Develop a JPEG through the same pipeline as a RAW
DemosaicedImage gains a second producer, from_rgba8, alongside the CFA path. Nothing about the type is CFA-specific — it is "an image on the GPU, ready to adjust" — which is what lets develop mode work on a JPEG without the edit graph or any operation knowing the source was not a RAW file. The one real difference is the transfer function: sensor data is linear, a JPEG is gamma-encoded. Every operation assumes linear scene-referred colour (exposure is a multiply, and doubling a gamma-encoded value is not a stop), so the shader prologue linearises once, at the only point where the two source kinds still differ. The flag rides in as_shot_wb.w, which was padding. For a JPEG the white balance uniform is neutral and the colour matrix is identity, so both stay unconditional multiplies rather than becoming branches. max_dimension is exposed because it is a hardware limit the caller must plan around, not a failure to report afterwards: a 13728x8928 film scan exceeds the common 8192 texture limit, and fitting it first is the only way to develop it at all. Assisted-by: LLM
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+152
-3
@@ -33,9 +33,21 @@ struct DemosaicParams {
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/// A demosaiced image living on the GPU.
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///
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/// Linear, scene-referred, camera colour space, RGBA16Float. This is the
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/// input every adjustment operates on, and the reason the ops need no
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/// knowledge of sensors or CFA patterns.
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/// RGBA16Float, scene-referred, camera colour space. This is the input every
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/// adjustment operates on, and the reason the ops need no knowledge of sensors
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/// or CFA patterns.
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///
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/// **Two producers, not one.** [`Demosaicer::run`] builds it from CFA sensor
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/// data; [`DemosaicedImage::from_rgba8`] builds it from an already-processed
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/// RGB image such as a JPEG. Nothing about the type is CFA-specific — it is
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/// simply "an image on the GPU, ready to adjust" — which is what lets develop
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/// mode work on a JPEG without the edit graph or any operation knowing that
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/// the source was not a RAW file.
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///
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/// The one thing that does differ is the transfer function: sensor data is
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/// linear, a JPEG is gamma-encoded. That difference is carried by
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/// [`Self::is_non_linear`] and resolved once, in the generated shader's
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/// prologue, rather than being defended against by every operation.
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pub struct DemosaicedImage {
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texture: wgpu::Texture,
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view: wgpu::TextureView,
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@@ -45,6 +57,8 @@ pub struct DemosaicedImage {
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color_matrix: [f32; 9],
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/// As-shot white balance, the neutral starting point for the WB control.
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as_shot_wb: [f32; 3],
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/// Whether the texture holds gamma-encoded rather than linear values.
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non_linear: bool,
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}
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impl DemosaicedImage {
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@@ -75,6 +89,137 @@ impl DemosaicedImage {
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pub fn as_shot_wb(&self) -> [f32; 3] {
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self.as_shot_wb
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}
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/// The largest edge this device can hold in one texture.
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///
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/// Exposed because it is a *hardware* limit the caller has to plan around,
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/// not a failure to report after the fact: a 13728×8928 film scan exceeds
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/// the common 8192 limit, and the only way to develop it at all is to fit
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/// it first. 8192 is still four times a 4K display's long edge, so nothing
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/// visible is lost.
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pub fn max_dimension(ctx: &GpuContext) -> u32 {
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ctx.device.limits().max_texture_dimension_2d
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}
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/// Whether the texture is gamma-encoded rather than linear.
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///
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/// True for a source that arrived already display-encoded — a JPEG. The
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/// adjust pass forwards this to the shader, which linearises before any
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/// operation runs, so the ops themselves always see linear colour.
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pub fn is_non_linear(&self) -> bool {
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self.non_linear
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}
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/// Build one from an already-processed RGBA8 image, skipping demosaic.
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///
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/// The path a JPEG takes into develop mode (FR-RAW-4). There is no CFA to
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/// interpolate and no sensor to normalise: the pixels are uploaded as they
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/// arrived, gamma encoding intact, and flagged so the shader linearises
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/// them.
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///
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/// The two sensor-derived transforms are deliberately neutral rather than
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/// absent:
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///
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/// - **Colour matrix identity** — a JPEG is already in sRGB primaries, so
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/// there is no camera space to convert out of. Applying a real camera
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/// matrix here would be a second, unwanted colour transform.
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/// - **White balance neutral** — the camera applied its own before writing
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/// the file, and it cannot be undone from the encoded pixels. The WB
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/// control still works; its neutral position is simply "as the camera
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/// left it" rather than "as the sensor recorded it".
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///
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/// `rgba` must be tightly packed, 4 bytes per pixel, `width * height`
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/// pixels, and must fit [`Self::max_dimension`] — a film scan can easily
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/// exceed it, so callers downscale first rather than being refused here.
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pub fn from_rgba8(
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ctx: &GpuContext,
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rgba: &[u8],
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width: u32,
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height: u32,
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) -> Result<Self, GpuError> {
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let (width, height) = (width.max(1), height.max(1));
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let limits = ctx.device.limits();
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if width > limits.max_texture_dimension_2d || height > limits.max_texture_dimension_2d {
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return Err(GpuError::TooLarge(format!(
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"{width}×{height} exceeds the device limit of {}",
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limits.max_texture_dimension_2d
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)));
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}
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let expected = (width as usize) * (height as usize) * 4;
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if rgba.len() < expected {
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return Err(GpuError::TooLarge(format!(
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"{} bytes is short of the {expected} needed for {width}×{height}",
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rgba.len()
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)));
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}
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// The staging texture is Rgba8Unorm because that is what the bytes
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// are; the pass below converts into the Rgba16Float the rest of the
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// pipeline expects. Writing f16 on the CPU instead would cost a
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// full-image conversion before the upload rather than after it.
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let half: Vec<u16> = rgba[..expected]
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.iter()
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.map(|&b| f32_to_f16_bits(f32::from(b) / 255.0))
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.collect();
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let texture = ctx.device.create_texture_with_data(
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&ctx.queue,
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&wgpu::TextureDescriptor {
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label: Some("jpeg-source"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::FORMAT,
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// No STORAGE_BINDING: nothing writes to this one. The adjust
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// pass samples it, and tests copy from it.
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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},
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wgpu::util::TextureDataOrder::LayerMajor,
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bytemuck::cast_slice(&half),
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);
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let view = texture.create_view(&Default::default());
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Ok(Self {
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texture,
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view,
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width,
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height,
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color_matrix: IDENTITY_3X3,
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as_shot_wb: [1.0, 1.0, 1.0],
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non_linear: true,
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})
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}
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}
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/// Convert an f32 to IEEE 754 half-precision bits.
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///
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/// Written out rather than pulled in as a dependency: the inputs here are
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/// `0.0..=1.0` from an 8-bit source, which is entirely inside the normal range
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/// of f16, so the subnormal and overflow cases a general converter must handle
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/// cannot arise. The clamp makes that assumption explicit rather than implicit.
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fn f32_to_f16_bits(v: f32) -> u16 {
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let v = v.clamp(0.0, 1.0);
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if v == 0.0 {
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return 0;
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}
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let bits = v.to_bits();
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let exp = ((bits >> 23) & 0xFF) as i32 - 127 + 15;
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let mantissa = (bits >> 13) & 0x3FF;
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// v is in 0.0..=1.0, so the exponent cannot overflow f16's range; values
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// below f16's smallest normal round to zero rather than to a subnormal,
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// which at 8-bit source precision is a distinction without a difference.
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if exp <= 0 {
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return 0;
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}
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((exp as u16) << 10) | mantissa as u16
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}
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/// Runs the demosaic pass. Holds the pipeline so repeated images reuse it.
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@@ -288,6 +433,10 @@ impl Demosaicer {
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// no colour transform rather than not at all.
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color_matrix: raw.color_matrix.unwrap_or(IDENTITY_3X3),
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as_shot_wb: [raw.wb_coeffs[0], raw.wb_coeffs[1], raw.wb_coeffs[2]],
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// Sensor data is linear by construction — the demosaic shader
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// normalises against black and white levels and applies no
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// transfer function.
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non_linear: false,
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})
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}
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}
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