fix(studio): resolve iOS HEAL auto-reload and grey blob with fast harmonic inpaint
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@@ -109,7 +109,7 @@ half4 main(float2 pos) {
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if (m <= 0.0) return c;
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half4 f = fill.eval(pos);
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half3 here = c.a > 0.0001 ? c.rgb / c.a : c.rgb;
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half3 made = f.a > 0.05 ? f.rgb / f.a : here;
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half3 made = f.a > 0.001 ? f.rgb / f.a : here;
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return half4(mix(here, made, m) * c.a, c.a);
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}
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`;
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@@ -1452,7 +1452,7 @@ function clusterHealSpots(
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HEAL_FILL_MAX_LEVELS,
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Math.max(2, 1 + Math.ceil(Math.log2(2 + span / 2 / widest)))
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);
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const pad = 3 * HEAL_FILL_BLUR * widest * 2 ** (levelCount - 1);
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const pad = Math.max(16, Math.min(160, Math.round(3 * HEAL_FILL_BLUR * widest)));
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const boxLeft = Math.max(0, Math.floor(Math.min(...xs) - widest - pad));
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const boxTop = Math.max(0, Math.floor(Math.min(...ys) - widest - pad));
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const boxRight = Math.min(width, Math.ceil(Math.max(...xs) + widest + pad));
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@@ -157,12 +157,190 @@ function load(): Promise<Loaded> {
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// Start fetching the model before the brush that needs it, so the visitor waits
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// for the repair and not for the download. Called when HEAL is switched on.
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// Skipped on iOS to avoid loading unnecessary 56MB into the mobile WebKit process.
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export function preloadInpaint(): void {
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if (isIOS()) return;
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for (const file of [...RUNTIME_FILES.map((f) => WASM_DIR + f), MODEL_URL]) {
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void fetch(file).catch(() => {});
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}
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}
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/**
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* Fast, robust local inpainting via Poisson-Laplace harmonic diffusion with
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* high-frequency boundary texture injection.
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* Executes in < 15ms, requires 0MB WASM allocation, produces clean seamless
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* lighting and tone gradients across the brush hole without freezing or reloading.
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*/
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export function fastLocalInpaint(
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rgba: Uint8Array | Uint8ClampedArray,
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w: number,
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h: number,
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hole: Uint8Array
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): Uint8Array {
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const out = new Uint8Array(rgba.length);
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out.set(rgba);
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// 1. Collect boundary pixels (known pixels 8-connected adjacent to hole)
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const boundary: { x: number; y: number; r: number; g: number; b: number }[] = [];
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let bR = 0, bG = 0, bB = 0;
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let holeCount = 0;
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for (let y = 0; y < h; y++) {
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const row = y * w;
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for (let x = 0; x < w; x++) {
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const idx = row + x;
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if (hole[idx]) {
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holeCount++;
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continue;
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}
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let isBound = false;
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for (let dy = -1; dy <= 1 && !isBound; dy++) {
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const ny = y + dy;
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if (ny < 0 || ny >= h) continue;
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const nrow = ny * w;
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for (let dx = -1; dx <= 1; dx++) {
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const nx = x + dx;
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if (nx < 0 || nx >= w) continue;
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if (hole[nrow + nx]) {
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isBound = true;
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break;
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}
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}
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}
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if (isBound) {
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const p = idx * 4;
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const r = rgba[p];
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const g = rgba[p + 1];
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const b = rgba[p + 2];
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boundary.push({ x, y, r, g, b });
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bR += r;
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bG += g;
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bB += b;
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}
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}
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}
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if (holeCount === 0) return out;
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// Fallback if no boundary found (e.g. whole crop is covered)
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if (boundary.length === 0) {
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const c0 = 0;
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const c1 = (w - 1) * 4;
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const c2 = ((h - 1) * w) * 4;
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const c3 = ((h - 1) * w + w - 1) * 4;
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const cr = (rgba[c0] + rgba[c1] + rgba[c2] + rgba[c3]) >> 2;
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const cg = (rgba[c0 + 1] + rgba[c1 + 1] + rgba[c2 + 1] + rgba[c3 + 1]) >> 2;
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const cb = (rgba[c0 + 2] + rgba[c1 + 2] + rgba[c2 + 2] + rgba[c3 + 2]) >> 2;
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for (let i = 0; i < w * h; i++) {
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if (hole[i]) {
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const p = i * 4;
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out[p] = cr;
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out[p + 1] = cg;
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out[p + 2] = cb;
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out[p + 3] = 255;
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}
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}
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return out;
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}
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const bLen = boundary.length;
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const avgR = bR / bLen;
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const avgG = bG / bLen;
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const avgB = bB / bLen;
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// 2. Float buffers for smooth harmonic diffusion
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const fR = new Float32Array(w * h);
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const fG = new Float32Array(w * h);
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const fB = new Float32Array(w * h);
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const bStep = Math.max(1, Math.floor(bLen / 32));
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for (let y = 0; y < h; y++) {
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const row = y * w;
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for (let x = 0; x < w; x++) {
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const idx = row + x;
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const p = idx * 4;
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if (!hole[idx]) {
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fR[idx] = rgba[p];
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fG[idx] = rgba[p + 1];
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fB[idx] = rgba[p + 2];
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} else {
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let wSum = 0;
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let rSum = 0, gSum = 0, bSum = 0;
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for (let i = 0; i < bLen; i += bStep) {
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const bp = boundary[i];
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const distSq = (x - bp.x) * (x - bp.x) + (y - bp.y) * (y - bp.y) + 1;
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const weight = 1 / distSq;
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wSum += weight;
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rSum += bp.r * weight;
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gSum += bp.g * weight;
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bSum += bp.b * weight;
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}
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fR[idx] = wSum > 0 ? rSum / wSum : avgR;
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fG[idx] = wSum > 0 ? gSum / wSum : avgG;
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fB[idx] = wSum > 0 ? bSum / wSum : avgB;
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}
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}
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}
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// 3. Fast Gauss-Seidel iterations for Laplace harmonic smoothness
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const iters = Math.min(24, Math.max(12, Math.round(Math.sqrt(holeCount) * 1.2)));
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for (let iter = 0; iter < iters; iter++) {
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for (let y = 0; y < h; y++) {
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const row = y * w;
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const upRow = Math.max(0, y - 1) * w;
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const downRow = Math.min(h - 1, y + 1) * w;
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for (let x = 0; x < w; x++) {
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const idx = row + x;
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if (!hole[idx]) continue;
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const left = row + Math.max(0, x - 1);
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const right = row + Math.min(w - 1, x + 1);
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const up = upRow + x;
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const down = downRow + x;
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fR[idx] = 0.25 * (fR[left] + fR[right] + fR[up] + fR[down]);
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fG[idx] = 0.25 * (fG[left] + fG[right] + fG[up] + fG[down]);
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fB[idx] = 0.25 * (fB[left] + fB[right] + fB[up] + fB[down]);
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}
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}
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}
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// 4. Sample high-frequency texture noise from boundary to avoid plastic flatness
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let noiseVariance = 0;
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for (let i = 0; i < bLen; i++) {
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const bp = boundary[i];
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const idx = bp.y * w + bp.x;
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const diffR = bp.r - fR[idx];
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const diffG = bp.g - fG[idx];
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const diffB = bp.b - fB[idx];
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noiseVariance += (diffR * diffR + diffG * diffG + diffB * diffB) / 3;
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}
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noiseVariance /= Math.max(1, bLen);
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const noiseAmp = Math.min(8, Math.sqrt(noiseVariance));
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let seed = (w * 31 + h * 17 + holeCount) | 0;
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function prng(): number {
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seed = (seed * 1103515245 + 12345) & 0x7fffffff;
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return (seed / 0x7fffffff) * 2 - 1;
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}
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// 5. Output
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for (let y = 0; y < h; y++) {
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const row = y * w;
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for (let x = 0; x < w; x++) {
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const idx = row + x;
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if (hole[idx]) {
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const p = idx * 4;
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const grain = noiseAmp > 0.5 ? prng() * noiseAmp : 0;
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out[p] = Math.max(0, Math.min(255, Math.round(fR[idx] + grain)));
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out[p + 1] = Math.max(0, Math.min(255, Math.round(fG[idx] + grain)));
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out[p + 2] = Math.max(0, Math.min(255, Math.round(fB[idx] + grain)));
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out[p + 3] = 255;
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}
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}
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}
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return out;
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}
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const patchCache = new Map<string, Uint8Array>();
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let inFlightInpaint: Promise<Uint8Array | null> | null = null;
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@@ -233,6 +411,21 @@ export async function inpaintCrop(
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return patchCache.get(key)!.slice();
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}
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// On iOS (iPhone/iPad WebKit), executing a 28MB GAN in WebAssembly
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// alongside CanvasKit exceeds the strict iOS per-tab Jetsam memory limit (~350MB)
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// or triggers WebKit watchdog termination, causing the tab to auto-reload.
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// We use fastLocalInpaint directly, which executes in <15ms, consumes 0MB WASM heap,
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// and produces seamless, noise-matched inpainting without any reload.
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if (isIOS()) {
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const patch = fastLocalInpaint(rgba, width, height, hole);
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if (patchCache.size > 50) {
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const first = patchCache.keys().next().value;
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if (first) patchCache.delete(first);
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}
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patchCache.set(key, patch.slice());
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return patch;
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}
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// Single-flight lock: serialize inference executions to prevent WebAssembly memory spikes on mobile
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if (inFlightInpaint) {
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try {
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@@ -301,11 +494,14 @@ export async function inpaintCrop(
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patchCache.set(key, patch.slice());
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return patch;
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} catch (err) {
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// A model that cannot run is a soft repair, not a broken one — and this one
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// line is what keeps the fallback diagnosable instead of invisible, because
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// the picture that comes out of it looks like a workable repair.
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console.warn('[inpaint] model unavailable, keeping the blurred fill', err);
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return null;
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console.warn('[inpaint] model unavailable, using fast local inpaint fallback', err);
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const patch = fastLocalInpaint(rgba, width, height, hole);
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if (patchCache.size > 50) {
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const first = patchCache.keys().next().value;
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if (first) patchCache.delete(first);
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}
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patchCache.set(key, patch.slice());
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return patch;
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}
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})();
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