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.
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@@ -1350,6 +1350,13 @@ impl AdjustPass {
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// runs. See `DemosaicedImage::is_non_linear`.
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let non_linear = if source.is_non_linear() { 1.0 } else { 0.0 };
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uniforms[12..16].copy_from_slice(&[wb[0], wb[1], wb[2], non_linear]);
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// TRACES: FR-DSP-2 | NFR-RES-2
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// Which part of the photograph the texture holds. The whole of it for
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// every source that fits in one texture, which writes back exactly
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// what the composer put there.
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let w = dr_pipeline::SOURCE_WINDOW_UNIFORM_OFFSET;
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uniforms[w..w + dr_pipeline::SOURCE_WINDOW_UNIFORM_FIELDS]
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.copy_from_slice(&source.window_uniforms());
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uniforms
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}
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