Show the photographer the mask they are shaping

Nobody can refine an edge they are not being shown. The only thing drawn on
the canvas was the region overlay — a false-coloured picture of what the model
*detected* — which knows nothing of a layer's feather, its falloff, its
morphology, its invert or its opacity, and nothing at all about a gradient, a
range or a stroke. Every control added for mask editing therefore acted on
something invisible, which is why the whole feature reads as absent rather
than as unfinished.

A layer's finished mask now draws over the photograph in one of three styles:
a tint for whether the right thing is selected, an alpha for where the edge
is, an outline for whether that edge is registered against the detail the
other two hide.

The hard part is not the shader. A selection with no adjustment on it changes
no pixel, so it is not active, so it holds no slice of the mask array and is
never rasterised — and that is exactly the layer somebody wants to look at,
for the whole of the time between choosing a subject and deciding what to do
to it. So `MaskStack::rendered` is `active()` plus the layer being looked at,
and the rasteriser, the composer and the distance-field builder all index by
position in it. Which is also why the design's "two uniforms, no recompile" is
not available: a uniform can select a slot, it cannot conjure one.

The reveal is never on the graph. It reaches the pipeline as an argument to
`compose_revealing`, and `compose_for` — which the exporter, the thumbnail and
the neutral probe all call — has no way to ask for one. A flag on the graph
would have been shorter, would have type-checked, and would have been one
forgotten reset away from a red tint baked into an exported file.

And the tools that shape a mask now arm. `Masking.tool` is an `in` property
only Rust may write, and the handler wrote nothing back, so the strip reported
"Select" however many times Paint was pressed and the paint area was never
enabled — the brush, the parts and the whole of FR-DEV-19b reachable from no
control in the application.

The region overlay stands down while a mask is being shown, and its button now
says what it hides: two overlays that look alike and mean different things is
worse than either.
This commit is contained in:
2026-09-10 20:28:06 +02:00
parent 193b35a249
commit c045702a47
10 changed files with 927 additions and 51 deletions
+28 -2
View File
@@ -708,10 +708,36 @@ impl MaskPass {
source: Option<&DemosaicedImage>,
width: u32,
height: u32,
) -> Result<&MaskArray, GpuError> {
self.render_revealing(stack, labels, subjects, source, width, height, None)
}
/// TRACES: FR-DEV-19c
/// [`Self::render`], also drawing the layer being looked at.
///
/// A selection with no adjustment on it changes no pixel, so it is not
/// active and has no slice — which is right until somebody asks to *see*
/// it, and that is the state a photographer is in from choosing a subject
/// until deciding what to do to it.
///
/// `reveal` has to be the same one the shader was composed with and the
/// same one the distance fields were built for: all three index this array
/// by position in [`MaskStack::rendered`], and two of them disagreeing
/// shows as an adjustment applied through another layer's mask.
#[allow(clippy::too_many_arguments)]
pub fn render_revealing(
&mut self,
stack: &MaskStack,
labels: Option<&LabelField>,
subjects: Option<&SubjectMasks>,
source: Option<&DemosaicedImage>,
width: u32,
height: u32,
reveal: Option<&dr_pipeline::mask::Reveal>,
) -> Result<&MaskArray, GpuError> {
// At least one layer, because a zero-layer texture array is invalid
// and the shader binds this slot unconditionally.
let active = stack.active_count().clamp(1, MAX_LAYERS) as u32;
let active = stack.rendered_count(reveal).clamp(1, MAX_LAYERS) as u32;
self.ensure_array(width, height, active)?;
let mut encoder = self
@@ -721,7 +747,7 @@ impl MaskPass {
label: Some("mask-encoder"),
});
for (slot, layer) in stack.active().enumerate().take(MAX_LAYERS) {
for (slot, layer) in stack.rendered(reveal).enumerate().take(MAX_LAYERS) {
// **The path a mask with one part takes is the path every mask
// took before parts existed**: drawn straight into the layer's
// slice, cleared by the draw itself. Nothing about an unedited