See what the highlights are doing: a live histogram (FR-DSP-7)

Exposure, blacks and whites were set by eye. Nothing said a highlight had
blown — the canvas shows white where a channel is at 250 and white where it is
at 255, and the difference is the whole question.

**Counted on the GPU, not on the readback.** There is a full frame sitting in
CPU memory on every canvas update right now — `AdjustPass::read_output`, the
bridge spike S1 removes — and walking it would have been thirty lines and no
shader. FR-DSP-7 states the mechanism and not just the feature: "these derive
from a GPU-side reduction into a small buffer. Per-frame CPU readback of image
data is prohibited." A histogram founded on the bridge would be correct today
and deleted by S1, and would meanwhile be the reason the bridge could not go.
What crosses the bus here is 4104 bytes whatever the image size.

The reduction tallies into workgroup memory first and merges once per
workgroup. A photograph is not noise: a clear sky puts tens of thousands of
adjacent pixels in one bin, and contending for that single global atomic
serialises the dispatch.

**On the settled frame only.** `render_now` already knows whether a gesture is
still moving — `draft` is the flag `redraw` derives from `was_coalesced` — so
the dispatch and its transfer happen once when the slider stops rather than on
each of the forty frames a drag emits. Nothing is lost: a histogram flickering
past under a finger is not a reading anyone takes. FR-DSP-7 requires exactly
this, that it not extend the FR-DSP-3 frame budget.

Luma is weighted in 8.8 fixed point — 54, 183, 19, summing to 256 exactly —
rather than in floats. Not thrift: it makes the shader's arithmetic
reproducible bit for bit, which is what lets the test below be an `assert_eq`
against a CPU count rather than a tolerance. ARCH §6.13's line about integer
state, applied where it happens to also be free.

**What the numbers were checked against.** A flat frame must put all 4096
pixels in one bin and one only. A 256-wide ramp must occupy every level with
exactly the same count, which is what catches an off-by-one in the
quantisation — a `floor` where a rounding was needed shifts the whole
photograph one bin left and looks like nothing at all. And a 101x37 frame of
seeded pseudo-random pixels — deliberately not a multiple of the 16x16
workgroup, so the edge tiles run off the image — is compared slot for slot
against a second, obvious CPU implementation. Exact equality, no tolerance.
The CPU version is a deliberate reimplementation rather than shared code: the
bugs worth catching here are ones shared code would commit identically on both
sides.

Above that, the presentation arithmetic is unit-tested headless, because it is
where a wrong answer is invisible. A histogram of the wrong shape looks exactly
as plausible as one of the right shape. So: 64 columns because it divides 256
and an uneven fold draws an even ramp as a comb; the peak excludes the end
columns, or a night scene scaled against its own black spike is a flat line
with no information in it; heights are clamped into the plot; and "0%" is kept
distinct from "<0.1%" and from "—", since an indicator reading "clipped" over
a figure reading "none" is a panel contradicting itself.

Clipping counts a *pixel* with any channel at an extreme, not a channel. Any,
because a blown red has no gradation left in it however much green and blue
still hold — and it is the saturated highlight, the sunset and the red jersey,
that clips first and recovers worst. Per pixel, because counting channels can
report 200% of a frame clipped, and a percentage above 100 is a readout nobody
trusts again.

Two affordances for it, which NFR-A11Y-3 asks for: a bar standing at the end
of the plot the tones are piling against, and a figure saying how much. Either
alone reads.

The panel sits directly under the capture metadata and above every control,
because it is what the controls are judged against. It is hand-built rather
than generated, and ARCH §4.3a is untroubled: a histogram is not an operation
— no parameters, changes nothing, answers a question rather than asking one —
and nothing in it reads a parameter out of a descriptor.

Three plot colours and a neutral luma trace join the palette. That is the
swatch's exception rather than a second one: a per-channel histogram has to
say which channel, and no achromatic treatment distinguishes red from blue, so
the hue is data exactly as the image beside it is. Held well back from full
strength for the reason the theme preamble gives.

The bounded, non-parking map wait moves out of `AdjustPass` into
`readback::await_mapping`, shared with the histogram's transfer. Thirty lines
of load-bearing reasoning about frozen interfaces and lost devices, and two
copies of it would have drifted.

The histogram describes the frame on the canvas, so it is in the output colour
space FR-DSP-7 asks for, and when zoomed it describes the visible region — a
photographer inspecting a highlight at 4x is asking about that highlight. A
device that cannot build the reduction loses the histogram and keeps the
photograph.

Still to do for FR-DSP-7: the pixel colour readout under the cursor.

324 tests pass, clippy and fmt clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-17 09:55:40 +02:00
co-authored by Claude Opus 5
parent 2330ed25e9
commit 0233df4bf2
11 changed files with 1541 additions and 46 deletions
+5 -44
View File
@@ -19,6 +19,7 @@ use std::collections::HashMap;
use dr_pipeline::ComposedShader;
use wgpu::util::DeviceExt;
use crate::readback::await_mapping;
use crate::{DemosaicedImage, GpuContext, GpuError};
/// Leading floats the composer reserves before any operation's own uniforms:
@@ -31,18 +32,6 @@ use crate::{DemosaicedImage, GpuContext, GpuError};
/// reads them.
const RESERVED_FIELDS: usize = dr_pipeline::RESERVED_UNIFORM_FIELDS;
/// How many non-blocking polls a readback gets before it is called failed.
///
/// A bound rather than a spin forever: if the device is lost the map callback
/// never arrives, and an unbounded loop would hang the interface rather than
/// surfacing the error. Set far above any plausible completion — the copy this
/// waits on is milliseconds — so it is reached only when something is wrong.
///
/// Ungated along with `export_pixels`: an export reads pixels back in a
/// shipping build, and the bound that stops a lost device hanging the app
/// applies at least as much there as it does to the display bridge.
const READBACK_POLL_LIMIT: u32 = 100_000;
/// Runs composed operation chains against demosaiced images.
pub struct AdjustPass {
ctx: GpuContext,
@@ -399,38 +388,10 @@ impl AdjustPass {
let _ = tx.send(r);
});
// **Polled without blocking, then checked.**
//
// `Maintain::Wait` parks the calling thread until the GPU has finished,
// and this is called from the UI thread — so that park was a frozen
// interface for the duration of the copy (~7 ms at 4K, per the note
// above). `Poll` drives the same callbacks without sleeping, so the
// loop below stays interruptible and the mapping still completes.
//
// The bounded spin matters: a lost device would otherwise never
// deliver the callback and this would hang the app instead of
// reporting an error.
let mut mapped = None;
for _ in 0..READBACK_POLL_LIMIT {
// A poll error is a lost device, which is exactly the case the
// bounded spin exists to escape — returning here reports it
// immediately rather than spinning out the full limit first.
self.ctx
.device
.poll(wgpu::PollType::Poll)
.map_err(|e| GpuError::Readback(e.to_string()))?;
match rx.try_recv() {
Ok(r) => {
mapped = Some(r);
break;
}
Err(std::sync::mpsc::TryRecvError::Empty) => continue,
Err(e) => return Err(GpuError::Readback(e.to_string())),
}
}
mapped
.ok_or_else(|| GpuError::Readback("readback did not complete".into()))?
.map_err(|e| GpuError::Readback(e.to_string()))?;
// Polled rather than parked, and bounded rather than spun forever —
// see `readback::await_mapping`, which the histogram's own transfer
// shares for exactly the same reasons.
await_mapping(&self.ctx, &rx)?;
let data = slice.get_mapped_range();
let mut out = Vec::with_capacity((unpadded * h) as usize);
+591
View File
@@ -0,0 +1,591 @@
//! TRACES: FR-DSP-7
//! Counting the display frame, on the device that drew it.
//!
//! # Why a compute reduction and not a CPU pass over the readback
//!
//! There is, today, a whole frame already sitting in CPU memory every time the
//! canvas updates — `AdjustPass::read_output`, the temporary bridge that spike
//! S1 removes. Walking it to build a histogram would have been perhaps thirty
//! lines and no shader at all, and it was the obvious thing to reach for.
//!
//! It was rejected for two reasons, in this order.
//!
//! FR-DSP-7 states the mechanism, not just the feature: "these derive from a
//! GPU-side reduction into a small buffer. Per-frame CPU readback of image data
//! is prohibited." A histogram built on the bridge would be correct today and
//! *deleted* by S1 — it would be new code whose only foundation is the one
//! thing the architecture is committed to removing, and the histogram would
//! then be the reason the bridge could not go.
//!
//! And the cost does not scale the way the shortcut implies. Counting 2 MP on
//! one CPU thread is several milliseconds of the settle frame; the reduction
//! below is a fraction of one, and what crosses the bus is 4104 bytes
//! regardless of the image. The simpler-looking option is simpler only while
//! the frame happens to be lying there.
//!
//! # What it costs and when it runs
//!
//! One dispatch plus a 4 KB buffer copy and a mapping — a device sync point.
//! FR-DSP-7 requires that this not extend the FR-DSP-3 frame budget, so the
//! interface runs it on the *settled* frame only, never on the draft frames a
//! drag produces. The histogram of an image being dragged past is not read
//! anyway; the one that arrives when the slider stops is.
use wgpu::util::DeviceExt;
use crate::readback::await_mapping;
use crate::{GpuContext, GpuError};
/// Levels per channel. 256, so a bin *is* an output code value and no
/// re-bucketing stands between the count and what the display shows.
pub const BINS: usize = 256;
/// Four channel histograms plus the two clip counters, as the shader lays them
/// out. Kept next to the shader's own constants because the two must agree.
const CHANNELS: usize = 4;
const CLIPPED_HIGH: usize = CHANNELS * BINS;
const CLIPPED_LOW: usize = CHANNELS * BINS + 1;
const SLOTS: usize = CHANNELS * BINS + 2;
/// TRACES: FR-DSP-7
/// A counted frame: how many pixels sit at each output level.
///
/// Counts, not proportions. Turning these into something drawable — folding
/// 256 bins into the columns a 280px panel can show, choosing a peak to scale
/// against — is presentation, and belongs to whoever is drawing (ARCH §4.3a).
/// What this crate owes is the numbers.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Histogram {
red: [u32; BINS],
green: [u32; BINS],
blue: [u32; BINS],
luma: [u32; BINS],
clipped_highlights: u32,
clipped_shadows: u32,
pixels: u32,
}
impl Histogram {
/// Counts per output level, darkest first.
pub fn red(&self) -> &[u32; BINS] {
&self.red
}
pub fn green(&self) -> &[u32; BINS] {
&self.green
}
pub fn blue(&self) -> &[u32; BINS] {
&self.blue
}
/// Rec.709 luma of the encoded values — the axis a photographer reads
/// exposure off. See the shader for why it is weighted in fixed point.
pub fn luma(&self) -> &[u32; BINS] {
&self.luma
}
/// Pixels with **any** channel at 255, and with any channel at 0.
///
/// Any rather than all, because a single blown channel is detail that is
/// already gone: a red that has hit the ceiling has no gradation left in it
/// however much green and blue still hold.
pub fn clipped_highlights(&self) -> u32 {
self.clipped_highlights
}
pub fn clipped_shadows(&self) -> u32 {
self.clipped_shadows
}
/// Pixels counted. The denominator for the two figures above.
pub fn pixels(&self) -> u32 {
self.pixels
}
/// Rebuild from the flat slot array the shader writes.
///
/// `pixels` is summed from the red channel rather than taken from the image
/// dimensions: every pixel lands in exactly one red bin, so the sum *is*
/// the count, and deriving it that way makes a dropped or double-counted
/// texel show up as a wrong denominator instead of hiding.
fn from_slots(slots: &[u32]) -> Result<Self, GpuError> {
if slots.len() < SLOTS {
return Err(GpuError::Readback(format!(
"histogram readback was {} slots, expected {SLOTS}",
slots.len()
)));
}
let channel = |i: usize| -> [u32; BINS] {
let mut out = [0u32; BINS];
out.copy_from_slice(&slots[i * BINS..(i + 1) * BINS]);
out
};
let red = channel(0);
Ok(Self {
pixels: red.iter().sum(),
red,
green: channel(1),
blue: channel(2),
luma: channel(3),
clipped_highlights: slots[CLIPPED_HIGH],
clipped_shadows: slots[CLIPPED_LOW],
})
}
}
/// The dispatch's view of the frame. Padded to 16 bytes for std140.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Dims {
width: u32,
height: u32,
pad_0: u32,
pad_1: u32,
}
/// TRACES: FR-DSP-7
/// Counts a rendered frame into [`Histogram`].
///
/// Holds its buffers for the life of the session. They are a fixed 4104 bytes
/// whatever the image size — the one property that makes this affordable — so
/// there is nothing to reallocate when the viewport changes, unlike the display
/// target beside it.
pub struct HistogramPass {
ctx: GpuContext,
pipeline: wgpu::ComputePipeline,
bind_group_layout: wgpu::BindGroupLayout,
/// Where the shader accumulates. Cleared before each dispatch.
bins: wgpu::Buffer,
/// Mappable destination; a storage buffer cannot also be `MAP_READ`.
staging: wgpu::Buffer,
dims: wgpu::Buffer,
}
impl HistogramPass {
pub fn new(ctx: &GpuContext) -> Result<Self, GpuError> {
// A validation error here is a bug in the shader beside this file, not
// anything a user did — surfaced as a `Result` rather than left to
// wgpu's default handler, which panics.
let scope = ctx.device.push_error_scope(wgpu::ErrorFilter::Validation);
let module = ctx
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("histogram"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/histogram.wgsl").into()),
});
let bind_group_layout =
ctx.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("histogram-bgl"),
entries: &[
// The rendered frame, sampled with `textureLoad` — the
// same texture the compositor shows, so what is counted
// is what is on screen.
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let layout = ctx
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("histogram-layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = ctx
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("histogram-pipeline"),
layout: Some(&layout),
module: &module,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
if let Some(err) = pollster::block_on(scope.pop()) {
return Err(GpuError::ShaderCompilation(err.to_string()));
}
let bytes = (SLOTS * std::mem::size_of::<u32>()) as u64;
let bins = ctx.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("histogram-bins"),
size: bytes,
usage: wgpu::BufferUsages::STORAGE
| wgpu::BufferUsages::COPY_SRC
| wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let staging = ctx.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("histogram-staging"),
size: bytes,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let dims = ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("histogram-dims"),
contents: bytemuck::bytes_of(&Dims {
width: 0,
height: 0,
pad_0: 0,
pad_1: 0,
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
Ok(Self {
ctx: ctx.clone(),
pipeline,
bind_group_layout,
bins,
staging,
dims,
})
}
/// TRACES: FR-DSP-7
/// Count one rendered frame.
///
/// `texture` must carry `TEXTURE_BINDING`, which `AdjustPass`'s output
/// does because the compositor samples it.
pub fn compute(&self, texture: &wgpu::Texture) -> Result<Histogram, GpuError> {
let (width, height) = (texture.width(), texture.height());
self.ctx.queue.write_buffer(
&self.dims,
0,
bytemuck::bytes_of(&Dims {
width,
height,
pad_0: 0,
pad_1: 0,
}),
);
let view = texture.create_view(&Default::default());
let bind_group = self
.ctx
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("histogram-bg"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.bins.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.dims.as_entire_binding(),
},
],
});
let mut enc = self
.ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("histogram-encoder"),
});
// The accumulator is reused between frames, so it carries the previous
// frame's counts until this line. Forgetting it does not fail — it
// quietly integrates every frame since the image opened, which looks
// like a histogram that will not respond to the exposure slider.
enc.clear_buffer(&self.bins, 0, None);
{
let mut pass = enc.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("histogram-pass"),
timestamp_writes: None,
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &bind_group, &[]);
pass.dispatch_workgroups(width.div_ceil(16), height.div_ceil(16), 1);
}
enc.copy_buffer_to_buffer(&self.bins, 0, &self.staging, 0, self.staging.size());
self.ctx.queue.submit(Some(enc.finish()));
let slice = self.staging.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |r| {
let _ = tx.send(r);
});
await_mapping(&self.ctx, &rx)?;
let data = slice.get_mapped_range();
let slots: Vec<u32> = bytemuck::cast_slice::<u8, u32>(&data).to_vec();
drop(data);
self.staging.unmap();
Histogram::from_slots(&slots)
}
}
#[cfg(test)]
mod tests {
use super::*;
fn ctx() -> Option<GpuContext> {
match pollster::block_on(GpuContext::new_headless()) {
Ok(c) => Some(c),
Err(e) => {
eprintln!("skipping: no GPU adapter ({e})");
None
}
}
}
/// Upload `rgba` as a texture the pass can read, the way `AdjustPass`
/// hands its output over.
fn texture(ctx: &GpuContext, rgba: &[u8], width: u32, height: u32) -> wgpu::Texture {
let tex = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("histogram-test-source"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
ctx.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &tex,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(width * 4),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
ctx.queue.submit(std::iter::empty());
tex
}
/// The reference the shader is checked against: the same bucketing, written
/// the obvious way on the CPU.
///
/// Deliberately a *second* implementation rather than shared code. The bugs
/// this is here to catch — a workgroup tile that is never merged, an edge
/// tile counted twice, a luma weighting that carries past 255 — are all
/// bugs a shared implementation would commit identically on both sides and
/// so could not detect.
fn expected(rgba: &[u8]) -> Histogram {
let mut slots = vec![0u32; SLOTS];
for px in rgba.chunks_exact(4) {
let (r, g, b) = (px[0] as usize, px[1] as usize, px[2] as usize);
let y = (54 * r + 183 * g + 19 * b) >> 8;
slots[r] += 1;
slots[BINS + g] += 1;
slots[2 * BINS + b] += 1;
slots[3 * BINS + y] += 1;
if px[0] == 255 || px[1] == 255 || px[2] == 255 {
slots[CLIPPED_HIGH] += 1;
}
if px[0] == 0 || px[1] == 0 || px[2] == 0 {
slots[CLIPPED_LOW] += 1;
}
}
Histogram::from_slots(&slots).expect("slot count")
}
#[test]
fn a_flat_frame_puts_every_pixel_in_one_bin() {
// The arithmetic at its most checkable: 64x64 pixels of one value must
// produce exactly 4096 in exactly one bin and nothing anywhere else.
// A tile that failed to merge, or merged twice, changes this number —
// and a histogram that is merely "roughly right" is a histogram nobody
// can set a black point from.
let Some(ctx) = ctx() else { return };
let pass = HistogramPass::new(&ctx).expect("pass");
let rgba: Vec<u8> = std::iter::repeat_n([90u8, 140, 200, 255], 64 * 64)
.flatten()
.collect();
let tex = texture(&ctx, &rgba, 64, 64);
let hist = pass.compute(&tex).expect("compute");
assert_eq!(hist.pixels(), 4096);
assert_eq!(hist.red()[90], 4096);
assert_eq!(hist.green()[140], 4096);
assert_eq!(hist.blue()[200], 4096);
assert_eq!(
hist.red().iter().filter(|c| **c > 0).count(),
1,
"one value can only occupy one bin"
);
// (54*90 + 183*140 + 19*200) >> 8 = 34280 >> 8 = 133.
assert_eq!(hist.luma()[133], 4096);
assert_eq!(hist.clipped_highlights(), 0);
assert_eq!(hist.clipped_shadows(), 0);
}
#[test]
fn every_level_is_reachable_and_lands_where_it_belongs() {
// A ramp covering all 256 codes, four pixels each. This is the test
// that would catch an off-by-one in the quantisation — a `floor` where
// a rounding was needed shifts the whole ramp down one bin and leaves
// 255 empty, which on a real photograph looks like nothing at all.
let Some(ctx) = ctx() else { return };
let pass = HistogramPass::new(&ctx).expect("pass");
let (w, h) = (256u32, 4u32);
let mut rgba = Vec::with_capacity((w * h * 4) as usize);
for _ in 0..h {
for x in 0..w {
let v = x as u8;
rgba.extend_from_slice(&[v, v, v, 255]);
}
}
let tex = texture(&ctx, &rgba, w, h);
let hist = pass.compute(&tex).expect("compute");
assert_eq!(hist.pixels(), w * h);
for level in 0..BINS {
assert_eq!(
hist.red()[level],
h,
"level {level} should hold exactly {h} pixels"
);
// Neutral, so luma must land on the same bin as the channels do.
assert_eq!(hist.luma()[level], h, "luma drifted at level {level}");
}
}
#[test]
fn the_shader_agrees_with_a_cpu_count_of_the_same_frame() {
// The cross-check, on a frame with no structure for a wrong dispatch to
// hide behind: a size that is not a multiple of the 16x16 workgroup, so
// the edge tiles run off the image, and pseudo-random content so every
// bin is occupied unevenly. Exact equality — the reduction is integer
// throughout precisely so this can be an `assert_eq`, not a tolerance.
let Some(ctx) = ctx() else { return };
let pass = HistogramPass::new(&ctx).expect("pass");
let (w, h) = (101u32, 37u32);
let mut rgba = Vec::with_capacity((w * h * 4) as usize);
let mut state = 0x2545_F491_4F6C_DD1Du64;
for _ in 0..w * h {
for _ in 0..3 {
// xorshift64*, so the frame is identical on every machine and a
// failure can be reproduced rather than merely observed.
state ^= state >> 12;
state ^= state << 25;
state ^= state >> 27;
rgba.push((state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 56) as u8);
}
rgba.push(255);
}
let tex = texture(&ctx, &rgba, w, h);
let hist = pass.compute(&tex).expect("compute");
assert_eq!(hist.pixels(), w * h, "an edge tile was dropped or doubled");
assert_eq!(hist, expected(&rgba));
}
#[test]
fn clipping_is_counted_per_pixel_and_not_per_channel() {
// The distinction the indicator rests on. A pixel with two channels at
// the ceiling is *one* clipped pixel; counting channels would report
// 200% of a frame clipped, and a percentage that can exceed 100 is a
// readout nobody will trust again.
let Some(ctx) = ctx() else { return };
let pass = HistogramPass::new(&ctx).expect("pass");
let rgba: Vec<u8> = [
// Two channels blown, one pixel clipped.
[255u8, 255, 10, 255],
// One channel blown — still clipped, which is the point of "any".
[255, 10, 10, 255],
// Clean.
[10, 10, 10, 255],
// Black in one channel only: a clipped shadow.
[0, 10, 10, 255],
]
.concat();
let tex = texture(&ctx, &rgba, 4, 1);
let hist = pass.compute(&tex).expect("compute");
assert_eq!(hist.pixels(), 4);
assert_eq!(hist.clipped_highlights(), 2);
assert_eq!(hist.clipped_shadows(), 1);
}
#[test]
fn a_second_frame_replaces_the_first_rather_than_adding_to_it() {
// The accumulator is reused, so a missing clear integrates every frame
// since the session opened. The symptom is subtle and awful: the
// histogram keeps its shape and simply stops responding to the sliders,
// because each frame's contribution shrinks against the running total.
let Some(ctx) = ctx() else { return };
let pass = HistogramPass::new(&ctx).expect("pass");
let dark: Vec<u8> = std::iter::repeat_n([40u8, 40, 40, 255], 16 * 16)
.flatten()
.collect();
let bright: Vec<u8> = std::iter::repeat_n([210u8, 210, 210, 255], 16 * 16)
.flatten()
.collect();
let first = pass.compute(&texture(&ctx, &dark, 16, 16)).expect("first");
assert_eq!(first.red()[40], 256);
let second = pass
.compute(&texture(&ctx, &bright, 16, 16))
.expect("second");
assert_eq!(second.pixels(), 256, "the previous frame was still counted");
assert_eq!(second.red()[40], 0);
assert_eq!(second.red()[210], 256);
}
}
+5
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@@ -15,10 +15,15 @@ mod adjust;
mod demosaic;
mod error;
pub mod hierarchy;
mod histogram;
mod readback;
mod segment;
pub use adjust::AdjustPass;
pub use demosaic::{DemosaicedImage, Demosaicer};
pub use error::GpuError;
// Renamed on the way out: `BINS` says enough inside `histogram`, and nothing
// at all at a crate root shared with demosaic and segmentation.
pub use histogram::{Histogram, HistogramPass, BINS as HISTOGRAM_BINS};
pub use segment::{SegmentOptions, SegmentPass, Segmentation};
/// Owns the wgpu device and queue.
+56
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@@ -0,0 +1,56 @@
//! Waiting for a buffer mapping without parking the interface.
//!
//! Shared by every transfer off the device — the display bridge, an export, and
//! the histogram's 4 KB of bin counts. It was written once inside `AdjustPass`
//! and the reasoning below is the whole of why it is shaped this way; copying
//! thirty lines of that reasoning into a second caller would have left two
//! copies to keep true of each other.
use crate::{GpuContext, GpuError};
/// How many non-blocking polls a readback gets before it is called failed.
///
/// A bound rather than a spin forever: if the device is lost the map callback
/// never arrives, and an unbounded loop would hang the interface rather than
/// surfacing the error. Set far above any plausible completion — the copies
/// this waits on are milliseconds — so it is reached only when something is
/// wrong.
const POLL_LIMIT: u32 = 100_000;
/// Drive the device until a `map_async` callback lands.
///
/// **Polled without blocking, then checked.**
///
/// `PollType::Wait` parks the calling thread until the GPU has finished, and
/// these transfers are called from the UI thread — so that park was a frozen
/// interface for the duration of the copy (~7 ms at 4K for a whole frame).
/// `Poll` drives the same callbacks without sleeping, so the loop below stays
/// interruptible and the mapping still completes.
///
/// The bounded spin matters: a lost device would otherwise never deliver the
/// callback and this would hang the app instead of reporting an error.
pub(crate) fn await_mapping(
ctx: &GpuContext,
rx: &std::sync::mpsc::Receiver<Result<(), wgpu::BufferAsyncError>>,
) -> Result<(), GpuError> {
let mut mapped = None;
for _ in 0..POLL_LIMIT {
// A poll error is a lost device, which is exactly the case the bounded
// spin exists to escape — returning here reports it immediately rather
// than spinning out the full limit first.
ctx.device
.poll(wgpu::PollType::Poll)
.map_err(|e| GpuError::Readback(e.to_string()))?;
match rx.try_recv() {
Ok(r) => {
mapped = Some(r);
break;
}
Err(std::sync::mpsc::TryRecvError::Empty) => continue,
Err(e) => return Err(GpuError::Readback(e.to_string())),
}
}
mapped
.ok_or_else(|| GpuError::Readback("readback did not complete".into()))?
.map_err(|e| GpuError::Readback(e.to_string()))
}
+112
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@@ -0,0 +1,112 @@
// TRACES: FR-DSP-7
// A reduction of the display frame into bin counts, run where the pixels are.
//
// FR-DSP-7 does not merely permit this shape, it names it: "these derive from a
// GPU-side reduction into a small buffer", because the alternative — dragging
// the frame back across the bus to count it — is the per-frame round-trip
// ARCH §6.1 forbids and the bottleneck darktable documents. What leaves the
// device here is 4104 bytes whatever the image size.
//
// **Counted per workgroup first, then merged.** A photograph is not noise: a
// clear sky puts tens of thousands of adjacent pixels in one bin, and having
// every invocation contend for that single global atomic serialises the whole
// dispatch. Each workgroup therefore tallies its own 256 pixels into workgroup
// memory — where the atomic is cheap and the contention is between 256 threads
// rather than two million — and contributes one add per non-empty bin at the
// end. Four kilobytes of workgroup storage against a 16 KB floor.
const BINS: u32 = 256u;
// Two counters past the four channels: how many pixels clip at each end. They
// live in the same buffer because they are gathered from the same texel read
// and would otherwise need a second reduction to answer a question the first
// one already had the data for.
const CLIPPED_HIGH: u32 = 4u * BINS;
const CLIPPED_LOW: u32 = 4u * BINS + 1u;
const SLOTS: u32 = 4u * BINS + 2u;
// 16x16. Stated as a constant because the clear and merge loops below stride by
// it, and a workgroup size that disagreed would leave slots uncleared.
const THREADS: u32 = 256u;
struct Dims {
width: u32,
height: u32,
// std140 rounds a uniform block up to 16 bytes; named rather than left
// implicit so the Rust side's padding is visibly the same shape.
pad_0: u32,
pad_1: u32,
}
@group(0) @binding(0) var source: texture_2d<f32>;
@group(0) @binding(1) var<storage, read_write> bins: array<atomic<u32>>;
@group(0) @binding(2) var<uniform> dims: Dims;
var<workgroup> tile: array<atomic<u32>, SLOTS>;
/// The 8-bit level a sampled texel came from.
///
/// The source is `Rgba8Unorm`, so the sampler hands back exactly n/255 and this
/// recovers n. `floor(x + 0.5)` rather than `round`, which ties to even in WGSL
/// and away from zero in Rust — a difference invisible except on an exact tie,
/// which is precisely the kind of disagreement that makes a cross-check against
/// a CPU reference fail once in a thousand runs and look like flakiness.
fn level(v: f32) -> u32 {
return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));
}
@compute @workgroup_size(16, 16, 1)
fn main(
@builtin(global_invocation_id) gid: vec3<u32>,
@builtin(local_invocation_index) lid: u32,
) {
for (var i = lid; i < SLOTS; i = i + THREADS) {
atomicStore(&tile[i], 0u);
}
workgroupBarrier();
// Guarded rather than dispatched exactly: the workgroup is 16x16 and an
// image is not, so the last row and column of workgroups run off the edge.
if (gid.x < dims.width && gid.y < dims.height) {
let texel = textureLoad(source, vec2<i32>(i32(gid.x), i32(gid.y)), 0);
let r = level(texel.r);
let g = level(texel.g);
let b = level(texel.b);
// Rec.709 luma in 8.8 fixed point. 54 + 183 + 19 is exactly 256, so the
// weights sum to unity and the shift can never carry past 255.
//
// Integer rather than float on purpose (ARCH §6.13): a float weighting
// is reproducible only to within the vendor's rounding, and the whole
// value of the CPU cross-check in the tests is that it is exact.
//
// Weighted on the *encoded* values, not on linear light. That is what
// every histogram a photographer has read is: the axis is the output
// level, so a mid-grey has to sit in the middle of it.
let y = (54u * r + 183u * g + 19u * b) >> 8u;
atomicAdd(&tile[r], 1u);
atomicAdd(&tile[BINS + g], 1u);
atomicAdd(&tile[2u * BINS + b], 1u);
atomicAdd(&tile[3u * BINS + y], 1u);
// Any channel, not all three: a blown red channel is detail that is
// gone, whatever green and blue still hold. Counting only neutral white
// would stay silent on exactly the saturated highlight — a sunset, a
// red jersey — that clips first and recovers worst.
if (r == 255u || g == 255u || b == 255u) {
atomicAdd(&tile[CLIPPED_HIGH], 1u);
}
if (r == 0u || g == 0u || b == 0u) {
atomicAdd(&tile[CLIPPED_LOW], 1u);
}
}
workgroupBarrier();
for (var i = lid; i < SLOTS; i = i + THREADS) {
let count = atomicLoad(&tile[i]);
// Most bins of most workgroups are empty — a 16x16 tile can touch 256
// of 1026 slots at the very most, and usually far fewer.
if (count != 0u) {
atomicAdd(&bins[i], count);
}
}
}