Develop a linear DNG from windows and reduced copies of it

DemosaicedImage::linear_rgb16_window uploads part of a linear DNG, or a
box-reduced copy of it, and says where it sits in the frame; size() now
reports the frame and texture_size() the texels, and the fused pass
writes the window into the shader's uniforms. EditGraph::source_region
finds the part of the source a view reads, and tiles::plan cuts a render
too large for one texture into halo-grown, grid-aligned tiles.

The GPU test renders frames a tile at a time from their own windows and
compares them with the whole: identical for point operations, within one
code value when straightened with clarity on.
This commit is contained in:
2026-09-27 17:35:16 -04:00
parent 1eab723c90
commit 0007fa459f
9 changed files with 600 additions and 38 deletions
+7
View File
@@ -1350,6 +1350,13 @@ impl AdjustPass {
// runs. See `DemosaicedImage::is_non_linear`.
let non_linear = if source.is_non_linear() { 1.0 } else { 0.0 };
uniforms[12..16].copy_from_slice(&[wb[0], wb[1], wb[2], non_linear]);
// TRACES: FR-DSP-2 | NFR-RES-2
// Which part of the photograph the texture holds. The whole of it for
// every source that fits in one texture, which writes back exactly
// what the composer put there.
let w = dr_pipeline::SOURCE_WINDOW_UNIFORM_OFFSET;
uniforms[w..w + dr_pipeline::SOURCE_WINDOW_UNIFORM_FIELDS]
.copy_from_slice(&source.window_uniforms());
uniforms
}