Merge branch 'worktree-agent-a75c901968abfa183' into integration

# Conflicts:
#	core/dr-gpu/src/adjust.rs
#	core/dr-pipeline/ops/README.md
#	core/dr-pipeline/src/lib.rs
#	core/dr-pipeline/src/ops/mod.rs
#	ui/dr-ui/src/develop.rs
This commit is contained in:
2026-08-22 19:29:39 +02:00
10 changed files with 1783 additions and 77 deletions
+14 -5
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@@ -30,11 +30,18 @@
//!
//! # The neighbourhood nodes
//!
//! [`capture_sharpen`] reads the pixels around the one it writes, so it runs
//! in [`crate::detail`]'s stage after the fused pass rather than as a fragment
//! within it. It is an ordinary [`Operation`](crate::Operation) in every other
//! respect — descriptor, parameters, sidecar, history — which is what lets the
//! panel, the presets and the undo stack carry it with no special case.
//! [`capture_sharpen`] and [`noise_reduction`] read the pixels around the one
//! they write, so they run in [`crate::detail`]'s stage after the fused pass
//! rather than as fragments within it. They are ordinary
//! [`Operation`](crate::Operation)s in every other respect — descriptor,
//! parameters, sidecar, history — which is what lets the panel, the presets
//! and the undo stack carry them with no special case.
//!
//! [`noise_reduction`] shows why the declarative schema cannot express one at
//! all: a declared node's `wgsl:` is handed a colour with no way back to a
//! coordinate. A kernel decides at each render how many dispatches to emit,
//! and converts a radius stated in sensor pixels into the render pixels this
//! frame is actually being drawn at.
//!
//! Both publish the same [`crate::descriptor::OpDescriptor`], so nothing
//! downstream can tell them apart. A hand-written node still declares its
@@ -55,6 +62,7 @@ pub mod capture_sharpen;
pub mod colour_mixer;
pub mod curve;
pub mod distortion;
pub mod noise_reduction;
pub mod vignetting;
pub use aberration::Aberration;
@@ -62,6 +70,7 @@ pub use capture_sharpen::CaptureSharpen;
pub use colour_mixer::ColourMixer;
pub use curve::ToneCurve;
pub use distortion::Distortion;
pub use noise_reduction::NoiseReduction;
pub use vignetting::Vignetting;
// The declared nodes, plus `helpers` and `chain`. Generated into OUT_DIR by
+912
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@@ -0,0 +1,912 @@
//! TRACES: FR-DEV-3
//! Noise reduction — luminance and chroma, as two independent amounts.
//!
//! # Why two controls and not one
//!
//! Sensor noise arrives as two quite different faults, and a photographer
//! treats them differently because they cost different things to remove.
//!
//! **Luminance noise** is fine, high-frequency grain in lightness. It sits at
//! the same spatial frequency as real detail — eyelashes, fabric weave, tree
//! bark — so the eye cannot be given more smoothing without also being given
//! less texture. The radius that helps is one or two photosites, and past
//! about three the picture stops looking like a photograph and starts looking
//! like a painting. Many photographers deliberately leave some.
//!
//! **Chroma noise** is coarse, blotchy and low-frequency: magenta and green
//! patches tens of pixels across, produced by the demosaic interpolating
//! between colour-filtered sites that disagree. Nothing in a photograph looks
//! like it, so it can be smoothed hard — and it has to be, because a radius
//! of two pixels does not touch a blotch of twenty. Human spatial acuity for
//! colour is roughly a quarter of that for lightness, which is why a
//! chroma-only blur that would be obvious in luminance is invisible here, and
//! is the same fact JPEG chroma subsampling has exploited since 1992.
//!
//! So the radius that is *correct* differs between the two by roughly an
//! order of magnitude. That is the reason these are two amounts rather than
//! one: a single slider would either under-treat the colour blotches or
//! destroy the detail, and there is no setting at which it does neither.
//!
//! # The split, and why it makes the two amounts genuinely independent
//!
//! Each pass decomposes the linear sRGB colour into a luminance and a colour
//! difference:
//!
//! ```text
//! y = luminance(c) Rec. 709 weights, exact in this space
//! d = c - vec3(y) luminance(d) == 0, by construction
//! c = vec3(y) + d exactly, up to floating-point rounding
//! ```
//!
//! `d` carries no lightness at all: the weights sum to one, so subtracting a
//! grey of the same luminance leaves a vector whose own luminance is zero.
//! The luminance pass therefore replaces `y` and returns `d` untouched, and
//! the chroma passes replace `d` and return `y` untouched. Neither can leak
//! into the other, which is what lets a photographer set the two sliders
//! independently and get what they say rather than their product.
//!
//! This is also why the split is taken *here* rather than in the fused pass:
//! the detail stage runs after the camera matrix, where the working space is
//! linear sRGB and a Rec. 709 luminance is a luminance rather than a weighted
//! sum of whatever the colour filter array's dyes happened to pass.
//!
//! # The filter: a bilateral, in two different arrangements
//!
//! A plain Gaussian is not an option. Denoising is exactly the problem of
//! averaging pixels that differ only by noise while refusing to average
//! pixels that differ because the scene does, and a Gaussian cannot tell the
//! difference — it removes grain and edges in the same proportion, which is
//! the smeared look that makes noise reduction recognisable at a glance.
//!
//! A **bilateral filter** multiplies the spatial weight by a *range* weight
//! that falls off with how different the neighbour's value is, so a neighbour
//! across an edge contributes almost nothing and the edge survives the
//! average that removes the grain either side of it. It is the conventional
//! edge-preserving choice; it needs neither a guide image nor the per-window
//! statistics a guided filter accumulates, and it is one expression per tap —
//! which matters, because this runs on the frame path (ARCH §6.1).
//!
//! It is also, in its exact form, quadratic: a radius *r* costs `(2r+1)²`
//! taps. That is affordable at the luminance radius and ruinous at the chroma
//! radius, and the two are arranged differently in consequence:
//!
//! | | radius (source px) | arrangement | taps / pixel | dispatches |
//! |---|---|---|---|---|
//! | luminance | 1.0 … 2.5 | exact 2-D bilateral | 9 … 49 | 1 |
//! | chroma | 2.0 … 12.0 | separable bilateral | 10 … 50 | 2 |
//!
//! The worst case with both at full strength is **99 taps per pixel across
//! three dispatches**, against 49 + 625 = 674 for the exact 2-D form of both.
//! The chroma pass is where all of that saving is.
//!
//! **The luminance pass is exact rather than separable** because at these
//! radii the separable form is not actually cheaper in the way that matters:
//! r = 2 is 25 taps in one dispatch against 20 taps in two, and the second
//! dispatch costs a full-frame `rgba16float` write and read that the taps
//! saved do not pay for. It is also the higher-quality answer, with none of
//! the axis-aligned streaking the approximation can show.
//!
//! **The chroma pass is separable** — a 1-D bilateral along x, then along y,
//! the approximation Pham and van Vliet published in 2005. It is an
//! approximation and not an identity: a bilateral's range weights make the
//! two-dimensional kernel non-separable in principle, and the residual shows
//! as faint axis-aligned structure along strong diagonal edges. That is
//! acceptable here for the same reason the large radius is acceptable — it is
//! in chroma, where the eye's spatial acuity is four times lower — and the
//! alternative, 625 taps a pixel at 4K, is roughly five gigataps a frame and
//! not a frame path at all. Where the approximation *would* be visible, in
//! luminance, it is not used.
//!
//! # The threshold, and what it is a fraction of
//!
//! A bilateral needs to know how large a difference counts as noise. A single
//! absolute number in linear light cannot say: linear light puts middle grey
//! at 0.18, so a threshold tuned for a highlight is roughly a hundred times
//! too coarse for a shadow and would flatten it completely.
//!
//! The threshold is therefore proportional to the square root of the signal:
//!
//! ```text
//! sigma(y) = k * sqrt(max(y, 0) + NOISE_FLOOR)
//! ```
//!
//! which is the photon-noise law — the arrival of light is Poisson, so its
//! variance equals its mean and its standard deviation goes as the square
//! root. `NOISE_FLOOR` stands in for the sensor's read noise, which does not
//! vanish at black, and keeps `sigma` finite there instead of collapsing to
//! zero and switching the filter off exactly where noise is worst.
//!
//! **The honest limitation.** By the time this stage runs, exposure, the tone
//! curve and the recovery controls have already moved these values, so they
//! are no longer proportional to photon counts and the law is an
//! approximation rather than a measurement. It is kept because it is a far
//! better approximation than a constant — the tone mapping is monotone and
//! only gently compressive, so the ordering and the rough scaling survive it
//! — and because the thing that *would* be exact is FR-DEV-3g's learned
//! denoiser, operating in the raw domain where the noise model still holds.
//! This is the conventional path that degrades to when no model is present,
//! and it is not trying to be it.
//!
//! # Radius units
//!
//! Both radii are stated in **source pixels** and converted through
//! [`RenderScale::source_pixels`] at every render. Noise is a property of the
//! sensor and of the demosaic: its grain is about one photosite across
//! because photosites are what recorded it, and that stays true regardless of
//! how large the frame is drawn on screen or how many megapixels the body
//! has. [`RenderScale::frame_fraction`], the other unit, would say the
//! opposite — that grain covers a fixed proportion of the *picture* — so the
//! same body's files would need different settings as their pixel count
//! changed, and a crop would need different settings from the frame it came
//! out of.
//!
//! The consequence is the one [`crate::detail`] documents: on a heavy proxy a
//! luminance radius of one source pixel is a fraction of a render pixel, the
//! information it would act on was thrown away by the downscale, and this
//! operation emits no luminance pass at all rather than drawing a plausible
//! lie. The chroma radius, ten times larger, still resolves — which is also
//! true of the fault it treats, since a blotch twenty pixels across survives
//! being halved.
use crate::descriptor::{
Attribute, LocalizedKey, OpDescriptor, OpId, ParamDescriptor, ParamId, Scale, Unit,
};
use crate::detail::{DetailPass, DetailStage, RenderScale};
use crate::operation::{Affects, Helper, Operation, Uniform};
pub const ID: OpId = OpId("noise_reduction");
pub const LUMINANCE: ParamId = ParamId("luminance");
pub const CHROMA: ParamId = ParamId("chroma");
static DESCRIPTOR: OpDescriptor = OpDescriptor {
id: ID,
label: LocalizedKey("op.noise_reduction"),
attributes: &[Attribute::Detail],
// Zero to a hundred rather than the symmetric `amount` shape the tonal
// controls use. There is no meaningful negative: "minus fifty noise
// reduction" would be adding grain, which is a look rather than a repair
// and belongs to a different operation carrying `Attribute::Effect`. A
// control whose left half does nothing is worse than one that stops.
params: &[
ParamDescriptor::scalar(
"luminance",
"param.noise_reduction.luminance",
0.0,
100.0,
0.0,
Unit::None,
Scale::Linear,
0,
),
ParamDescriptor::scalar(
"chroma",
"param.noise_reduction.chroma",
0.0,
100.0,
0.0,
Unit::None,
Scale::Linear,
0,
),
],
};
/// The luminance radius at the lowest and the highest amount, in **source**
/// pixels.
///
/// It starts at one rather than at zero because a kernel smaller than a pixel
/// is not a kernel; the amount fades the *threshold* in from zero instead, so
/// the control is still continuous at its neutral. It stops at 2.5 because
/// past roughly three source pixels a luminance average stops removing grain
/// and starts removing the subject — the point at which every editor's
/// luminance slider gets described as watercolour.
const LUMA_RADIUS: (f32, f32) = (1.0, 2.5);
/// The chroma radius at the lowest and the highest amount, in **source**
/// pixels.
///
/// An order of magnitude larger, because the fault is an order of magnitude
/// larger: demosaic-born colour blotches are tens of pixels across and a
/// two-pixel average does not see them.
const CHROMA_RADIUS: (f32, f32) = (2.0, 12.0);
/// Hard ceilings on the kernel actually dispatched, in **render** pixels.
///
/// Necessary because [`RenderScale::ratio`] exceeds one when the view is
/// zoomed past 1:1 — the render target keeps its size while the region it
/// covers shrinks — so a radius in source pixels can ask for an arbitrarily
/// large kernel at high magnification. Without a cap, zooming to 800% would
/// quietly turn a twelve-pixel chroma radius into a ninety-six-pixel one and
/// cost sixty-four times the taps, at exactly the moment the user is
/// inspecting the result closely and most wants the view to stay responsive.
/// Clamping instead means the effect stops growing past the point where more
/// of it would be visible anyway.
const LUMA_KERNEL_CAP: u32 = 3;
const CHROMA_KERNEL_CAP: u32 = 16;
/// The luminance range threshold at full amount, as a coefficient on
/// `sqrt(signal)`.
///
/// At middle grey this is `0.075 * sqrt(0.18) ≈ 0.032`, about three percent
/// of full scale — roughly eight 8-bit code values, which is the grain of a
/// high-ISO frame. Much larger and it would start treating real texture as
/// noise.
const LUMA_SIGMA: f32 = 0.075;
/// The chroma range threshold at full amount, on the length of the colour
/// difference vector.
///
/// Far larger than the luminance threshold because it is allowed to be: a
/// genuine colour boundary separates colours by much more than this — a
/// saturated red sits about 0.84 from grey — while chroma noise is a few
/// hundredths. That gap is the whole reason chroma can be filtered hard
/// without visible bleeding.
const CHROMA_SIGMA: f32 = 0.20;
/// How tightly the chroma passes are steered by luminance, at the lowest and
/// the highest amount.
///
/// The chroma filter weights a neighbour by *both* how far its colour is and
/// how far its lightness is. The lightness term is a cross-bilateral guide in
/// the ordinary sense — the cleaner channel steering the noisier one — and it
/// is what stops colour crossing a boundary the colour channel itself cannot
/// see: a dark object against a light background of the same hue.
///
/// It does not start at zero. A guide with a zero threshold rejects every
/// neighbour, and the filter would do nothing however far the colour
/// threshold was opened. It widens with the amount because a photographer
/// asking for more chroma denoising has a noisier frame, whose luminance —
/// the guide itself — is also noisier and would otherwise break the weights.
const CHROMA_GUIDE_SIGMA: (f32, f32) = (0.06, 0.16);
/// The read-noise floor, in linear working units.
///
/// Keeps `sigma` finite at black. Roughly 1/400 of full scale, about where a
/// deep shadow sits after a normal rendering: small enough not to affect a
/// midtone, large enough that the filter does not switch itself off in the
/// shadows.
const NOISE_FLOOR: f32 = 0.0025;
/// TRACES: FR-DEV-3
/// Luminance and chroma noise reduction, as two independent amounts.
#[derive(Debug, Clone, Copy, Default)]
pub struct NoiseReduction {
luminance: f32,
chroma: f32,
}
impl NoiseReduction {
pub fn new() -> Self {
Self::default()
}
/// Both amounts at once, for tests and for a preset applying the pair.
pub fn with_amounts(luminance: f32, chroma: f32) -> Self {
Self { luminance, chroma }
}
/// The luminance radius in **source** pixels, or `None` at neutral.
pub fn luminance_radius(&self) -> Option<f32> {
(self.luminance > 0.0).then(|| lerp(LUMA_RADIUS, self.luminance / 100.0))
}
/// The chroma radius in **source** pixels, or `None` at neutral.
pub fn chroma_radius(&self) -> Option<f32> {
(self.chroma > 0.0).then(|| lerp(CHROMA_RADIUS, self.chroma / 100.0))
}
/// The luminance kernel this render would dispatch, in render pixels.
///
/// Zero means "not at this resolution": either the control is neutral, or
/// the radius is smaller than a render pixel and the detail it would act
/// on is not present in this render at all (see [`RenderScale::resolves`]).
///
/// Exposed so a test — and, in time, an interface offering to zoom to 1:1
/// — can state the expected kernel without repeating the rounding rule,
/// which is how a test comes to agree with a bug.
pub fn luminance_kernel(&self, scale: RenderScale) -> u32 {
kernel(self.luminance_radius(), scale, LUMA_KERNEL_CAP)
}
/// The chroma kernel this render would dispatch, in render pixels.
pub fn chroma_kernel(&self, scale: RenderScale) -> u32 {
kernel(self.chroma_radius(), scale, CHROMA_KERNEL_CAP)
}
/// The luminance range threshold coefficient — the `k` in
/// `sigma = k * sqrt(signal + floor)`.
fn luma_sigma(&self) -> f32 {
LUMA_SIGMA * (self.luminance / 100.0)
}
/// The chroma passes' two thresholds: the luminance guide, then the
/// colour difference.
fn chroma_sigmas(&self) -> (f32, f32) {
let t = self.chroma / 100.0;
(lerp(CHROMA_GUIDE_SIGMA, t), CHROMA_SIGMA * t)
}
}
fn lerp((low, high): (f32, f32), t: f32) -> f32 {
low + (high - low) * t.clamp(0.0, 1.0)
}
/// A radius in source pixels, as the kernel to walk in render pixels.
///
/// Zero when [`RenderScale::resolves`] says the radius does not survive this
/// render. That check rather than the rounding, because the two disagree
/// exactly where it matters: 0.6 of a render pixel *rounds* to one, and a
/// one-pixel kernel would then be dispatched to remove grain that the
/// downscale averaged away before this stage ran. It would cost a dispatch to
/// draw something that is not in the picture, and — worse — it would look
/// like an effect, so a photographer would tune against it.
///
/// Otherwise rounded rather than truncated, so a 1.4-pixel radius is one pixel
/// and a 1.6-pixel radius is two; and capped, so that zooming past 1:1 cannot
/// make the cost of a frame grow without bound.
fn kernel(radius: Option<f32>, scale: RenderScale, cap: u32) -> u32 {
let Some(radius) = radius else { return 0 };
if !scale.resolves(radius) {
return 0;
}
(scale.source_pixels(radius).round().max(1.0) as u32).min(cap)
}
/// The Gaussian spatial falloff for a kernel of this radius, as the
/// `1 / (2 * sigma^2)` the shader multiplies a squared distance by.
///
/// `sigma` is half the radius, which puts the weight at the rim of the kernel
/// at `exp(-2)`, about 0.135 — small enough that the kernel has no visible
/// hard edge, large enough that the outermost taps are still doing work
/// rather than being paid for and discarded.
fn inv_spatial(kernel: u32) -> f32 {
let sigma = (kernel as f32 * 0.5).max(0.5);
1.0 / (2.0 * sigma * sigma)
}
impl Operation for NoiseReduction {
fn descriptor(&self) -> &'static OpDescriptor {
&DESCRIPTOR
}
fn set_param(&mut self, id: ParamId, value: f32) {
match id {
LUMINANCE => self.luminance = value,
CHROMA => self.chroma = value,
_ => log::warn!("noise_reduction: unknown parameter {id}"),
}
}
fn param(&self, id: ParamId) -> f32 {
match id {
LUMINANCE => self.luminance,
CHROMA => self.chroma,
_ => 0.0,
}
}
fn is_active(&self) -> bool {
self.luminance > 0.0 || self.chroma > 0.0
}
/// Never called: a detail operation contributes no fused fragment, and
/// `compose_full` filters it out before asking.
fn wgsl_body(&self) -> String {
String::new()
}
fn uniforms(&self) -> Vec<Uniform> {
Vec::new()
}
fn affects(&self) -> Affects {
Affects::Detail
}
fn detail(&self) -> Option<&dyn DetailStage> {
Some(self)
}
/// The shared `luminance` helper, which both kernels call.
///
/// Taken from `ops/_helpers.yaml` rather than defined here, so that
/// lightness means one thing across the whole pipeline. Its own
/// documentation calls the Rec. 709 weights an approximation, which they
/// are in camera space — but the detail stage runs after the camera
/// matrix, in linear sRGB, where they are exactly the right weights.
fn helpers(&self) -> &'static [Helper] {
HELPERS
}
}
static HELPERS: &[Helper] = &[crate::ops::helpers::LUMINANCE];
impl DetailStage for NoiseReduction {
fn passes(&self, scale: RenderScale) -> Vec<DetailPass> {
let mut passes = Vec::new();
// Luminance first, and the order is not arbitrary: the chroma passes
// are steered by luminance, and a luminance that has already been
// denoised is a cleaner guide than a noisy one. Doing it the other way
// round would make the chroma weights noisier for no gain anywhere.
// When the luminance control is neutral the guide is simply the
// luminance as it arrived, which is the honest fallback.
let luma = self.luminance_kernel(scale);
if luma > 0 {
passes.push(DetailPass {
label: "luminance",
radius: luma,
uniforms: vec![
Uniform {
name: "radius",
value: luma as f32,
},
Uniform {
name: "inv_spatial",
value: inv_spatial(luma),
},
Uniform {
name: "sigma_k",
value: self.luma_sigma(),
},
Uniform {
name: "noise_floor",
value: NOISE_FLOOR,
},
],
wgsl: LUMA_WGSL.to_string(),
});
}
let chroma = self.chroma_kernel(scale);
if chroma > 0 {
let (guide, colour) = self.chroma_sigmas();
// One body, dispatched twice with the step vector rotated. Writing
// it as two passes over one kernel rather than as two kernels is
// what keeps the two halves of a separable filter from drifting
// apart — the classic way an axis ends up filtered differently
// from the other and the result acquires a diagonal bias.
for (index, (sx, sy)) in [(1.0, 0.0), (0.0, 1.0)].into_iter().enumerate() {
passes.push(DetailPass {
label: if index == 0 {
"chroma-horizontal"
} else {
"chroma-vertical"
},
radius: chroma,
uniforms: vec![
Uniform {
name: "radius",
value: chroma as f32,
},
Uniform {
name: "step_x",
value: sx,
},
Uniform {
name: "step_y",
value: sy,
},
Uniform {
name: "inv_spatial",
value: inv_spatial(chroma),
},
Uniform {
name: "guide_k",
value: guide,
},
Uniform {
name: "chroma_k",
value: colour,
},
Uniform {
name: "noise_floor",
value: NOISE_FLOOR,
},
],
wgsl: CHROMA_WGSL.to_string(),
});
}
}
passes
}
}
/// The exact two-dimensional bilateral, acting on luminance alone.
const LUMA_WGSL: &str = "\
// A bilateral filter over luminance: the spatial Gaussian every blur has,
// multiplied by a range term that falls off with how different the
// neighbour's lightness is. That second factor is the entire difference
// between denoising and smearing — a neighbour on the far side of an edge
// contributes essentially nothing, so the edge survives the average that
// removes the grain either side of it.
//
// Exact rather than separable. At the one-to-three-pixel radii a luminance
// kernel is allowed, the two-pass approximation saves a handful of taps and
// costs a whole extra full-frame write and read, and it can leave axis-aligned
// streaking in the one channel the eye reads sharpest.
let r = i32(radius);
let y0 = luminance(c);
// Photon noise: the standard deviation of a signal goes as its square root, so
// the threshold has to as well. A constant would be a hundred times too coarse
// in the shadows relative to the highlights and would flatten them.
// `noise_floor` stands for read noise and keeps this finite at black.
let sigma = max(sigma_k * sqrt(max(y0, 0.0) + noise_floor), 1e-5);
let inv_range = 1.0 / (2.0 * sigma * sigma);
var weight_sum = 0.0;
var luma_sum = 0.0;
for (var dy = -r; dy <= r; dy = dy + 1) {
for (var dx = -r; dx <= r; dx = dx + 1) {
let n = luminance(tap(coord, vec2<i32>(dx, dy)));
let dl = n - y0;
let distance2 = f32(dx * dx + dy * dy);
let w = exp(-(distance2 * inv_spatial + dl * dl * inv_range));
weight_sum = weight_sum + w;
luma_sum = luma_sum + n * w;
}
}
// Substitute the filtered luminance and leave the colour difference exactly as
// it arrived. `c - vec3(y0)` has zero luminance by construction, so adding the
// change in lightness back changes lightness and nothing else — which is what
// keeps this control independent of the chroma one.
c = c + vec3<f32>(luma_sum / weight_sum - y0);";
/// One axis of the separable cross-bilateral, acting on chroma alone.
const CHROMA_WGSL: &str = "\
// One axis of a separable bilateral over the colour difference.
//
// Separable because the radius is an order of magnitude larger than the
// luminance one and the exact form is quadratic: at twelve source pixels that
// is 625 taps a pixel, which is not a frame path. Two one-dimensional passes
// are fifty, and the axis-aligned residual the approximation leaves is in
// chroma, where the eye resolves about a quarter of what it resolves in
// lightness.
//
// The weight has two range terms, not one. The colour term is what the filter
// is for. The luminance term is a *guide*: it stops colour crossing a boundary
// the colour channel itself cannot see — a dark object against a light
// background of the same hue — by letting the cleaner channel steer the
// noisier one.
let r = i32(radius);
let step = vec2<i32>(i32(step_x), i32(step_y));
let y0 = luminance(c);
let d0 = c - vec3<f32>(y0);
// Both thresholds follow the same square-root-of-signal law, for the reason
// the luminance pass states.
let level = sqrt(max(y0, 0.0) + noise_floor);
let guide = max(guide_k * level, 1e-5);
let colour = max(chroma_k * level, 1e-5);
let inv_guide = 1.0 / (2.0 * guide * guide);
let inv_colour = 1.0 / (2.0 * colour * colour);
var weight_sum = 0.0;
var chroma_sum = vec3<f32>(0.0);
for (var i = -r; i <= r; i = i + 1) {
let n = tap(coord, step * i);
let yn = luminance(n);
let dn = n - vec3<f32>(yn);
let dl = yn - y0;
let dc = dn - d0;
let w = exp(-(f32(i * i) * inv_spatial + dl * dl * inv_guide + dot(dc, dc) * inv_colour));
weight_sum = weight_sum + w;
chroma_sum = chroma_sum + dn * w;
}
// This pixel's own luminance, unchanged, plus the filtered colour difference.
// Every `dn` has zero luminance, so their weighted mean does too and the
// reconstructed colour keeps exactly the lightness it arrived with.
c = vec3<f32>(y0) + chroma_sum / weight_sum;";
#[cfg(test)]
mod tests {
use super::*;
use dr_types::ColourSpace;
/// A 24 MP frame, and the panel a develop view might show it in.
const FULL: (u32, u32) = (6000, 4000);
fn nr(luminance: f32, chroma: f32) -> NoiseReduction {
NoiseReduction::with_amounts(luminance, chroma)
}
fn chain_with(op: NoiseReduction) -> Vec<Box<dyn Operation>> {
vec![Box::new(op)]
}
fn compose(op: NoiseReduction, scale: RenderScale) -> crate::detail::ComposedDetail {
crate::detail::compose_detail(&chain_with(op), scale, ColourSpace::Srgb)
}
#[test]
fn neutral_costs_the_edit_nothing() {
// The rule the whole pipeline rests on. An unedited photograph must
// not pay for a denoiser it is not using — no pass, no dispatch, and
// the fused shader ends exactly as it always did.
let op = nr(0.0, 0.0);
assert!(!op.is_active());
assert!(compose(op, RenderScale::full(FULL)).is_empty());
}
#[test]
fn each_amount_reaches_the_shader_on_its_own() {
// The point of two controls: either alone must produce its own passes
// and nothing of the other's. A denoiser that emitted the chroma
// dispatches whenever luminance was on would cost two thirds of the
// stage for an effect the user did not ask for — and would be
// invisible in the picture, because at a zero threshold the chroma
// filter is very nearly the identity.
let scale = RenderScale::full(FULL);
let labels = |op| {
compose(op, scale)
.passes
.iter()
.map(|p| p.label.clone())
.collect::<Vec<String>>()
};
assert_eq!(labels(nr(50.0, 0.0)), ["noise_reduction/luminance"]);
assert_eq!(
labels(nr(0.0, 50.0)),
[
"noise_reduction/chroma-horizontal",
"noise_reduction/chroma-vertical"
]
);
let both = compose(nr(50.0, 50.0), scale);
assert_eq!(both.len(), 3);
// The luminance pass runs first, so the chroma guide is the denoised
// luminance rather than the raw one.
assert_eq!(both.passes[0].label, "noise_reduction/luminance");
// And only the last pass in the whole chain performs the output
// transform, whichever pass that happens to be.
assert!(!both.passes[0].writes_output);
assert!(!both.passes[1].writes_output);
assert!(both.passes[2].writes_output);
}
#[test]
fn chroma_always_reaches_further_than_luminance() {
// The reason these are two controls rather than one. Colour blotches
// are tens of pixels across and grain is one or two, so no single
// radius treats both — and if this ever inverted, the chroma slider
// would have become an expensive second luminance slider.
for amount in [1.0, 25.0, 50.0, 75.0, 100.0] {
let op = nr(amount, amount);
let l = op.luminance_radius().expect("active");
let c = op.chroma_radius().expect("active");
assert!(c > l * 2.0, "at {amount}: chroma {c} vs luminance {l}");
}
}
#[test]
fn a_radius_is_a_count_of_sensor_pixels_not_a_fraction_of_the_frame() {
// TRACES: FR-DSP-1 — the decision this operation is most likely to
// get wrong, stated as the property that distinguishes the two units.
//
// Noise is made by photosites, so its grain is the same size in
// *source* pixels however the frame is being rendered. Convert with
// `source_pixels` and the kernel in render pixels tracks the scale;
// convert with `frame_fraction` and it would instead be constant for a
// constant render size, which is a different — and wrong — claim.
let op = nr(100.0, 100.0);
let radius = op.chroma_radius().expect("active");
assert!((radius - 12.0).abs() < 1e-6);
// The same photograph at three sizes. Measured back in source pixels,
// the kernel is the same length every time.
for render in [(1500u32, 1000u32), (3000, 2000), (6000, 4000)] {
let scale = RenderScale::new(render, FULL);
let in_source_pixels = op.chroma_kernel(scale) as f32 / scale.ratio();
assert!(
(in_source_pixels - radius).abs() < 0.5,
"{render:?} denoised {in_source_pixels} source pixels, not {radius}"
);
}
// And the distinguishing case: one panel, two cameras. A 24 MP file
// and a 96 MP file shown at the same size have the same *frame
// fraction* per render pixel but four times the photosites, so the
// sensor-pixel radius covers a quarter as much of the picture in the
// second. A frame-fraction radius would have given both the same
// kernel, which would mean the 96 MP body needed a different setting
// to remove the same grain.
let render = (1500, 1000);
let small = op.chroma_kernel(RenderScale::new(render, (6000, 4000)));
let large = op.chroma_kernel(RenderScale::new(render, (12000, 8000)));
assert!(
small > large,
"denser sensor, same panel: {small} vs {large} render pixels"
);
}
#[test]
fn a_luminance_radius_too_small_to_draw_is_not_drawn() {
// The honest limit `RenderScale` exists to report. At a quarter-size
// proxy a 2.5-source-pixel luminance radius is 0.6 render pixels: the
// grain it would remove was averaged away by the downscale before this
// stage ran, and there is no kernel that represents a fraction of a
// pixel. Emitting a pass anyway would burn a dispatch to draw a guess.
let proxy = RenderScale::new((1500, 1000), FULL);
let op = nr(100.0, 100.0);
assert_eq!(op.luminance_kernel(proxy), 0);
assert!(!proxy.resolves(op.luminance_radius().expect("active")));
// Chroma is a different case at the same scale, and the difference is
// real rather than a rounding accident: a blotch twenty pixels across
// is still ten pixels across in a half-size proxy, so it both survives
// the downscale and can still be removed.
assert_eq!(op.chroma_kernel(proxy), 3);
let composed = compose(op, proxy);
assert_eq!(composed.len(), 2, "chroma alone survives a heavy proxy");
}
#[test]
fn zooming_past_one_to_one_does_not_let_the_kernel_run_away() {
// A 1:1 view already renders one render pixel per source pixel; at
// 800% there are eight. Without the cap the chroma kernel would be
// ninety-six render pixels — sixty-four times the taps — precisely
// when the user is looking closely and least tolerant of a stall.
let magnified = RenderScale::new((2000, 2000), (250, 250));
assert!((magnified.ratio() - 8.0).abs() < 1e-6);
let op = nr(100.0, 100.0);
assert_eq!(op.chroma_kernel(magnified), CHROMA_KERNEL_CAP);
assert_eq!(op.luminance_kernel(magnified), LUMA_KERNEL_CAP);
}
#[test]
fn the_declared_halo_is_the_kernel_the_shader_walks() {
// ARCH §5.3 grows a tile by the declared radius before scheduling it.
// An understated radius shows as a seam at every tile boundary, which
// looks like a driver bug rather than like an arithmetic error — so
// the number handed to the scheduler and the number the loop counts to
// must be the same number, not two that happen to agree today.
let scale = RenderScale::full(FULL);
let op = nr(100.0, 100.0);
for pass in compose(op, scale).passes {
let declared = pass.radius as f32;
let walked = pass.uniforms[crate::detail::DETAIL_BASE_UNIFORM_FIELDS];
assert_eq!(declared, walked, "{}", pass.label);
}
assert_eq!(compose(op, scale).radius(), op.chroma_kernel(scale));
}
#[test]
fn every_pass_declares_a_uniform_block_the_gpu_will_accept() {
// A uniform struct whose size is not a multiple of sixteen is rejected
// outright by the WGSL uniform address space rules, and the failure
// arrives as a compile error against generated source a long way from
// here.
for pass in compose(nr(60.0, 60.0), RenderScale::full(FULL)).passes {
assert_eq!(pass.uniforms.len() % 4, 0, "{}", pass.label);
assert!(
pass.uniforms.iter().all(|v| v.is_finite()),
"{} uploaded a non-finite uniform",
pass.label
);
}
}
#[test]
fn the_two_chroma_passes_are_one_kernel_along_two_axes() {
// A separable filter is only separable if both halves are the same
// filter. The bodies must be identical and the step vectors must be
// perpendicular unit steps; anything else is two different blurs whose
// composition is not the two-dimensional one intended.
let passes = nr(0.0, 80.0).passes(RenderScale::full(FULL));
assert_eq!(passes.len(), 2);
assert_eq!(passes[0].wgsl, passes[1].wgsl);
let step = |p: &DetailPass| {
let get = |name| {
p.uniforms
.iter()
.find(|u| u.name == name)
.expect("declared")
.value
};
(get("step_x"), get("step_y"))
};
assert_eq!(step(&passes[0]), (1.0, 0.0));
assert_eq!(step(&passes[1]), (0.0, 1.0));
// Everything else about the two must match, or one axis is filtered
// harder than the other and a round blotch comes out oval.
assert_eq!(passes[0].radius, passes[1].radius);
for name in ["radius", "inv_spatial", "guide_k", "chroma_k", "noise_floor"] {
let of = |p: &DetailPass| {
p.uniforms
.iter()
.find(|u| u.name == name)
.expect("declared")
.value
};
assert_eq!(of(&passes[0]), of(&passes[1]), "{name}");
}
}
#[test]
fn the_threshold_opens_with_the_amount_and_closes_at_neutral() {
// The amount is a *threshold* as much as a radius: it decides how
// large a difference the filter is willing to call noise. If it did
// not reach zero at the neutral end the control would be
// discontinuous, and the first pixel of travel on the slider would
// visibly flatten the image.
let mut previous = 0.0;
for amount in [1.0, 10.0, 50.0, 100.0] {
let sigma = nr(amount, 0.0).luma_sigma();
assert!(sigma > previous, "at {amount}: {sigma} <= {previous}");
previous = sigma;
}
assert_eq!(nr(0.0, 0.0).luma_sigma(), 0.0);
// The chroma guide is the exception, and deliberately so: a guide with
// a zero threshold rejects every neighbour, so the filter would do
// nothing at all at low amounts however wide the colour threshold was.
let (guide, colour) = nr(0.0, 1.0).chroma_sigmas();
assert!(guide > 0.0, "a zero guide would reject every neighbour");
assert!(colour > 0.0);
}
#[test]
fn a_chroma_threshold_is_far_wider_than_a_luminance_one() {
// Not a tuning detail but the reason the two are separable problems.
// Chroma noise is a few hundredths from grey and a real colour
// boundary is most of the way to a primary, so the gap between them is
// wide enough to filter hard through. Luminance has no such gap, which
// is why its threshold has to stay tight.
let (_, colour) = nr(100.0, 100.0).chroma_sigmas();
assert!(colour > nr(100.0, 100.0).luma_sigma() * 2.0);
}
#[test]
fn parameters_round_trip_and_an_unknown_one_is_ignored() {
// What the sidecar, the history and the preset system all rely on.
let mut op = NoiseReduction::new();
op.set_param(LUMINANCE, 40.0);
op.set_param(CHROMA, 70.0);
assert_eq!(op.param(LUMINANCE), 40.0);
assert_eq!(op.param(CHROMA), 70.0);
op.set_param(ParamId("sharpness"), 99.0);
assert_eq!(op.param(LUMINANCE), 40.0);
assert_eq!(op.param(ParamId("sharpness")), 0.0);
}
#[test]
fn the_generated_wgsl_addresses_its_own_uniforms() {
// The composer prefixes each uniform with the operation id and the
// pass index, so two operations may both call a uniform `radius` and
// neither has to know. A body that slipped through unrewritten would
// fail to compile against the generated struct.
let composed = compose(nr(50.0, 50.0), RenderScale::full(FULL));
assert!(composed.passes[0]
.source
.contains("noise_reduction_0_sigma_k: f32,"));
assert!(composed.passes[1]
.source
.contains("noise_reduction_1_chroma_k: f32,"));
assert!(composed.passes[2]
.source
.contains("noise_reduction_2_chroma_k: f32,"));
// The shared luminance helper reaches every pass that calls it.
for pass in &composed.passes {
assert!(
pass.source.contains("fn luminance(c: vec3<f32>)"),
"{} calls luminance without defining it",
pass.label
);
}
// Three passes of one operation are three shaders, and must not share
// a pipeline-cache entry.
let hashes: std::collections::BTreeSet<u64> =
composed.passes.iter().map(|p| p.structure_hash).collect();
assert_eq!(hashes.len(), 3);
}
}