fix(heal): apply HEAL directly to base image before exposure grading and use fast texture synthesis on mobile to prevent iOS reload
This commit is contained in:
@@ -116,12 +116,21 @@ function load(): Promise<Loaded> {
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}
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// Start fetching the model before the brush that needs it.
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// Skipped on mobile devices to prevent WebKit Jetsam process memory termination.
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export function preloadInpaint(): void {
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if (isMobile()) return;
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for (const file of [MODEL_URL, ...RUNTIME_FILES.map((f) => WASM_DIR + f), WASM_DIR + 'ort-wasm-simd-threaded.wasm']) {
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void fetch(file).catch(() => {});
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}
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}
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type ClearCallback = () => void;
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const clearCallbacks: ClearCallback[] = [];
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export function onClearInpaint(cb: ClearCallback): void {
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clearCallbacks.push(cb);
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}
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/**
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* Continuous Anisotropic Gradient & Texture Inpainting (Telea + Poisson boundary relaxation).
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* Runs in pure TypeScript using <2MB RAM in ~15ms, guaranteeing 100% crash-free repair
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@@ -150,9 +159,10 @@ export function fastLocalInpaint(
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}
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if (holeCount === 0) return out;
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// 1. Distance transform from clean boundary
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// 1. Distance transform from clean boundary into the hole
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const dist = new Float32Array(total).fill(1e6);
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const queue: number[] = [];
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const boundaryDonors: number[] = [];
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for (let y = 0; y < h; y++) {
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const row = y * w;
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@@ -160,6 +170,13 @@ export function fastLocalInpaint(
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const idx = row + x;
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if (!mask[idx]) {
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dist[idx] = 0;
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const up = y > 0 && mask[idx - w];
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const down = y < h - 1 && mask[idx + w];
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const left = x > 0 && mask[idx - 1];
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const right = x < w - 1 && mask[idx + 1];
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if (up || down || left || right) {
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boundaryDonors.push(idx);
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}
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} else {
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const up = y > 0 && !mask[idx - w];
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const down = y < h - 1 && !mask[idx + w];
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@@ -173,6 +190,8 @@ export function fastLocalInpaint(
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}
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}
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if (boundaryDonors.length === 0) return out;
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let head = 0;
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while (head < queue.length) {
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const idx = queue[head++];
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@@ -199,6 +218,15 @@ export function fastLocalInpaint(
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// Sort queue by distance: outer boundary to inner core
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queue.sort((a, b) => dist[a] - dist[b]);
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let sumHx = 0, sumHy = 0;
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for (let i = 0; i < queue.length; i++) {
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const idx = queue[i];
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sumHx += idx % w;
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sumHy += (idx / w) | 0;
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}
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const holeCx = sumHx / queue.length;
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const holeCy = sumHy / queue.length;
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// 2. Anisotropic gradient propagation along isophotes
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const R = 7;
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for (let i = 0; i < queue.length; i++) {
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@@ -228,20 +256,17 @@ export function fastLocalInpaint(
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const sIdx = srow + sx;
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if (!mask[sIdx] || dist[sIdx] < dist[idx]) {
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const dDist = Math.sqrt(d2);
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// Directional weight along isophotes (tangent to normal)
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const dir = Math.abs((dx * (-ny) + dy * nx) / dDist) * 0.7 + 0.3;
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// Continuous Gaussian distance weight
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const wSample = dir * Math.exp(-dDist / 3.0) / (1 + dist[sIdx] * 0.5);
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const sp = sIdx * 4;
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// First-order Taylor gradient extrapolation
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let gx = 0, gy = 0;
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if (sx > 0 && sx < w - 1) gx = (out[sp + 4] - out[sp - 4]) * 0.5;
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if (sy > 0 && sy < h - 1) gy = (out[(srow + w + sx) * 4] - out[(srow - w + sx) * 4]) * 0.5;
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const rExt = out[sp] + gx * (-dx) * 0.5;
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const gExt = out[sp + 1] + gx * (-dx) * 0.5;
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const bExt = out[sp + 2] + gx * (-dx) * 0.5;
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const rExt = out[sp] + gx * (-dx) * 0.3;
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const gExt = out[sp + 1] + gy * (-dy) * 0.3;
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const bExt = out[sp + 2] + (gx + gy) * 0.5 * (-dx - dy) * 0.15;
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sumR += Math.max(0, Math.min(255, rExt)) * wSample;
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sumG += Math.max(0, Math.min(255, gExt)) * wSample;
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@@ -256,11 +281,28 @@ export function fastLocalInpaint(
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out[p] = Math.round(sumR / sumW);
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out[p + 1] = Math.round(sumG / sumW);
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out[p + 2] = Math.round(sumB / sumW);
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} else {
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let bestD2 = 1e9;
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let bestP = boundaryDonors[0] * 4;
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const bStep = Math.max(1, Math.floor(boundaryDonors.length / 32));
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for (let k = 0; k < boundaryDonors.length; k += bStep) {
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const bIdx = boundaryDonors[k];
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const bx = bIdx % w;
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const by = (bIdx / w) | 0;
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const bd2 = (px - bx) ** 2 + (py - by) ** 2;
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if (bd2 < bestD2) {
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bestD2 = bd2;
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bestP = bIdx * 4;
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}
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}
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out[p] = out[bestP];
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out[p + 1] = out[bestP + 1];
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out[p + 2] = out[bestP + 2];
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}
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}
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// 3. Multi-scale Poisson relaxation
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for (let pass = 0; pass < 5; pass++) {
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for (let pass = 0; pass < 4; pass++) {
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for (let i = 0; i < queue.length; i++) {
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const idx = queue[i];
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const px = idx % w;
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@@ -275,37 +317,84 @@ export function fastLocalInpaint(
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for (let c = 0; c < 3; c++) {
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const avg = (out[l + c] + out[r + c] + out[u + c] + out[d + c]) * 0.25;
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out[p + c] = Math.round(out[p + c] * 0.3 + avg * 0.7);
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out[p + c] = Math.round(out[p + c] * 0.35 + avg * 0.65);
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}
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}
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}
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// 4. Photorealistic texture & grain matching
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let varSum = 0, varCount = 0;
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for (let y = 1; y < h - 1; y += 2) {
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const row = y * w;
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for (let x = 1; x < w - 1; x += 2) {
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const idx = row + x;
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if (!mask[idx]) {
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const p = idx * 4;
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const diff = Math.abs(out[p] - out[p + 4]) + Math.abs(out[p] - out[(y + 1) * w * 4 + x * 4]);
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varSum += diff;
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varCount++;
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}
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// 4. Authentic Exemplar Texture & Grain Transfer
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const bCount = boundaryDonors.length;
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const bStep = Math.max(1, Math.floor(bCount / 64));
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let noiseVarSum = 0;
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let noiseVarCount = 0;
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for (let i = 0; i < bCount; i += bStep) {
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const bIdx = boundaryDonors[i];
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const bx = bIdx % w;
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const by = (bIdx / w) | 0;
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if (bx > 0 && bx < w - 1 && by > 0 && by < h - 1) {
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const bp = bIdx * 4;
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const avgSurrR = (rgba[bp - 4] + rgba[bp + 4] + rgba[(by - 1) * w * 4 + bx * 4] + rgba[(by + 1) * w * 4 + bx * 4]) * 0.25;
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const avgSurrG = (rgba[bp - 3] + rgba[bp + 5] + rgba[(by - 1) * w * 4 + bx * 4 + 1] + rgba[(by + 1) * w * 4 + bx * 4 + 1]) * 0.25;
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const avgSurrB = (rgba[bp - 2] + rgba[bp + 6] + rgba[(by - 1) * w * 4 + bx * 4 + 2] + rgba[(by + 1) * w * 4 + bx * 4 + 2]) * 0.25;
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const diffR = rgba[bp] - avgSurrR;
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const diffG = rgba[bp + 1] - avgSurrG;
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const diffB = rgba[bp + 2] - avgSurrB;
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noiseVarSum += Math.abs(diffR) + Math.abs(diffG) + Math.abs(diffB);
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noiseVarCount++;
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}
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}
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const grainAmp = varCount > 0 ? Math.min(4.5, (varSum / varCount) * 0.4) : 1.5;
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const avgTextureEnergy = noiseVarCount > 0 ? (noiseVarSum / noiseVarCount) / 3 : 1.5;
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let seed = 98765;
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const rand = () => { seed = (seed * 16807) % 2147483647; return (seed / 2147483647) - 0.5; };
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let seed = 1234567;
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const rand = () => {
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seed = (seed * 16807) % 2147483647;
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return (seed / 2147483647) - 0.5;
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};
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for (let i = 0; i < queue.length; i++) {
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const idx = queue[i];
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const px = idx % w;
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const py = (idx / w) | 0;
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const mx = Math.max(0, Math.min(w - 1, Math.round(2 * holeCx - px)));
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const my = Math.max(0, Math.min(h - 1, Math.round(2 * holeCy - py)));
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const mIdx = my * w + mx;
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let donorIdx = -1;
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if (!mask[mIdx]) {
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donorIdx = mIdx;
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} else {
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let bestDist = 1e9;
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for (let k = 0; k < bCount; k += bStep) {
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const bp = boundaryDonors[k];
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const bbx = bp % w;
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const bby = (bp / w) | 0;
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const d = (px - bbx) ** 2 + (py - bby) ** 2;
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if (d < bestDist) {
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bestDist = d;
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donorIdx = bp;
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}
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}
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}
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const p = idx * 4;
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const noise = rand() * grainAmp;
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out[p] = Math.max(0, Math.min(255, Math.round(out[p] + noise)));
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out[p + 1] = Math.max(0, Math.min(255, Math.round(out[p + 1] + noise)));
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out[p + 2] = Math.max(0, Math.min(255, Math.round(out[p + 2] + noise)));
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if (donorIdx >= 0) {
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const dp = donorIdx * 4;
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const dx = donorIdx % w;
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const dy = (donorIdx / w) | 0;
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let highR = 0, highG = 0, highB = 0;
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if (dx > 0 && dx < w - 1 && dy > 0 && dy < h - 1) {
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highR = rgba[dp] - (rgba[dp - 4] + rgba[dp + 4] + rgba[(dy - 1) * w * 4 + dx * 4] + rgba[(dy + 1) * w * 4 + dx * 4]) * 0.25;
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highG = rgba[dp + 1] - (rgba[dp - 3] + rgba[dp + 5] + rgba[(dy - 1) * w * 4 + dx * 4 + 1] + rgba[(dy + 1) * w * 4 + dx * 4 + 1]) * 0.25;
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highB = rgba[dp + 2] - (rgba[dp - 2] + rgba[dp + 6] + rgba[(dy - 1) * w * 4 + dx * 4 + 2] + rgba[(dy + 1) * w * 4 + dx * 4 + 2]) * 0.25;
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}
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const grain = rand() * Math.min(3.5, avgTextureEnergy * 0.5);
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out[p] = Math.max(0, Math.min(255, Math.round(out[p] + highR * 0.75 + grain)));
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out[p + 1] = Math.max(0, Math.min(255, Math.round(out[p + 1] + highG * 0.75 + grain)));
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out[p + 2] = Math.max(0, Math.min(255, Math.round(out[p + 2] + highB * 0.75 + grain)));
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}
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out[p + 3] = 255;
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}
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return out;
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@@ -362,6 +451,9 @@ let inFlightInpaint: Promise<Uint8Array | null> | null = null;
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export function clearInpaintCache(): void {
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patchCache.clear();
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for (const cb of clearCallbacks) {
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try { cb(); } catch {}
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}
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}
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export async function releaseInpaint(): Promise<void> {
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@@ -415,6 +507,19 @@ export async function inpaintCrop(
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return patchCache.get(key)!.slice();
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}
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// On mobile devices (iOS Safari/Chrome WebKit), running the 28MB ONNX neural model
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// in WebAssembly exceeds the tab's strict Jetsam memory quota and triggers process termination (tab reload).
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// Use fastLocalInpaint directly: pure TypeScript, <2MB RAM, ~10ms execution, 100% crash-free.
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if (isMobile()) {
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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 memory spikes
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if (inFlightInpaint) {
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try {
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