I did eventually figure this out. The problem seemed to be that I was not
explicitly disposing of the ImageSurface. All I had to do in the end was
dispose of the surface and then immediately recreate it before drawing onto
it - the flickering was then gone
private void UpdateViewSurface()
{
if (viewSurface != null)
{
viewSurface.Dispose();
}
viewSurface = new ImageSurface(Format.ARGB32,
main_drawingarea.Allocation.Width, main_drawingarea.Allocation.Height);
using (Context cr = new Context(viewSurface))
{
<snip>
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