Commit Graph
12 Commits
Author SHA1 Message Date
BFlat e94350a778 Merge pull request #1630 from samhyun/perf/partial-damage-margin
M8: an edit renders where the changed layer paints, its effects' margin once
2026-10-30 15:07:13 +07:00
samhyunandClaude Opus 5.5 40f83a9a08 M8: a patch reads no backdrop past the view's edge
Background blurs and glass read the pixels drawn under them, and a full
render's backdrops end where the view does. The retained renderer differed
in two ways.

render_into drew each damage rect with a margin all round, past the edge
too, so a backdrop there read content a full render never drew: with a
background blur of 60 across the left edge, moving a square beside it
patched 10 levels off a full render, and moving one entirely off the view
89. The margin now stops at the edge.

A pan re-rendered only the strips it uncovered. At the opposite edges, which
moved into the old frame, the shifted pixels kept what their backdrop had
read past the old edge: a background blur of 10 across the view was 89
levels off after a pan of 30. Those edges are now redrawn as far as a
backdrop reads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:26:36 +09:00
samhyunandClaude Opus 5.5 a3d70d4c43 M8: an edit renders where the changed layer paints, its effects' margin once
paint_bounds, the area a change to a layer can affect, was its paint bounds
(effects included) grown again by effect_margin, what its effects read from
outside. Drawing an area already takes that in, as culling does, so the
damage of an edit near effects was counted twice: moving a 120 x 120
rectangle with a shadow falling 40 rendered 122,844 pixels for 56,876 it can
change, and edits that would fit a partial render fell back to full ones.

The retained test that a group's shadow had pushed past the partial share
gets its 300 x 220 view back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:10:49 +09:00
samhyunandClaude Opus 5.5 81f89b314b M8: a group's effects reach past what its children paint
A group or an unclipped frame applies its layer blur, drop shadows and
texture to everything its children paint, including children reaching past
its box. The renderer sized the container's layer from the union of its
children without growing it by the container's own effects, so the blur or
shadow was cut where a child's paint ended; exports of unclipped frames
lost part of the shadow the same way.

bounds_within now grows the children's union by the node's effects reach,
and render_bounds_at grows an unclipped frame's children by its effects.
The retained partial-render test drew this very cut (61 levels in its group
child scene); with the shadow counted the damage passes the partial share
of its 300 x 220 view, so the view is widened to keep it a partial render.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:51:57 +09:00
samhyunandClaude Opus 5.5 872c85bf7d M8: review on #1583: the too-large margin test asserts the capped sum
The test only checked for a large finite margin, which the old largest-effect margin (1e308) passed as well. It now asserts the two capped reaches added up, so it fails on a return to either the old maximum or an overflowing sum.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 09:13:26 +09:00
samhyunandClaude Opus 5.5 be9223a9ed M8: stacked layer blurs keep the margin they reach together
Layer blurs and texture apply one after another, so together they reach further than any one of them, and drop shadows are cast from the blurred layer. effect_margin took the largest single effect, so a layer cut at a view's or band's edge missed content that still reached in: four blurs of 25 drawn in 64-row bands differed from a render in one piece by 8 levels, and a blurred rectangle above the view cast its shadow into it 143 levels off. The margin is now the layer effects' reaches added up, plus the largest of the others; each reach counts up to 1e12 so the sum stays finite.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 05:58:28 +09:00
samhyunandClaude Fable 5.1 3f896453b6 M8: a test for stacked background blurs drawn in bands; the eight-band wording
From the review of #1496: three background blurs stacked on each other across the band
boundaries draw the same in bands as in one piece (within anti-aliasing), so the bands'
overlap, the reach of the largest blur, is enough, as it is for the desktop's parallel bands;
pinned by a test. The docs and the `MAX_BANDS` comment no longer put the longest frame at "an
eighth of the render": a frame draws at least a band, a part of the render rather than the
whole, and the numbers measured for #1496 are cited instead.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-29 23:08:12 +09:00
samhyunandClaude Fable 5.1 6d8b0e68f0 M8: the browser draws a zoom's full render a band at a time
Once a zoom had paused, the browser drew its full render in one frame. On a heavy page that
frame took seconds, and no input was handled meanwhile: the wheel steps and drags that came
were seen only when it was over.

The renderer's `Retained::begin` hands a full render back as `Steps`, drawn `band_h` rows at a
time with the same `render_band` and `put_band` the desktop's parallel bands use (bands overlap
by what background blurs read and keep their own rows; a blur reaching past a band makes the
bands taller rather than one piece), and `finish` keeps the image as a full render. A render
that is reused or patched is done at once, as before.

The browser's `Inline` worker refines through `Renders::refine_for`, which draws at least a
band a frame, more while they fit in `STEP_MS` (24 ms), and asks for the next frame while bands
remain, so input is handled between them; a view has at most eight bands, so on a page whose
render takes seconds the longest frame is about an eighth of it. A render drawn for the very
request is done once drawn. A pan or an edit meanwhile at the same zoom keeps the render going
and is patched in once it is drawn; a pan too far to patch or an edit the patch can't take draws
it again in steps, the image just drawn showing till then (`Refined::Shown`); a zoom, another
page or file, another size or other render options drop the render for one of the new view,
and what its bands took stands as the measure the next zoom's preview and wait go by. A render
in steps counts as one render (glass keeps the shapes a later render asks for again). The
desktop, with its render thread, is unchanged.

Measured in Chrome on two synthetic pages (20 images and 60 shadowed rectangles, with and
without two background-blur panels) whose full render takes 3.6–4.0 s at a deep zoom: the
longest frame while that render runs went from 3.7–4.0 s to 0.9–1.4 s (blur) and 0.69–0.80 s
(no blur); the bands together take longer than one render (the refined image comes after
6.7–8.1 s and 5.3–5.5 s instead of 3.8–4.1 s), each band rendering its overlap again and
repeating some per-band work, shadows mostly. The zoom steps are as before.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-29 22:37:35 +09:00
BFlatandClaude Opus 5.5 70b2666c90 M3: progressive blur, inner shadows under strokes, noise and texture in SVG (#86)
- Inner shadows paint over the fills and under the children and strokes, as documented (canvas,
  PNG, PDF and SVG alike; text fills every run before the inner shadow and the strokes).
- Layer and background blur gain a progressive type: the radius ramps linearly from a start radius
  at a start point to the end radius at an end point (unit-box points, like gradient handles).
  Rendered by blending a few geometric blur levels, each blurred only around the pixels that use
  it; bands and partial renders match one piece. Design panel type menu and Start/End fields,
  on-canvas handles while the settings are open, effect.add/effect.set params, startRadius
  variable bindings, scale tool, REST import (blurType, startRadius, startOffset, endOffset),
  Inspect row; CSS leaves progressive blurs out.
- SVG export embeds renders for what filters can't match: noise grains over the vector layer
  (crisp, blended), texture and progressive layer blur whole, background blur and glass from what
  lies under the layer among the exported layers. PDF and SVG share the renderer's helpers.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:20:07 +07:00
BFlatandClaude Opus 5.5 f9b4609631 M3: effects fidelity: backdrop blur in clipped frames, exact shadow spread, glass, noise and texture (#69)
- Background blur sees the whole backdrop under the layer: the renderer keeps the stack of
  isolated surfaces it draws into (clipping frames, rounded clips, faded groups, masks) and
  flattens it for the layer's area, reading past the layer's own box. A blur inside a clipping
  frame now shows the frame's fill instead of the sharp layers below, on the canvas and in PNG
  exports. The PDF export draws background blur and glass through the same code from a render of
  what lies under the node (`backdrop::render_beneath`, which the PDF's backdrop now shares), and
  its images match the PNG's pixels.
- Shadow spread offsets the outline: the shape filled and stroked twice the spread wide with
  mitred joins (grow) or cut away (shrink), the stroked bands cached per outline. Ellipses stay
  ellipses, stars keep sharp points, text keeps its letterforms, rounded corners grow their
  radius. Inner shadows shrink the outline the same way. Canvas, PNG and PDF share the shadow
  code; SVG writes spread shadows as the same geometry and now exports inner shadows.
- Glass effect (light angle and intensity, refraction, depth, dispersion, frost, splay): the
  frosted backdrop bent towards the inside within `depth` of the edge, colour fringes, light on
  the rim, from an exact distance transform with smoothed normals.
- Noise: mono, duo and multi colour modes, grain size, density, opacity and blend mode; grains
  live in the layer's coordinates (stable when panning and zooming). Texture is now drawn
  (pixels scattered by the radius, grain size, clip to shape).
- Design panel rows for noise mode/colours/opacity, texture clip to shape and every glass value;
  `effect.add` takes `glass`; REST import of NOISE, TEXTURE and GLASS; Inspect rows and CSS;
  the scale tool scales grain sizes, texture radius, glass depth and frost.
- Tests in new modules: render backdrop/spread/grain tests, PDF backdrop tests, SVG, doc,
  engine and REST effect tests.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 11:59:59 +07:00
BFlatandClaude Opus 5.5 5f54fecca2 M8: 50k-layer zoomed-out renders and faster save/load (#63)
Canvas previews zoomed out to 50% or less draw levels of detail
(crates/render/src/lod.rs): subtrees under 2 device px are splatted as
their averaged paint colours (box filter, no paths or effects), text
under 4 px is greeked into bars, small solid rectangles are splatted and
rectangular clip layers are composited without the blend pipeline.
Image paints and masks keep the exact path. Exports, thumbnails and
every other render stay exact (Options::lod is off by default); render
bands are assembled with a row copy instead of a pixmap draw.

.figcraft documents are serialized straight into the compressor and
parsed straight from the text (a header pass reads version and image
index without building a value tree); layer and text fields at their
default values are left out (63 -> 22 MB of JSON at 50k layers, older
files still load); JSON members use deflate level 3.

At 50k layers: zoomed-to-fit render ~58 -> ~8 ms, save ~1.0 s -> ~0.09 s,
load ~0.86 s -> ~0.16 s.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 10:27:51 +07:00
BFlatandClaude Opus 5.5 a5d5c265fd M7: performance: retained canvas renders, virtual layers panel, shared text layouts, cargo xtask bench (#35)
Large documents stay interactive: the canvas re-renders only what a pan uncovers or an edit
touches, the layers panel lays out only the rows in view, and per-frame work no longer walks the
whole page.

- Benchmark: `cargo xtask bench [SIZES]` builds synthetic pages (`figcraft_engine::synthetic`:
  screens with an auto layout header, a card group, button instances and shapes/text) at
  1k/10k/50k layers and prints engine/render timings (`figcraft-cli perf --layers 1000,10000`) and
  headless whole-UI frame timings (an ignored ui-egui test).
- Retained canvas rendering (`figcraft_render::Retained`, used by the render worker): views snap
  to whole device pixels, so a pan shifts the previous image in place and renders only the
  uncovered strips; an edit renders only where changed layers were and are
  (`Document::changed_ids` diffs the two versions skipping shared structure; ancestors that paint
  from their children's pixels - booleans, effects, masks - count whole; background blur reach
  and noise are allowed for). Zoom, page, options, font or page-level changes, or large changes,
  render the whole view as before. `ui.inspect` reports `canvas.renderWork`.
- The texture image is converted on the render thread, not the UI thread.
- Layers panel: only visible rows are laid out (stable ids while scrolling); rows are cached per
  document version, page, expanded set and filter.
- Frame labels and layout grids of off-screen top-level frames are skipped; the Prototype tab's
  connection sources are cached per document version.
- Text: the layout cache keys by a cheap fingerprint confirmed by `TextData` equality (no Debug
  formatting per lookup, 32k entries) and hands out shared layouts; a layout generation marks
  renders stale when fonts arrive. Overflowing text is culled by its glyphs, so it no longer
  vanishes while its box is off screen.

Before -> after (release, Windows, 1440x900 view, ms; 10k / 50k layers):
- move one layer, re-render @100%:     7.65 / 6.49  -> 0.18 / 0.81
- move one layer, re-render zoomed out: 11.95 / 24.10 -> 0.16 / 0.77
- pan 40 px @100%:                     7.53 / 6.82  -> 0.69 / 0.81
- pan 40 px zoomed out:                12.07 / 24.30 -> 1.62 / 4.17
- full render @100% / zoomed to fit:   7.78 / 44.22 -> 6.56 / 38.83 (10k @100%, 50k fit)
- UI frame, every screen expanded in layers: 6.16 / 39.07 -> 0.24 / 0.57
- UI frame, scrolling that panel:      6.11 / 40.18 -> 0.43 / 0.40
- UI frame, layers filtered by name:   1.03 / 6.92  -> 0.17 / 0.36
- UI frame, Prototype tab:             0.89 / 6.45  -> 0.18 / 0.80
- UI frame, idle:                      0.31 / 1.43  -> 0.11 / 0.39
Unchanged and within budget: single-layer edits through the engine ~0.01 ms, normalize after a
one-node edit < 0.01 ms, hit test 26 / 93 us. Left: save/load at 50k (~0.7 s each), zoomed-out
renders at 50k (~40 ms).

Tests: retained renders match full renders after pans, moves, recolours, hide/remove/add, undo,
masks, overflowing text, edits under a background blur and an inner-shadow/noise layer, a drop-
shadowed group, and a blur panned in from the view's edge; zoom/page/options/page background
render full; junk views don't panic. Layer-row and prototype-source caches follow edits, undo,
page switches, expansion and the filter. `changed_ids`, the text cache, and the perf CLI.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 05:19:05 +07:00