11 Commits
Author SHA1 Message Date
dtourolle 44ea763c61 dr-gpu: the merge pass — warp, accumulate, resolve, chunk by chunk
merge.wgsl warps one camera-space tile into one output chunk — output
pixel to direction (the projection maths of dr_pano::projection, verbatim),
direction to the frame's camera, camera to source pixel, bilinear by hand
from four textureLoads because rgba32float is not filterable — and adds it
into a storage-buffer accumulator weighted by its distance from the
frame's edge. A resolve pass divides by the weights and packs sixteen-bit
samples at the sensor's scale with a coverage bit.

MergePass::merge drives it: bands of rows, chunks across a band, and for
each chunk only the frames whose footprint meets it, each rendered as the
source rectangle the chunk needs and nothing more. The working set is one
chunk, one tile and one band (FR-MRG-11); the frame textures are the
caller's to cache. Feathered, not seamed; gain a scalar per frame — the
blend quality is panorama.md §10's step 5, after the path writes a file.
2026-09-19 15:24:12 +02:00
dtourolleandClaude Opus 5 4a2fcb6d22 Render a film stock on the GPU, and let it take over the rendering
The stock model landed in dr-film with no way to see it. This is the
pipeline node, the two texture bindings it reads, and the end-to-end test
that proves the shader agrees with the model.

The design point is that a film simulation is not an adjustment. Every
other node changes a picture; this one makes it. A stock's characteristic
curve does the camera profile's base curve's job -- from measurements
rather than from a curve somebody drew -- so running both renders the
scene twice: the camera's rendering, and then a film's rendering of that.
It looks like neither, and it reads as a colour-management bug with no
colour-management bug to find.

So `Operation::renders` is new. A node declaring it takes camera RGB and
hands back linear sRGB, and the composer emits neither the base curve nor
the conversion out of camera space. Both halves move together, and the
composer keeps them as one string precisely so that getting half of it
right is impossible.

The tables are not parameters, for the reason vignetting's coefficients
are not: they are measurements. dr-pipeline declares the layout as a plain
struct and keeps its no-dependency property; the two crates share no types
on purpose. `EditGraph::set_film_tables` offers them to every node rather
than to the one that wants them, because knowing which concrete type is
which is what the graph is organised not to know.

Bindings 4 and 5 follow the masks precedent: declared unconditionally so
one bind group layout serves every generated shader, bound to 1x1
placeholders when no stock is loaded. Both are interpolated by hand with
textureLoad -- this pipeline binds no sampler, and adding one for two
lookups would cost a binding in every shader. Uploads are keyed on content
so an unchanged stock does not push half a megabyte across the bus per
frame.

The end-to-end test earned its place immediately: it found the density
lookup being filled z-fastest while a 3D texture upload wants x-fastest,
so the red and blue axes were transposed. Green matched exactly, which is
what that bug looks like -- a plausible photograph of the wrong colour,
and one that every unit test on either side of the seam passes. dr-film
now pins the layout in a test that needs no device, and states it where
the field is declared.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-25 15:12:56 +02:00
dtourolleandClaude Opus 5 7407a82aa7 Let an operation read the pixel next to it, and settle where sharpening belongs
The fused pass hands a fragment a colour and no coordinate. That is what buys
one dispatch for a whole edit, and it is also a wall: sharpening, noise
reduction, clarity, texture, dehaze and spot removal are each defined by what
the neighbours are doing, and FR-DEV-3 and FR-DEV-8 ask for all six. None of
them could be written at any price.

So there is now a detail stage. An operation implements `Operation` for its
parameters exactly as before — the panel, the sidecar, the history and the
presets all work unchanged — and additionally returns `Affects::Detail` and a
`DetailStage` yielding one pass per dispatch. `Affects` grows the third variant
`docs/requirements.md:250` designed and nothing had cut.

Where the stage sits is a colour-science decision, not an arrangement of
convenience. It runs after every point operation and every mask layer, so an
amount chosen against a tone curve survives the curve moving; in linear sRGB
after the camera matrix, because camera RGB has no luminance to sharpen
against; and before the output transform and the clip, because FR-DEV-2 allows
one quantisation and a highlight clipped before a convolution grows a dark
ring. The fused pass therefore ends one of two ways, and when a detail stage
follows it hands on unclipped f16 and the last detail pass encodes.

At render resolution rather than on the source, which is the whole of FR-DSP-1:
a pass before the framing prologue would cost 24 MP to draw a 2 MP preview.
`RenderScale` is what makes that survivable — a radius is stored as a fraction
of the frame's shorter edge, exactly as a mask feather already is, or as a
count of source pixels, and converted per render. It also reports when a radius
is smaller than a proxy pixel rather than drawing a plausible lie; zooming to
1:1 makes the preview exact with no second path.

`Invalidation` gives FR-DEV-3d something to mean. Moving a detail parameter
leaves the colour key alone, so `AdjustPass` keeps the linear intermediate and
skips the fused dispatch: dragging a sharpening slider costs a convolution.
Moving exposure does re-run the detail passes, because they read what the
colour pass wrote, and there is no arrangement of keys that avoids it while
keeping sharpening after tone.

Validated by a separable box blur that is not a develop operation, behind the
`detail-probe` feature and absent from a shipping build. An abstraction with no
consumer is a guess; a box blur's answer is known in closed form, so the tests
assert every byte of the ramp rather than that the edge got softer.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-22 14:39:35 +02:00
dtourolle 1d7106c94d Apply the masks to the thumbnail and the export, not only the screen
Reported as a thumbnail bug; the export had it too, which is the serious
half. You would have exported a photograph missing every local adjustment.

Both called the unmasked `render`, and the failure is silent by
construction: the generated shader always declares the mask binding and
always emits a block per active layer, so binding the empty placeholder
multiplies each of them by zero. No error, no warning, no missing texture —
the adjustments are simply not there. From inside either path there is
nothing to see.

Every path that produces pixels now goes through one helper that binds the
array, and that is the point of it being one helper rather than three
correct call sites. The array is rasterised in source space at proxy size
and sampled through the framing map, so one array serves every output size:
a 256px thumbnail and a 24 MP export bind the same texture.

Three tests, and the first is the fault stated directly — render the same
edit with and without the array and assert they *differ*. If binding it ever
stops mattering, the masks have stopped reaching the shader. The third
checks the masked share of the frame is the same at 32px and 128px, because
"both non-empty" would pass while a mask that scaled wrongly still ruined
every thumbnail.
2026-08-22 10:38:49 +02:00
dtourolle ee10097435 Mask the subject the model found, not the regions underneath it
The watershed hierarchy does not survive a photograph, so local masking
stops depending on it. A layer can now be one recognised object, and the
object's own coverage is the mask.

`Options::watershed` defaults off. It costs ~80 ms plus a full-resolution
readback to produce a ladder that collapses, and paying that on every
photograph buys a control that misleads. Kept switchable rather than
deleted: the passes and the hierarchy are correct in themselves and it is
the merge criterion that fails, which is a change to one function.

Masks now rasterise in **source** space at proxy resolution and are sampled
by the composed shader after the framing map. That fixes a real bug: they
were rasterised in output space, so zooming slid the photograph underneath
a mask that stayed pinned to the viewport, and cropping moved every
adjustment to a different part of the picture. Doing it this way also
leaves the framing map in exactly one place — a second copy in the mask
shader would have been a second thing to keep in step, failing only when
straightened.

A subject is stored as identity, not pixels: the mask is megabytes and is
reproducible by running the same model over the same image, so the sidecar
carries the index, the class and the score, and the session carries the
pixels. The class is there to be checked — if instance 3 comes back a "car"
where it was a "dog", something changed and the layer is stale rather than
silently masking the wrong thing.

The overlay now draws instances and is transparent everywhere else. The
region version covered every pixel and so hid the photograph it was drawn
over; the question it exists to answer is whether an outline follows the
subject, which you can only answer by seeing both.

`examples/local.rs` is the worked example: subject in colour with the rest
monochrome, and the subject lifted out of its background. Run on a 5472x3648
CR2 it finds two people and two cars, and the colour-pop keeps her hat and
hair while the wall and grass behind go grey.
2026-08-22 08:39:17 +02:00
dtourolle 5ecb35864f Put the region map behind the sliders that were already there
A mask layer holds a real develop chain, so the develop panel can edit one
with no new controls: select a layer and the same sliders read and write
its chain instead of the graph's. An operation declared in `ops/` tomorrow
becomes locally adjustable by existing, which is the payoff for making a
layer a chain rather than a handful of special-cased parameters.

`segmentation.rs` joins the two arms into the one thing the view needs.
The model reads the image through a neutral graph rather than the edited
one, so a segmentation survives an exposure change instead of being
invalidated by every slider. Arm B failing is not fatal: a missing or
unreadable model leaves a working watershed map, because refusing to
segment at all would trade a working feature for a strict one.

The overlay colours groups by a golden-angle walk over hue. Deterministic
rather than random, so a region keeps its colour across a level change and
the eye can track it; boundaries drawn black over the fill, because two
adjacent groups landing on near hues read as one region and telling them
apart is the whole reason to look at it.

Clicking the photograph creates the layer if none is selected — that is how
a local adjustment begins, and making the user press "add layer" first
would be a step with no decision in it. Shift-click extends, and clicking a
region already selected removes it, so one gesture both adds and corrects.

`segment-readback` is a new dr-gpu feature and not a loosening of
`readback`. The region-graph transfer is once per image on a worker; the
one AC-8 forbids is per frame in the render loop. Sharing a switch would
have forced a build wanting local masking to unlock the other. F3 still
stands and the feature name says so.
2026-08-22 08:39:17 +02:00
dtourolle 0da8271836 Let the model say what a thing is and the watershed say where it ends
Local masking needs to know where an image's regions are. The watershed
spike (S15 arm A) found the boundaries but had no idea what any of them
enclosed; its coarse levels were geometric accidents. This adds the other
half and the thing that joins them.

`core/dr-segment` is where region reasoning now lives — the hierarchy moves
out of `dr-gpu`, which keeps only the pixel passes that are genuinely
shaders. The new crate is device-free and, without its default features,
model-free too: 20 of its tests need neither an adapter nor 11 MB of
weights.

Arm B runs YOLO26n-seg through `ort`. D13 framed inference as a choice
between `ort`'s C++ runtime and the pure-Rust dependency policy; that was a
false choice. `ort`'s `alternative-backend` feature unlinks the C entirely
and `ort-tract` supplies the API from tract, which is pure Rust. Measured
before committing to it: zero unsupported operators, 420 ms for 640x640,
and correct masks on bus.jpg. No NDK problem to solve, so D13's largest
tolerated exception is not needed.

Arm C is `prior.rs`, and it ships because the two arms fail in opposite
directions. Instance membership re-weights the merge saddles, so region
pairs the model believes share an object merge early and pairs straddling
its edge merge late. No boundary moves — only the order in which they
dissolve — which is how the result stays pixel-accurate at every level
while its coarse levels become named things.

Two things the spec assumed that turned out to be false, both recorded in
models/LICENCE.md: there is no usable ADE20K-trained YOLO, so the shipped
vocabulary is COCO's 80 subjects and *stuff* like sky and foliage must come
from arm A; and tract cannot parse a dynamic-shape export, so the graph's
input is fixed and tiling is the only route to more semantic resolution.

Weights are AGPL-3.0, which GPLv3 §13 permits and which makes the combined
work effectively AGPL. Deliberate, not accidental. They live in Git LFS,
and a build script fails with an instruction rather than embedding a
pointer file when the clone lacks them.
2026-08-22 08:39:16 +02:00
dtourolleandClaude Opus 5 cf8f5b632f Show the develop frame itself, instead of a photocopy of it
The oldest open item in the project (ARCH §6.1, spike S1, AC-8). Every frame
in develop was read off the GPU into a `SharedPixelBuffer` and handed back to
Slint to upload again: ~7 ms at 4K against a 0.28 ms compute pass, 96% of the
frame spent carrying pixels to the CPU and back so they could be drawn where
they already were.

Slint 1.17 will adopt a `wgpu::Texture` directly, and the whole of what that
needs is arrangement rather than code.

**One device, made before the window.** A texture belongs to the device that
allocated it, so the compute passes and the compositor cannot each open their
own. `GpuContext::new_shared` opens one and hands back the instance and
adapter alongside it; `dr_ui::shared_gpu` gives all four to
`BackendSelector::require_wgpu_29(WGPUConfiguration::Manual { .. })`. That
call has to come before the first window, because creating one selects a
backend for you — which is why the GPU is now opened at the top of `run`
rather than two hundred lines down beside the other controllers.

dr-gpu still names no UI type. It hands out raw wgpu and does not ask who is
compositing (ARCH §6.5a).

**Vulkan only on the shared path**, where headless keeps its GL fallback.
wgpu's GL backend reaches its display through EGL at instance creation, and
before a window exists there is no display handle to give it — so a GL
instance cannot later produce the window surface Slint needs from it. A
machine with no Vulkan gets no shared device and browses without develop,
which is the same degradation as no adapter at all.

**`renderer-femtovg` becomes `renderer-femtovg-wgpu`.** The old one is FemtoVG
over OpenGL and cannot be handed a wgpu texture at all. It is not kept
alongside as a fallback: FemtoVG-over-GL has no branch for an imported
texture, falls through to "render this image into a buffer", gets nothing, and
draws nothing — a blank canvas with no error, which is worse than the failure
it would be papering over. The consequence is stated plainly in the manifest:
the desktop app now needs a working wgpu adapter to open a window.

**Two output textures, not one, and this is the part that is not obvious.**
Slint repaints when the image property *changes*, and it decides that with
`PartialEq` — which for two images over the same `wgpu::Texture` says
"unchanged". A pass that reused a single target would have rendered every
slider move correctly on the GPU and shown none of them: right, and invisible.
`AdjustPass` alternates between two targets, so consecutive frames are
genuinely different values. It also settles the read-while-write question that
one queue was already answering.

`RENDER_ATTACHMENT` is added to both render targets. Neither pass uses it;
Slint rejects an imported texture without it, on the reasoning that a
compositor handed a texture may need to draw into it.

**`AdjustPass::read_output` is deleted rather than gated.** It and
`export_pixels` were the same transfer under two names, and the comments
explaining why they were separate are the point of the whole criterion:
reading pixels back to *display* them is the defect, reading them back to
*encode a file* is the only way a file is made. The display twin is now gone
outright, which is stronger than a feature flag — it cannot be turned back on.
`export_pixels` is untouched and still ungated. The `readback` feature comes
off dr-ui, darkroom-desktop and darkroom-android; it stays in dr-gpu, where it
still gates `RenderTarget::read_pixels` and the segmentation field readback.
`examples/develop` moves to `export_pixels`, which is honest — it writes a
PPM — and so no longer needs the feature.

Four tests, each named for what it protects and each of which fails without a
screen if the property it guards breaks:

- the adjust target satisfies every condition Slint's import checks, asserted
  in the crate that owns the descriptor, because a descriptor that drifts
  fails at runtime on a real display and nothing else would notice;
- consecutive renders are different textures, and the third is the first
  again, so the alternation is a rotation and not an allocation per frame;
- the develop canvas has no CPU pixel buffer and does have a wgpu texture —
  AC-8 itself, in the terms Slint uses;
- consecutive frames compare unequal as `slint::Image`, which is the property
  the repaint actually depends on.

The zoom test's readback moves into the test module. It has to: there is no
library function that copies a displayed frame to the CPU any more, and that
is the point — the round-trip now exists in the test binary and nowhere a
shipping build can reach.

**What is not proven.** No GUI was run. What is verified is that the texture
satisfies the import contract, that the import succeeds, that the canvas is a
texture rather than a buffer, and that consecutive frames are distinguishable.
What is unverified is everything that needs a display: that Slint's FemtoVG
wgpu renderer adopts the Manual configuration on a real surface, that the
picture appears the right way up and the right colour, and the frame timing
that motivated the whole exercise. Android is untouched by testing — the
android backend routes a WGPU29 request to Skia, whose wgpu surface does
handle imported textures, but that is read from the source, not observed.

56 dr-gpu tests and 255 dr-ui tests pass, clippy clean under `-D warnings`,
fmt clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 09:54:00 +02:00
dtourolleandClaude Opus 5 cb1d2be240 Choose the export folder by walking the server, not by typing it
The destination for a Nextcloud export was a text field. Nobody recalls the
exact spelling of a path three levels down, and getting it wrong does not
fail — `create_dir` makes whatever was typed, so a misremembered folder
becomes a new one at the root and the exports are somewhere nobody looks.

So it is picked the way the library root is picked, using the same
`FolderBrowser` model the launch screen drives: up, into, and "use this
folder", confirming the folder currently *shown* rather than one selected in
the list. Same rule in both places, so the phrase means one thing.

The model is shared; the worker is not. `settings_ui::spawn_folder_list` is a
near-twin of the launch screen's, because that one reaches into the
`LaunchController` for its session and reports onto the launch screen's error
line, while this one is handed credentials and writes to the settings page.
Factoring them together needs a function taking both controllers or a trait
implemented twice to abstract two call sites — more machinery than the twenty
lines it saves. What matters is shared already: navigation behaves identically
because both drive the same model.

The callbacks are wired in `lib.rs` rather than in `settings_ui::wire`,
because listing a remote folder needs credentials and the settings page holds
no session on purpose — it is reachable before a library is opened and must
not depend on one existing. With no account the picker says to sign in first,
rather than showing an empty list that reads as a server with no folders.

Details that are decisions rather than accidents: the picker opens at the
library root rather than at whatever half-typed path is in the field, which
would list nothing and look broken. The listing area is a fixed 180px, since a
folder with sixty children would otherwise push the rest of the settings page
off the bottom. "Up" is disabled at the root rather than hidden, so the row
does not jump as the user navigates. A failed listing leaves the picker open
on the folder it was showing — where the user had got to is not something to
discard over a dropped request. And the chosen folder saves immediately like
every other setting on a page that has no Save button.

The poll timer lives on the controller for the reason `LaunchController` keeps
its own there: a `slint::Timer` stops when dropped, so one local to the
function that starts it would be collected before the listing arrived.

Carries in-flight work from a parallel session — a segmentation pass in
dr-gpu, a sidecar cache, and the develop panel's continuing changes.

1020 tests pass, fmt clean. One clippy warning remains and is not mine:
`sidecar_cache::dir` is unused while that work is in progress.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 07:12:01 +02:00
dtourolleandClaude Opus 5 78e3e6b846 Add the develop pipeline: demosaic and seven raw adjustments
Decode through display, on the GPU: black/white normalisation, Bayer
demosaic, camera colour transform, and the first seven adjustment
operations — white balance, exposure, highlights/shadows, blacks/whites,
brilliance, vibrance, saturation.

Composable shaders. Each operation contributes a WGSL fragment rather
than owning a pass, and dr-pipeline fuses the *active* ones into a single
compute shader. One texture read and one write per frame regardless of
how many adjustments are in play, while the operations stay independent
in Rust — adding one is a new file, with no central shader to edit. An
operation at neutral settings contributes no code, no uniform and no
branch. Uniforms are prefixed per operation so two may both declare
`amount`; helpers dedupe by name from a single source of truth.

Pipelines cache on a structure hash covering the op-set and its order but
not the values, so dragging a slider uploads uniforms and reuses the
compiled pipeline. Measured on a 24 MP CR2: 0.60 ms re-render, one
pipeline compiled across ten slider positions.

The UI is generated, not written. EditGraph::capabilities() reports
parameters with their kinds, ranges, defaults and current values; the
panel builds one control per entry chosen by ParamKind. No file in ui/
names an operation, and dr-pipeline has no wgpu dependency, so codegen is
testable without a device (ARCH §6.5a).

Three defects found against real files, each silent:

- rawler 0.7.2's `xyz_to_cam` is all zeros — deprecated and no longer
  populated. The live matrices are in `color_matrix`, keyed by
  illuminant. Reading the old field yields no colour transform at all.
- `cam_to_xyz_normalized()` returns all NaN on any Bayer sensor: it
  divides each of four rows by its own sum, and the unused fourth
  (emerald) row sums to zero. Inverting the 3x3 ourselves avoids it.
  `wb_coeffs[3]` is NaN for the same reason and is normalised at decode.
- As-shot white balance reached the uniform block but no shader read it,
  so the first render of a real CR2 came out violently green. Green
  photosites collect roughly twice the signal of red and blue. Now
  applied unconditionally before any operation, with tests on ordering.

Demosaic is Malvar-He-Cutler rather than bilinear: gradient-corrected
interpolation at one 5x5 neighbourhood per pixel, where bilinear leaves
visible zippering on any high-contrast edge at 1:1. Two of the four
packed CFA constants were wrong on the first attempt, so all four layouts
are asserted to reconstruct the same colour. Crop origins at odd
coordinates re-phase the pattern; without that, red and blue swap.

X-Trans reports GpuError::UnsupportedCfa rather than approximating with
the Bayer path, which would look like a corrupt file.

206 tests, including GPU tests proving every operation and the full
seven-operation chain generate compilable WGSL.

Known gaps: the display path still reads back to the CPU each frame,
which ARCH §6.1 forbids and AC-8 asserts against — it is gated behind the
`readback` feature and waits on spike S1 wiring Slint's texture import.
Curve shapes are a first draft and want tuning against real photographs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 11:37:58 +02:00
dtourolle 82a5e21ec6 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.
2026-08-09 07:42:05 +02:00