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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@@ -928,7 +928,7 @@ impl MaskPass {
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// the only readers and they are skipped in that case.
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let source_step = match source {
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Some(image) => {
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let (sw, sh) = image.size();
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let (sw, sh) = image.texture_size();
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[
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sw as f32 / width.max(1) as f32,
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sh as f32 / height.max(1) as f32,
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