Put the developer docs under docs/dev and index the folder for users first
docs/ had 26 developer documents flat beside the manual, and the two audiences are very differently sized: most readers want the manual and the gesture reference, a few want the register, the designs and the measurements. The manual and gestures.md stay at the top; everything for someone changing the code moves to docs/dev/, and the two documents that name their own successors — the v0.1 milestone and the UI-refinement plan — go to docs/dev/archive/ rather than being deleted, since both are still cited. docs/README.md is the index, users first. Every reference follows: code comments, Cargo manifests, the workflows, the pre-commit hook, the bench and traceability tools (which locate the repo root by docs/dev/requirements.md now), packaging, the Docker READMEs, CLAUDE.md, CONTRIBUTING.md and the README. The matrix links one level deeper and is regenerated. Links out of the moved documents into the tree gain a level; a link checker over every Markdown file finds none broken.
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@@ -1,4 +1,4 @@
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//! Watershed segmentation — arm A's GPU half (S15, docs/segmentation.md).
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//! Watershed segmentation — arm A's GPU half (S15, docs/dev/segmentation.md).
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//!
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//! Runs the five passes in `shaders/watershed.wgsl` over a demosaiced image
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//! and leaves a basin label per pixel on the GPU. The hierarchy built from
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@@ -20,7 +20,7 @@
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//! one AC-8 forbids is per frame in the render loop, and sharing a switch
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//! would force a build wanting local masking to unlock the other.
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//!
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//! It is still a real cost and still unfinished. F3 in docs/segmentation.md
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//! It is still a real cost and still unfinished. F3 in docs/dev/segmentation.md
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//! §12 stands: the adjacency accumulation belongs GPU-side with atomics, and
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//! until it moves there every segmentation pays a full-resolution transfer.
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//! Read the feature name as a description of a known gap rather than as
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@@ -36,7 +36,7 @@ pub struct SegmentOptions {
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/// Longest proxy edge. The segmentation runs here, not at sensor
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/// resolution: a 24 MP watershed costs 12× the memory to place boundaries
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/// a person cannot see, and the boundary refinement that matters at 1:1
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/// is a separate stage (docs/segmentation.md §4).
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/// is a separate stage (docs/dev/segmentation.md §4).
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pub max_edge: u32,
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/// Pre-smoothing radius in proxy pixels. The caller's to raise with ISO —
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/// this is the single knob that decides whether a noisy file segments
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@@ -69,7 +69,7 @@ impl Default for SegmentOptions {
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w_chroma: 0.5,
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// **Zero: the pass is off.** It is implemented, dispatched
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// correctly and measurably changes nothing — see the ignored test
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// below and §12 of docs/segmentation.md. Until that is understood,
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// below and §12 of docs/dev/segmentation.md. Until that is understood,
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// running it would buy 64 dispatches per segmentation and no
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// improvement, so the default declines to pay.
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plateau_iterations: 0,
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@@ -486,7 +486,7 @@ impl Segmentation {
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/// a region graph of a few thousand nodes that every later interaction
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/// reads from the CPU anyway.
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///
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/// What it is *not* is finished. F3 in docs/segmentation.md §12 stands:
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/// What it is *not* is finished. F3 in docs/dev/segmentation.md §12 stands:
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/// the adjacency accumulation belongs on the GPU with atomics, and until
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/// it moves there a segmentation costs one full-resolution transfer of the
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/// label and gradient buffers. That is a real cost on a phone and the
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@@ -724,7 +724,7 @@ mod tests {
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px
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}
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#[test]
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#[ignore = "the plateau pass is a measured no-op; see docs/segmentation.md §12"]
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#[ignore = "the plateau pass is a measured no-op; see docs/dev/segmentation.md §12"]
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fn lower_completion_drains_a_plateau_instead_of_shattering_it() {
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// F1, asserted rather than eyeballed, and asserted at the level where
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// it matters.
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@@ -741,7 +741,7 @@ mod tests {
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// with no exit anywhere — cannot be drained by a distance that has
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// nowhere to descend to, and collapsing it fully would need connected
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// component labelling rather than a local rule. It is not worth it:
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// see docs/segmentation.md §12.
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// see docs/dev/segmentation.md §12.
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let Some(ctx) = ctx() else { return };
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let (w, h) = (96u32, 96u32);
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let src = DemosaicedImage::from_rgba8(&ctx, &ramp(w, h), w, h).expect("source");
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@@ -1,4 +1,4 @@
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// Watershed segmentation — the passes behind arm A of S15 (docs/segmentation.md).
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// Watershed segmentation — the passes behind arm A of S15 (docs/dev/segmentation.md).
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//
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// Seven entry points forming one chain:
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//
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@@ -197,7 +197,7 @@ fn gradient(@builtin(global_invocation_id) gid: vec3<u32>) {
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// lowest-indexed neighbour, which is up and to the left. Each pixel therefore
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// walks diagonally until it falls off the plateau, and one flat region becomes
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// a fan of diagonal chains rather than one basin — visible as hatching across
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// what should be a single area (docs/segmentation.md §12, F1).
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// what should be a single area (docs/dev/segmentation.md §12, F1).
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//
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// The fix is the standard lower-completion: give each plateau pixel its
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// geodesic distance to the nearest pixel that *does* have a lower neighbour,
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