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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@@ -208,7 +208,7 @@ impl SegmentPass {
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source: &DemosaicedImage,
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opts: SegmentOptions,
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) -> Result<Segmentation, GpuError> {
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let (src_w, src_h) = source.size();
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let (src_w, src_h) = source.texture_size();
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let (width, height) = proxy_size(src_w, src_h, opts.max_edge);
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let n = (width * height) as u64;
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