Initial workspace: GPU context, compute pass, adaptive Slint shell
Establishes the v0.1 foundations on both platforms: - dr-types: SourceRef (never a filesystem path — Android SAF has none), Format, Availability, Validator with ETag quote normalisation - dr-gpu: wgpu device, compute pass writing a storage texture, resize - dr-ui: Slint shell with FR-UI-1 adaptive layout, computed in Rust to avoid a binding loop - docker/android: pinned toolchain, verified producing API 28 ARM binaries Measured the cost of the temporary CPU readback path (dr-gpu bench): compute is 0.06-0.28ms across sizes while readback is 0.63-7.43ms, so readback is 90-96% of frame time and scales with area. Recorded in ARCH §6.1 — this is why spike S1 is the priority. Mitigations pending S1: reuse the staging buffer, apply at most one resize per frame, and cap render resolution at 2048 on the long edge. 10 tests passing; core crates cross-compile for aarch64-linux-android.
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// Darkroom safelight palette. Warm neutrals, single red accent.
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// Committed to a dark ground — this is a photo editor, and a light UI
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// surrounding an image biases how that image is judged.
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export global Theme {
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out property <color> ground: #14120F;
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out property <color> surface: #1D1A16;
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out property <color> surface-raised: #262119;
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out property <color> rule: #332C24;
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out property <color> ink: #F0EAE0;
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out property <color> ink-dim: #A79E91;
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out property <color> ink-faint: #7C7367;
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out property <color> accent: #D9543C;
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out property <color> accent-dim: #8F2E1E;
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out property <length> gap-sm: 6px;
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out property <length> gap: 12px;
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out property <length> gap-lg: 20px;
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out property <length> text-sm: 11px;
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out property <length> text: 13px;
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out property <length> text-lg: 17px;
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out property <length> text-xl: 24px;
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// FR-UI-3: minimum 44pt hit target under touch.
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out property <length> touch-target: 44px;
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}
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