Merge branch 'zero-copy-display'

# Conflicts:
#	core/dr-gpu/src/adjust.rs
#	ui/dr-ui/src/develop.rs
This commit is contained in:
2026-08-17 10:04:14 +02:00
11 changed files with 564 additions and 139 deletions
+90 -26
View File
@@ -3,12 +3,17 @@
//! A viewer with a develop panel: open a folder of RAW files, decode and
//! demosaic on the GPU, and adjust.
//!
//! **Read before assuming A1 is proven.** Slint's public API for adopting an
//! externally created wgpu texture is not wired up here; this build uploads
//! through `SharedPixelBuffer`, which *is* a CPU round-trip — explicitly the
//! thing ARCH §6.1 forbids in production. Spike S1 replaces it. Until then A1
//! is unvalidated, and the develop path pays a readback per frame that the
//! finished one will not.
//! **The develop frame never leaves the GPU** (ARCH §6.1, AC-8). Spike S1
//! wired Slint's texture import: [`shared_gpu`] opens one wgpu device and
//! gives it to *both* the compute passes and Slint's renderer, and
//! `DevelopSession::render` then hands the compositor the very texture the
//! adjust pass wrote. What used to be a readback and an upload per frame is
//! now a refcount.
//!
//! `SharedPixelBuffer` still appears in this file and in the library grid, and
//! that is not a relapse: an embedded JPEG preview and a thumbnail are decoded
//! on the CPU and have no texture to hand over. AC-8 is about pixels that were
//! *computed on the GPU* travelling to the CPU and back to be looked at.
//!
//! **The develop panel is generated, not written.** [`develop`] asks the
//! pipeline what parameters it has and builds a control per answer; no code
@@ -587,6 +592,64 @@ enum PointsUpdate {
Unchanged,
}
/// TRACES: FR-DSP-1 | AC-8
/// Open the one wgpu device the compute passes and the compositor share.
///
/// **This is the whole of the zero-copy display path, and it is four lines of
/// configuration.** A `wgpu::Texture` belongs to the device that allocated it;
/// handing one to a compositor drawing on a *different* device is meaningless,
/// and the two would have to meet through system memory — which is the round
/// trip ARCH §6.1 forbids. So there is exactly one device, made here, before
/// anything else needs it.
///
/// **Called before the window exists, and it must be.** `BackendSelector`
/// installs the Slint platform, and Slint installs a default one the first
/// time a window is created; selecting afterwards is too late. That is why the
/// GPU is opened at the top of [`run`] rather than beside the other
/// controllers, where it used to sit.
///
/// `None` means develop is unavailable and the viewer falls back to embedded
/// previews — the same degradation as a machine with no adapter at all.
fn shared_gpu() -> Option<dr_gpu::GpuContext> {
let shared = match pollster::block_on(dr_gpu::GpuContext::new_shared()) {
Ok(shared) => shared,
Err(e) => {
log::warn!("no shareable GPU: {e}");
return None;
}
};
let dr_gpu::SharedGpu {
ctx,
instance,
adapter,
} = shared;
// `Manual` is the variant that means "render with these, do not open your
// own". The two clones are of wgpu handles, which are refcounts over the
// one device and the one queue — not copies of either.
let configuration = slint::wgpu_29::WGPUConfiguration::Manual {
instance,
adapter,
device: (*ctx.device).clone(),
queue: (*ctx.queue).clone(),
};
if let Err(e) = slint::BackendSelector::new()
.require_wgpu_29(configuration)
.select()
{
// Dropping the context rather than keeping it: Slint has fallen back
// to a renderer that did not adopt our device, so every texture this
// context produces is one the compositor cannot sample. A disabled
// develop panel is a visible, explicable failure; a texture handed
// across devices is undefined behaviour on a good day.
log::warn!("Slint would not adopt the GPU device, develop disabled: {e}");
return None;
}
Some(ctx)
}
/// TRACES: M-13 | M-14
/// Build and run the viewer.
pub fn run(paths: Vec<PathBuf>) -> Result<()> {
@@ -598,7 +661,21 @@ pub fn run(paths: Vec<PathBuf>) -> Result<()> {
let entries = Rc::new(RefCell::new(collect(&paths)));
log::info!("{} image(s) to browse", entries.borrow().len());
// Before the window, and it has to be: this selects the Slint backend, and
// creating a window selects one for us. See `shared_gpu`. The device is
// shared by demosaic, the adjust pass and the compositor; without one the
// app still browses through the preview path, just without develop.
let gpu = shared_gpu();
let window = AppWindow::new()?;
match &gpu {
Some(ctx) => {
log::info!("adapter: {} ({:?})", ctx.adapter_name(), ctx.backend());
window.set_adapter(ctx.adapter_name().into());
window.set_backend(format!("{:?}", ctx.backend()).to_uppercase().into());
}
None => window.set_backend("NO GPU".into()),
}
// Every background job reports here, and this draws the bar across the top
// of the shell and fills the settings page's list. Built before the
@@ -924,22 +1001,6 @@ pub fn run(paths: Vec<PathBuf>) -> Result<()> {
});
}
// The device is shared by demosaic and the adjust pass. Without one the
// app still browses through the preview path, just without develop.
let gpu = match pollster::block_on(dr_gpu::GpuContext::new_headless()) {
Ok(ctx) => {
log::info!("adapter: {} ({:?})", ctx.adapter_name(), ctx.backend());
window.set_adapter(ctx.adapter_name().into());
window.set_backend(format!("{:?}", ctx.backend()).to_uppercase().into());
Some(ctx)
}
Err(e) => {
log::warn!("no GPU adapter: {e}");
window.set_backend("NO GPU".into());
None
}
};
window.set_total(entries.borrow().len() as i32);
let index = Rc::new(RefCell::new(0usize));
// The current develop session, if the file yielded sensor data.
@@ -985,9 +1046,11 @@ pub fn run(paths: Vec<PathBuf>) -> Result<()> {
// **Half resolution while the gesture is still moving.**
//
// The adjust pass and the readback both scale with pixel count, so
// halving each edge is roughly a quarter of the work — the
// difference between keeping up with a drag and lagging behind it.
// The adjust pass scales with pixel count, so halving each edge is
// roughly a quarter of the work — the difference between keeping
// up with a drag and lagging behind it. Less dramatic since S1
// removed the readback that scaled the same way and cost far more,
// but a dispatch is still not free at 4K.
// A draft frame is visible for one gesture and is replaced by a
// full-resolution one the moment motion stops, so the cost is a
// little softness exactly while the image is moving too fast to
@@ -1055,7 +1118,8 @@ pub fn run(paths: Vec<PathBuf>) -> Result<()> {
// **Rendering is decoupled from input, and this is why.**
//
// A render is a blocking GPU round-trip (see `AdjustPass::read_output`).
// A render used to be a blocking GPU round-trip — S1 removed the block,
// but not the reason for this, so read it as history that still applies.
// Running one straight from a `moved` handler put that stall *inside* the
// gesture: touch events arrive far faster than a render completes, so the
// input queue backed up, positions arrived stale, and Android — seeing the