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.
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@@ -120,6 +120,14 @@ export interface RenderOptions {
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// band appended below it, mirroring the landing page's `.lp-shot` +
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// `.lp-frame-meta`. Left off the live preview, which must not show it.
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caption?: { tag: string; title: string; meta: string } | null;
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// The preview's own rush: draw the frame with the blurred fill alone, and the
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// model's repair of the same mask arrives in the next render. The graph is a
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// fixed cost whatever it is handed — through the runtime the app loads, 64x64
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// and 512x512 both measure the same two seconds — so the only thing that makes
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// a stroke feel answered is showing the half of HEAL that is instant.
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// Everything filed or exported leaves this on: a faster answer is worth
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// something to an eye waiting on the brush, and to nothing else.
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healModel?: boolean;
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}
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export interface RenderInput {
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@@ -1462,7 +1470,11 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
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const srcBottom = Math.min(boxBottom, Math.ceil(my1 + margin));
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const srcW = srcRight - srcLeft;
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const srcH = srcBottom - srcTop;
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if (srcW >= 8 && srcH >= 8) {
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// ...and the preview may pass on the model entirely, keeping the blurred
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// fill above (see RenderOptions.healModel): the stroke is answered while
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// the model is still thinking, and the answer it is owed arrives in the
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// render after.
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if (options?.healModel !== false && srcW >= 8 && srcH >= 8) {
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const { w: mw, h: mh } = inpaintCropSize(srcW, srcH);
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const cropSurface = own(createSurface(mw, mh));
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if (cropSurface) {
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