The screen->line tap mapping only needs the sub-line scroll remainder
(tapLocalY adds r, never the full scroll) because the visible glyph
layout is window-relative and IMEWindowStartByte re-anchors it to the
file. That holds for every scroll offset IF the window start line
k=floor(s/lh) and the sub-line remainder r stay consistent.
Property test (4000 random scroll/tap pairs, asserting against an
independent drawn-geometry ground truth, not the tap code's own math)
exposed a real bug: int(s/lh) in the Dp float32 domain rounds the
quotient to nearest and can round UP across an integer boundary while
the float64 mod still reflects the line below. In a sub-pixel-wide
band of scroll offsets the window started one line too far while the
draw shift lagged by one line - the whole rendered window (and every
tapped line) shifted by one.
Fix: one shared float64 floor decomposition (scrollDecompose) used by
the window start (visibleByteRangePrecise/Estimate), the renderer's
sub-line shift (visibleScrollOffset), the tap mapping (tapLocalY), and
chunk prefetching. Also route the shaper's line height (previously
ignored by visibleByteRangePrecise) through VisibleByteRange.
On-device cross-check: at s=4246.9 (r=13.3) and s=4210.7 (r=10.7),
taps on visually identified lines typed markers that landed on exactly
those lines in the file on disk; profiler ScrollDP, screenshot,
formula, and disk all agreed.
Docs: scroll decomposition invariant in architecture.md §6.2, pipeline
hop 2 in doc/README.md, Phase 10 in development_plan.md.