6b99f67f47db54665828e218e8fbd529f53cdc08
4
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
bff95e25ad |
Let clarity's base be computed where it is still fully determined
Clarity's Gaussian sigma is 1.2% of the frame's shorter edge, so its radius is a property of the viewport: 52 render pixels at 4K, two separable passes of 105 taps each over 8.3 M pixels. That measured 33.9 ms — seven times the entire fused point chain, for one slider — and is docs/technical-debt.md TD-4. A detail pass may now declare `output_scale`, and clarity's base is computed on a grid a quarter the size on each axis. The pass that combines needs the blur *and* the full-resolution colour, and a colour that has been through a quarter-scale target is no longer full resolution. So a scaled pass cannot simply join the ping-pong: there are two chains now. The full-resolution one carries the colour and no scaled pass touches it; the reduced one carries the base and reaches the combining pass through a second binding as `reduced_at()`. The reduce is a dispatch of its own rather than something the first blur half does on the way past, and that is the whole difference between this and the strided kernel the module documentation rules out. A stride samples an image that is not band-limited and aliases high-frequency content down into the base, which is then subtracted, and arrives in the output as mottling across smooth gradients. This band-limits first and samples after. What is discarded is content the base could not represent at any resolution, because a Gaussian at sigma = 26 px holds nothing above one cycle per 26 px and the quarter-scale grid carries one per 8 — so the reduced base is not an approximation of the full-resolution one, it is the same function sampled where it is still determined. Which is also why the scale belongs to the band rather than to the stage. Texture's sigma is a decade finer, so the reduce pass's own box would be wider than the Gaussian it was prefiltering; texture never reduces. And clarity steps 4 -> 2 -> 1 as sigma falls, because a quarter of a small sigma is not a Gaussian either — the case that gives up is the one that was already cheap. `radius` stays in each pass's own pixels and `ComposedDetail::radius` multiplies it back up, so 13 reduced pixels at scale 4 still report the 52 render pixels a tile would have to be grown by. The halo a scheduler sees does not move. The halo tests pass unchanged, which was TD-4's stated bar; they render at 1024 px and so exercise the reduced path rather than stepping around it. Added `crossing_the_reduction_threshold_does_not_change_the_picture`, because nothing yet compared the reduced form against a *less* reduced one — every other test measures one form against itself. It renders the same edit either side of the 4 -> 2 step-down and holds the peak excursion to 0.03 stops and the reach to 2% of the frame. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|
|
0c3b8cb1c4 |
Hand out descriptors a declaration could produce
`Operation::descriptor()` returned `&'static OpDescriptor`, and that lifetime
is the whole reason a build-time node is free and a run-time node is
impossible: only a compile-time literal can satisfy it, so no amount of
reading `ops/*.yaml` at startup could ever produce a descriptor the rest of
the application would accept. FR-PLG-2 says a bundled operation and a
third-party plugin are the same kind of thing, differing only in where the
file was found — and a lifetime outsiders cannot meet is exactly the second,
weaker format that requirement forbids.
So a descriptor is now owned and handed out as `Arc<OpDescriptor>`, with `Vec`
where it held `&'static` slices. `Arc` rather than a `&self`-borrowed
reference because the callers want to *keep* it: the develop panel collects
descriptors and then mutates the graph, and a borrow would tie the
descriptor's lifetime to a borrow of the operation it came from, which is the
one thing `&'static` was doing right.
The identifier newtypes deliberately did not follow. `ParamId` is `Copy`, is
compared in `match` arms against generated constants, is a map key in the
sidecar and history, and reaches Slint model rows; an `Arc<str>` there would
cost a refcount on every one of those and would take `match id { EXPOSURE =>
.. }` away from the generated code. They gain an interner instead, which is
honest about its lifetime rather than pretending to one — the set of ids is
bounded by deduplication and is process-lifetime by construction, because the
sidecar on disk names its parameters and an id has to stay resolvable for as
long as any edit naming it can be opened.
No behaviour changes. Every descriptor that was a `static` is a `LazyLock`
initialiser now, `Operation::helpers` borrows from `self` instead of being
`'static` so a future run-time node can own its list, and `Warp` and `Framing`
follow `Operation` so there is one shape rather than two.
The one place a descriptor is read per frame is `compose_full`, which takes
`descriptor().id` to prefix each active operation's uniforms, and `dr-ui`
composes on every frame it draws. That is a dozen atomic increments beside a
composition that is already building several kilobytes of WGSL on the same
call; it is noted at the trait method rather than left for a profiler to find.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
6997c0f7ac |
Let a detail pass carry a list, not only a kernel
Every neighbourhood pass so far has been a convolution, whose whole description fits in the uniform block because its structure fixes how many numbers it needs. Spot removal is not that shape: sixty-four repairs and one repair are the same shader with a different buffer behind it. So a pass may declare `storage`, which arrives at binding 3 as `array<vec4<f32>>` with `arrayLength` in scope. The alternative — packing the list into uniforms — needs a fixed maximum paid for on every frame, a composer that can emit vec4 fields because a uniform array's stride is 16 whatever it holds, and it gives the next operation that wants a table nothing to build on. The property worth having is what stays out of the generated source: the count is in the buffer, so placing the tenth spot uploads 512 bytes and reuses the compiled pipeline, exactly as moving a slider does for the fused pass. `changing_the_list_does_not_recompile` is that, asserted. One bind group entry rather than two more layouts, and one placeholder buffer allocated in `new` rather than sixteen bytes per pass per frame — a zero-length storage buffer cannot be bound, and per-frame allocation is what this module's documentation exists to refuse. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|
|
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> |