artist page: compositor scroll pipeline + final hero design (crossfade twins, mirror seam, bloom retired)

Scroll-driven animation conversion
- apply() writes nothing per frame on the supported path; the hero
  squeeze, fade line and header curves all ride scroll-driven animations
  on the compositor.
- Section boundaries flip via IntersectionObserver sentinels; the scroll
  listener is gone from the hot path.
- The scrollbar thumb rides its own scroll-driven animation.
- @supports-not fallback keeps the previous rAF --p path verbatim, so
  unsupported engines render identically.
- Curves verified exact to 1e-6 against the old path, 0.000px continuity
  across boundary flips, correct retarget on resize.

Perf fixes
- Forced-layout reads pulled out of both scroll handlers.
- Resize settle-reflow: a second reflow 200ms after resize quiesces, and
  the pane is observed too. This was the root cause of the fullscreen
  fade-wedge and of the long-standing intermittent where rows stayed
  hidden after a resize.

Glass
- backdrop-filter removed from chips and preview surfaces.
- Bar glass blur 20 -> 12.
- Choose-hero pill removed from the UI; pickArtistHero/clearArtistHero
  backend is untouched and the control can be re-homed later.

Hero design (final)
- Crossfade twins are permanent. Twin blur is baked via bakeBlur()
  (clamp-to-edge pad -> blur -> crop) so the frames stay pixel-aligned
  with no edge fringe and no geometry scaling.
- Bloom strip retired everywhere; HeroGpuCanvas's internal bloom canvases
  are hidden by one scoped rule and the component is unchanged.
- Seam is a pure mirror: the artwork's top strip flipped inside the glass
  band, clipped at the bar's top line, riding the squeeze with the hero
  and dissolving in lockstep on rotation.
- GPU twin overlay crossfades on rotation instead of snapping — the
  incoming baked frame fades in on hero-banner-in with a 2-frame cap.
- ~930 lines of experimental variants and the perf-flag system deleted;
  the surviving path is a pixel no-op against the approved configuration.

Debug overlay
- PERF/SEAM rows dropped; the overlay keeps stats plus an FPS/drops/worst
  counter (Ctrl+Shift+D).
This commit is contained in:
KeelrLeek committed 2026-07-24 17:02:21 -05:00
1 parent 790a9c60c0
commit 2eb1cf57e3
4 files changed
+1453 -260

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+41 -2
View File
@@ -11,6 +11,8 @@
let visible = $state(false);
let stats = $state(null);
let fps = $state(0);
let drops = $state(0); // main-thread frames >25ms since overlay opened
let worstGap = $state(0);
let dlSpeed = $state(0); // bytes/sec of the CURRENT track's stream
function onKeydown(e) {
@@ -45,9 +47,20 @@
let frames = 0;
let fpsWindow = performance.now();
let prevFrame = performance.now();
drops = 0;
worstGap = 0;
let raf = requestAnimationFrame(function loop() {
frames += 1;
const now = performance.now();
// Main-thread frame gap — the jank signal. >25ms = a frame the
// user can feel; count it and remember the worst.
const gap = now - prevFrame;
prevFrame = now;
if (gap > 25) {
drops += 1;
if (gap > worstGap) worstGap = Math.round(gap);
}
if (now - fpsWindow >= 500) {
fps = Math.round((frames * 1000) / (now - fpsWindow));
frames = 0;
@@ -80,7 +93,7 @@
<svelte:window onkeydown={onKeydown} />
{#if visible}
<aside class="debug-overlay" aria-hidden="true">
<aside class="debug-overlay">
<div class="hdr">DEBUG <span class="dim">Ctrl+Shift+D</span></div>
{#if stats}
<div class="sec">
@@ -91,7 +104,10 @@
<div><b>NET</b> ↓ {rate(stats.netRxBps)} · ↑ {rate(stats.netTxBps)}</div>
</div>
<div class="sec">
<div><b>FPS</b> {fps}</div>
<div>
<b>FPS</b> {fps} · drops {drops}{#if worstGap > 0}&nbsp;· worst {worstGap}ms{/if}
<button class="mini" onclick={() => { drops = 0; worstGap = 0; }}>reset</button>
</div>
<div>
<b>PLAYER</b> {player.status}{player.track ? ` · ${player.track.title}` : ""}
{#if stats.mainFadeGain != null && stats.mainFadeGain < 0.999}· fade {stats.mainFadeGain.toFixed(2)}{/if}
@@ -195,4 +211,27 @@
height: 100%;
background: #7fd0ff;
}
/* The overlay is passthrough glass (pointer-events: none on the aside)
— only its buttons take clicks. */
button {
pointer-events: auto;
background: rgba(255, 255, 255, 0.08);
border: 1px solid rgba(255, 255, 255, 0.18);
border-radius: 4px;
color: #d7e0ea;
font: inherit;
font-size: 10px;
padding: 1px 7px;
margin-left: 4px;
cursor: pointer;
}
button:hover {
border-color: #7fd0ff;
color: #fff;
}
button.mini {
font-size: 9px;
padding: 0 5px;
opacity: 0.7;
}
</style>
+46 -1
View File
@@ -26,6 +26,21 @@
const PAD = 8; // gap between the thumb's travel and the top header / bottom edge
const HOVER_ZONE = 22; // px in from the right edge that reveals the thumb on hover
// Scroll-driven-animation support, gated EXACTLY like CatalogArtist's
// scrollDriven const so the two can never disagree about which engine owns
// per-scroll motion. Where supported, the thumb's slide is a compositor
// scroll-driven animation (float-thumb-ride in global.css) and onScroll never
// reads scrollTop at all — the per-scroll place() read was forcing a full
// style+layout pass every frame on pages whose scroll-driven animations had
// already dirtied style (measured: 652 forced UpdateStyleAndLayout, ~248ms
// per 6.9s of continuous scrolling on the artist page). The thumb's mapping
// is exactly linear in scrollTop — y = (topInset - padTop) +
// (scrollTop / maxScroll) * (trackH - thumbH) — so the default animation
// range (the scroller's entire scroll range) reproduces it identically;
// measure() writes the two endpoint vars. The !SDA path is byte-identical to
// the old behavior.
const SDA = typeof CSS !== "undefined" && CSS.supports("animation-timeline", "scroll()");
export function floatScroll(node) {
node.classList.add("float-scroll");
node.style.scrollbarWidth = "none"; // inline: beats scoped component rules
@@ -40,6 +55,16 @@ export function floatScroll(node) {
thumb.className = "float-thumb";
rail.appendChild(thumb);
node.prepend(rail);
if (SDA) {
// scroll(nearest) from the thumb resolves to `node`: the only
// intermediate ancestor is the zero-height .float-rail, which is not
// a scroll container (no overflow set — the thumb visibly hangs out
// of its zero-height box, so it could never be otherwise). The named
// --artist-pane timeline lives on the same element on the artist
// page; nearest-lookup and the name agree there by construction.
thumb.style.animation = "float-thumb-ride auto linear both";
thumb.style.animationTimeline = "scroll(nearest block)";
}
let hideTimer = 0;
let dragging = false;
@@ -112,7 +137,21 @@ export function floatScroll(node) {
maxScroll = scrollH - viewH;
thumb.style.display = "block";
thumb.style.height = `${thumbH}px`;
place();
if (SDA) {
// The ride's two endpoints (see float-thumb-ride in global.css).
// Progress over the default range is scrollTop / maxScroll — the
// exact `ratio` place() computes — so the animated transform is
// the same pixel place() would have written at every scrollTop.
// An inline transform would lose to the running animation anyway,
// so the place() call below is gated to the fallback path.
thumb.style.setProperty("--ft-y0", `${topInset - padTop}px`);
thumb.style.setProperty(
"--ft-y1",
`${topInset - padTop + Math.max(0, trackH - thumbH)}px`,
);
} else {
place();
}
}
function scheduleMeasure() {
if (!measureRaf) measureRaf = requestAnimationFrame(measure);
@@ -130,6 +169,12 @@ export function floatScroll(node) {
}
function onScroll() {
// SDA path: the compositor owns the slide; touching scrollTop here
// would force the style+layout pass this fix exists to remove.
if (SDA) {
show();
return;
}
place();
show();
}
+15
View File
@@ -130,6 +130,21 @@
opacity: 1;
pointer-events: auto;
}
/* The thumb's slide as a scroll-driven animation (scrollbar.js sets it up
where animation-timeline is supported). Endpoints are written by measure():
--ft-y0 = topInset - padTop, --ft-y1 = --ft-y0 + (trackH - thumbH). The
default animation range spans the scroller's whole scroll range, so linear
progress IS scrollTop / maxScroll — the exact ratio the JS fallback
computes — and the compositor tracks the scroll with zero main-thread
work (and none of the fallback's one-frame lag under threaded scrolling). */
@keyframes float-thumb-ride {
from {
transform: translateY(var(--ft-y0, 0px));
}
to {
transform: translateY(var(--ft-y1, 0px));
}
}
* {
margin: 0;
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