fix(studio): the repair runs off the page's own thread, and a stroke is answered twice so the hand is never held

The graph is seconds of solid arithmetic however large the crop is, and it ran
where the pointer lives: the brush lagged behind the hand for exactly as long as
the model took. The runtime's wasm provider now works in a worker of its own, so
the page keeps drawing while the repair is thought through.

The wait itself stays — it is the model's, not the page's — so a preview paints
the blurred fill first and lets the model's version of the same mask replace it.
Filing and export still wait for the model: the faster answer is for the eye
waiting on the brush and for nothing else.

Measured on the same photo and stroke, worst main-thread gap 3703 ms before and
487 ms after; previews land at 1.0 s and 5.3 s, and the model's render is the one
left on the stage.
This commit is contained in:
2026-10-12 21:43:00 +07:00
parent 5535cb8210
commit 54891148a9
3 changed files with 44 additions and 1 deletions
+24
View File
@@ -1032,6 +1032,30 @@ export function Workspace() {
// render and the compare copy, so the two can never drift apart.
const frame = cropEditing ? 'none' : frameId;
const options = stageOptions;
// A repair in hand is drawn twice, and the first one is the cheap half:
// the blurred fill lands in a fraction of the model's fixed seconds and
// is a repair in its own right (it is what a machine without the runtime
// gets), so the stroke is answered at once and the model's version of
// the same mask replaces it when it arrives. Everything the app files or
// exports still waits for the model.
if (shownRecipe.adjustments.heal?.length) {
const quick = await renderPhoto({
source: previewBytes,
recipe: shownRecipe,
frameId: frame,
useGeotag,
gpsInfo,
assets: engine.assets,
options: { ...options, healModel: false },
});
if (token !== renderToken.current) return;
if (quick) {
setPreviewUrl((prev) => {
if (prev) URL.revokeObjectURL(prev);
return URL.createObjectURL(new Blob([quick.bytes as BlobPart], { type: 'image/jpeg' }));
});
}
}
const out = await renderPhoto({
source: previewBytes,
recipe: shownRecipe,
+13 -1
View File
@@ -120,6 +120,14 @@ export interface RenderOptions {
// band appended below it, mirroring the landing page's `.lp-shot` +
// `.lp-frame-meta`. Left off the live preview, which must not show it.
caption?: { tag: string; title: string; meta: string } | null;
// The preview's own rush: draw the frame with the blurred fill alone, and the
// model's repair of the same mask arrives in the next render. The graph is a
// fixed cost whatever it is handed — through the runtime the app loads, 64x64
// and 512x512 both measure the same two seconds — so the only thing that makes
// a stroke feel answered is showing the half of HEAL that is instant.
// Everything filed or exported leaves this on: a faster answer is worth
// something to an eye waiting on the brush, and to nothing else.
healModel?: boolean;
}
export interface RenderInput {
@@ -1462,7 +1470,11 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
const srcBottom = Math.min(boxBottom, Math.ceil(my1 + margin));
const srcW = srcRight - srcLeft;
const srcH = srcBottom - srcTop;
if (srcW >= 8 && srcH >= 8) {
// ...and the preview may pass on the model entirely, keeping the blurred
// fill above (see RenderOptions.healModel): the stroke is answered while
// the model is still thinking, and the answer it is owed arrives in the
// render after.
if (options?.healModel !== false && srcW >= 8 && srcH >= 8) {
const { w: mw, h: mh } = inpaintCropSize(srcW, srcH);
const cropSurface = own(createSurface(mw, mh));
if (cropSurface) {
+7
View File
@@ -99,6 +99,13 @@ function load(): Promise<Loaded> {
ort.env.wasm.numThreads = self.crossOriginIsolated
? Math.min(4, navigator.hardwareConcurrency || 1)
: 1;
// ...and the one thread there is runs in a worker of its own rather than
// on the page's own. The graph is seconds of solid arithmetic at this size,
// and a second of it on the main thread is a second in which the pointer
// does not move: the brush lagged behind the hand exactly as long as the
// repair took. The worker loads the same file WASM_DIR serves. WebGPU is
// off-thread on its own and ignores this.
ort.env.wasm.proxy = true;
ort.env.webgpu.powerPreference = 'high-performance';
const session = await openSession(ort);
return { ort, session };