The owner hit a segfault after clicking around. Cooperative and Threaded
rasterize on the scene-graph RENDER thread, and RoundedImage is instantiated in
25 files — every card, row and queue row — so list recycling creates and
destroys hundreds of these while async artwork callbacks schedule repaints on
them. The render thread can be mid-draw on a pixmap whose Canvas is already
gone. The ambient field makes it worse by repainting 30 times a second for the
whole window lifetime on that same thread.
Immediate keeps paint and destruction on one thread. renderTarget: Image
already meant CPU raster, so nothing looks different.
Not yet confirmed on hardware: the decisive check is running the previous
binary with QSG_RENDER_LOOP=basic, which gives Cooperative no separate thread
to race with. If that survives the repro and the default loop does not, this is
the cause.
cc