Optimize fullscreen rendering
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@@ -10,14 +10,15 @@ import { shapeBeatPulse } from "~/utils/beat"
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const props = defineProps<{ src: string; active: boolean }>()
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const ANIMATION_SPEED = 0.3
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const FRAME_RATE = 12
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const FRAME_INTERVAL = 1000 / FRAME_RATE
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const { beatEnergy } = usePlayer()
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const cpuCanvas = ref<HTMLCanvasElement | null>(null)
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const webGpuCanvas = ref<HTMLCanvasElement | null>(null)
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const palette = ref<AlbumPalette | null>(null)
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const backend = ref<"cpu" | "webgpu">("cpu")
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let frame = 0
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let frameTimer: number | null = null
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let startedAt = 0
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let lastFrameAt = 0
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let random: [number, number] = [0, 0]
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let angleJitter = 0
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let flowParams: [number, number, number, number] = [5, 25, 0.75, -0.08]
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@@ -111,17 +112,17 @@ function makeFrame(now: number, canvas: HTMLCanvasElement): BackgroundFrame {
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}
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}
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function updateCanvasScale(canvas: HTMLCanvasElement, beat: number) {
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const transform = `scale(${1.08 + beat * 0.003})`
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if (canvas.style.transform !== transform) canvas.style.transform = transform
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}
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function draw(now: number) {
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if (!props.active || disposed) return
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if (now - lastFrameAt < 1000 / 24) {
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frame = requestAnimationFrame(draw)
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return
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}
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lastFrameAt = now
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const canvas = backend.value === "webgpu" ? webGpuCanvas.value : cpuCanvas.value
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if (canvas && activeRenderer) {
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const renderFrame = makeFrame(now, canvas)
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canvas.style.transform = `scale(${1.08 + renderFrame.beat * 0.003})`
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updateCanvasScale(canvas, renderFrame.beat)
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try {
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activeRenderer.render(renderFrame)
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} catch (error) {
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@@ -133,10 +134,8 @@ function draw(now: number) {
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webGpuRenderer?.dispose()
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webGpuRenderer = null
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useCpuFallback()
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cpuCanvas.value?.style.setProperty(
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"transform",
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`scale(${1.08 + renderFrame.beat * 0.003})`,
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)
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if (cpuCanvas.value)
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updateCanvasScale(cpuCanvas.value, renderFrame.beat)
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try {
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cpuRenderer?.render(renderFrame)
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} catch (fallbackError) {
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@@ -147,15 +146,18 @@ function draw(now: number) {
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}
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}
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}
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frame = requestAnimationFrame(draw)
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frameTimer = window.setTimeout(() => {
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frameTimer = null
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draw(performance.now())
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}, FRAME_INTERVAL)
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}
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function startAnimation() {
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cancelAnimationFrame(frame)
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if (frameTimer !== null) window.clearTimeout(frameTimer)
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frameTimer = null
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startedAt = 0
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lastFrameAt = 0
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randomizeMotion()
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frame = requestAnimationFrame(draw)
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draw(performance.now())
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}
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watch(() => props.src, loadArtwork)
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@@ -163,7 +165,10 @@ watch(
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() => props.active,
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(active) => {
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if (active) startAnimation()
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else cancelAnimationFrame(frame)
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else if (frameTimer !== null) {
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window.clearTimeout(frameTimer)
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frameTimer = null
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}
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},
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)
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@@ -175,7 +180,7 @@ onMounted(() => {
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onBeforeUnmount(() => {
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disposed = true
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cancelAnimationFrame(frame)
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if (frameTimer !== null) window.clearTimeout(frameTimer)
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webGpuRenderer?.dispose()
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cpuRenderer?.dispose()
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})
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@@ -200,8 +205,8 @@ onBeforeUnmount(() => {
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.background-wash {
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position: absolute;
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inset: 0;
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width: 50%;
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height: 50%;
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width: 100%;
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height: 100%;
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filter: blur(6px) saturate(1.08);
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transform: scale(1.08);
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visibility: hidden;
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@@ -43,7 +43,9 @@ interface GpuAdapter {
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}
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interface GpuApi {
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requestAdapter(): Promise<GpuAdapter | null>
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requestAdapter(options?: {
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powerPreference?: "low-power" | "high-performance"
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}): Promise<GpuAdapter | null>
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getPreferredCanvasFormat(): string
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}
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@@ -70,7 +72,9 @@ export async function createWebGpuRenderer(
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console.info("[background renderer] WebGPU API unavailable; using CPU")
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return null
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}
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const adapter = await gpu.requestAdapter()
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const adapter = await gpu.requestAdapter({
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powerPreference: "high-performance",
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})
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if (!adapter) {
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console.info("[background renderer] no WebGPU adapter; using CPU")
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return null
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@@ -114,6 +118,11 @@ export async function createWebGpuRenderer(
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const activeDevice = device
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const activeContext = context
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const activeBuffer = uniformBuffer
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const uniforms = new Float32Array(20)
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let lastPalette: BackgroundFrame["palette"] | null = null
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let dominant: [number, number, number] = [0, 0, 0]
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let accent: [number, number, number] = [0, 0, 0]
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let maxPaletteLightness = 0
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let disposed = false
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void device.lost.then(() => {
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if (!disposed) onDeviceLost()
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@@ -125,27 +134,25 @@ export async function createWebGpuRenderer(
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canvas.width = frame.width
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canvas.height = frame.height
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}
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const dominant = toOkLab(frame.palette.dominant)
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const accent = toOkLab(frame.palette.accent)
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const uniforms = new Float32Array([
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frame.width,
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frame.height,
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frame.time,
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frame.beat,
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frame.random[0],
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frame.random[1],
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frame.angleJitter,
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0,
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...frame.flowParams,
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dominant[0],
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dominant[1],
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dominant[2],
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Math.max(dominant[0], accent[0]),
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accent[0],
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accent[1],
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accent[2],
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0,
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])
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if (lastPalette !== frame.palette) {
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dominant = toOkLab(frame.palette.dominant)
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accent = toOkLab(frame.palette.accent)
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maxPaletteLightness = Math.max(dominant[0], accent[0])
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lastPalette = frame.palette
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}
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uniforms[0] = frame.width
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uniforms[1] = frame.height
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uniforms[2] = frame.time
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uniforms[3] = frame.beat
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uniforms[4] = frame.random[0]
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uniforms[5] = frame.random[1]
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uniforms[6] = frame.angleJitter
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uniforms[7] = 0
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uniforms.set(frame.flowParams, 8)
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uniforms.set(dominant, 12)
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uniforms[15] = maxPaletteLightness
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uniforms.set(accent, 16)
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uniforms[19] = 0
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activeDevice.queue.writeBuffer(activeBuffer, 0, uniforms)
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const encoder = activeDevice.createCommandEncoder()
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const pass = encoder.beginRenderPass({
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