The compositor makes extensive use of caching to reduce the number of images created and improve performance. There are two "layers" of caching:
1. Caching the composite canvas element, which is used both for uploading the canvas and for generation mode analysis.
2. Caching the uploaded composite canvas element as an image.
The combination of these caches allows for the various processes that require composite canvases to do minimal work.
But this causes a problem in this situation, because the user expects a new image to be uploaded when they click save to gallery.
For example, suppose we have already composited and uploaded the raster layer state for use in a generation. Then, we ask the compositor to save the canvas to gallery.
The compositor sees that we are requesting an image for the current canvas state, and instead of recompositing and uploading the image again, it just returns the cached image.
In this case, no image is uploaded and it the button does nothing.
We need to be able to opt out of the caching at some level, for certain actions. A `forceUpload` arg is added to the compositor's high-level `getCompositeImageDTO` method to do this.
When true, we ignore the uppermost caching layer (the uploaded image layer), but still use the lower caching layer (the canvas element layer). So we don't recompute the canvas element, but we do upload it as a new image to the server.
Previously we maintained an `isInteractable` flag, which was derived from these layer flags:
- Locked/unlocked
- Enabled/disabled
- Layer's type visible/hidden
When a layer was not interactable, we blocked all layer actions.
After comparing to the behaviour in Affinity and considering user feedback, I've loosened these restrictions while maintaining safety. First, some definitions.
There two kinds of layer actions - mutating actions and non-mutating actions.
- Mutating actions are drawing on the layer, cropping it, filtering it, converting it, etc. Anything that changes the layer.
- Non-mutating actions are copying the layer, saving the layer to gallery, etc. Anything that _uses_ the layer.
Then, there are two broad canvas states - busy and not busy. "Busy" means the canvas is actively filtering, staging, compositing layers together, etc - something that is "single-threaded" by nature.
And here are the revised restrictions:
- When canvas is busy, you cannot initiate any layer actions.
- When the canvas is not busy, and the layer is locked, you initiate any mutating actions.
- When the canvas is not busy and the layer is not locked, you can initiate any layer action.
Besides safely giving users more freedom, it also fixes an issue where the context menu for a layer was disabled if it was not the selected layer.
`CanvasCompositorModule` had a fairly inflexible API, only supporting compositing all raster layers or inpaint masks.
The API has been generalized work with a list of canvas entities. This enables `Merge Down` and `Merge Selected` functionality (though `Merge Selected` is not part of this set of changes).
This replicates the img2img flow:
- Reset the canvas
- Resize the bbox to the image's aspect ratio at the optimal size for the selected model
- Add the image as a raster layer
- Resizes the layer to fit the bbox using the 'fill' strategy
After this completes, the user can immediately click Invoke and it will do img2img.
A new "session" just means to reset most settings to default values, excluding model.
There are a few things that need to be reset:
- Parameters state, except for models and things dependent on model selection (like VAE precision)
- Canvas state, except for the `modelBase`, which is dependent on the model selection
- Canvas staging area state
- LoRAs state
- HRF state
- Style presets state
We also select the canvas tab.
For new gallery sessions, we:
- Open the image viewer
- Set the right panel tab to `gallery`
And for new canvas sessions, we:
- Close the image viewer
- Set the right panel tab to `layers`
- Allow `uploadImage` util to accept `metadata` to embed in the image
- Update compositor to support `metadata` field when uploading rasterized composite layer
- Rework hotkey data to include the keys for each hotkey action.
- Add wrapper for `useHotkeys` that accepts a hotkey category and id. Automatically selects the key from the hotkey data.
- Add handling for macOS (cmd vs ctrl, option vs alt).
- Redo all hotkey descriptions, deleting nonexistant ones.
- Some `esc` hotkeys that just close whatever you are currently in are omitted due to their relative simplicity and intuitiveness.
- Canvas manages its own progress socket event listeners and progress event data.
- Remove cancellations listener jank.
- Dip into low-level redux subscription API to watch for queue status changes, clearing the last "global" progress event when the queue has nothing in progress. Could also do this in a useEffect I guess.
- Had to shuffle some things around to prevent circular imports, so there are a lot of tiny changes here.