6f62ac09f80f1977545b02824026b96aa8354f75
19
Commits
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df741a8a49 |
Let one mask be built from more than one selection, and paint into it
A mask the model draws arrives approximately right — stopping inside a shoulder, leaking into the hair — and FR-DEV-3's edge controls move the *whole* boundary, so no value of feather or dilation fixes two errors that go opposite ways. What fixes them is a second selection joined to the first, and a layer that held exactly one source had nowhere to put one. The brush the core has had all along was reachable from no control in the application. A layer is now an ordered list of parts. Each names a source and how it joins the mask before it — added to it, or taken out of it — and carries its own edge treatment, because a model's soft coverage and a stroke painted where it stopped short do not want the same feather. Invert and opacity stay on the layer, where the composed shader already reads them. The sidecar grows `[part]` blocks and nothing else. A layer of one part writes exactly the bytes it always did; a mask block with no part blocks after it reads back as one part; and a stroke, a join or a source this build cannot read costs that part rather than the layer. So every sidecar in every library still parses to the edit it always was. On the device the parts fold into the layer's one slice, so eight layers still cost eight channels: union is a `max` blend and subtraction is the erase blend the brush already used. A part is drawn into a scratch texture before it is joined, and that is not incidental — an erase stroke means a hole in *that part*, not a hole in the mask, and drawn straight onto the accumulator it would punch through the subject underneath. A layer of one part skips all of it and takes the path it always took. In the interface: a part list under the selected layer with a chip saying which way each joins, Add and Subtract beside it, a Select/Paint/Erase strip with the brush's size, hardness and flow, and a drag on the photograph that paints. Pressing Paint on a mask that cannot hold a stroke joins a part that can, rather than explaining that a subject is not a brush. A whole stroke is one step in the history. The edge controls now shape the part that is selected rather than the layer, which is the one behaviour change to an existing control: with a correction selected, the feather slider softens the correction and leaves the model's mask alone. |
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68ebf5d78b |
Let a mask start from a tone or a colour, not only a shape
Every local adjustment began from a shape: painted, drawn with a handle, or found by a model. So the only way to hold back a sky was to draw a line near where it ended, and the only way to warm skin was to paint round it — both of which put the edit's edge where the photographer put a gesture rather than where the picture changes. A gradient across a treeline halos, and an adjustment traced round a face stops on the outline of a hand. MaskSource grows two variants that select by what a pixel *is*. Luminance carries two bounds on the perceptual tone scale plus a softness; Colour carries an arc of hue, a range of chroma, and one softness for every edge of both. Five floats and three, so they diff, sync and merge per field under FR-NC-9 exactly as a gradient's geometry does — the property a stored raster has none of, and the reason the model's coverage had to sit beside its source rather than inside it. The pixels are the shader's business and nowhere else's. `mask.wgsl` takes the demosaiced source as a sixth binding and two new modes read it: decode, balance, pull a clipped photosite back to neutral, apply the camera matrix, then weigh the band. Nothing crosses to the CPU but the numbers and the matrix, and each mask texel averages its own footprint in the source, so a band lands on the tone an area is rather than on whichever texel a proxy grid happened to land on. The photograph it measures is the one the camera recorded, before this edit. A band over the edited result would slide out from under the edit as the edit was made — raising the highlights would change which pixels counted as highlights, and the slider would chase its own mask. Feather, falloff and morphology stay off a range layer, which is what `shapeable` already meant. All three are functions of the signed distance from a boundary, and a range has no boundary to be at a distance from; its edge is the softness of its own band, in the band's units. Offering them would be four controls that move and change nothing. |
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4b6c110816 |
Count the sensor's own numbers, so a cull can see headroom the render hides
FR-CULL-3's remaining two bullets. What existed was a *display* histogram tagged FR-DSP-7: it binds AdjustPass's Rgba8Unorm output, recovers an 8-bit code value, and counts clipping as `r == 255`. Its own documentation says a clipped bin means "a highlight that is actually gone rather than one the transform might still recover", which is the opposite of what a culling decision needs. FR-CULL-3 asks for the histogram of the sensor data, on the explicit grounds that a rendered image "systematically lies about what is recoverable in the raw", and a readout that measures the render cannot answer that however it is presented. So this is a second instrument beside the first rather than a setting on it. Both are true; they are true about different things; the panel offers both behind a chip row and the words travel with the numbers, because a raw saturation figure drawn under a heading saying Highlights would be mislabelled exactly where the difference matters. **What is reduced over, and what it cost to decide.** ARCH §5.5 specified the pre-demosaic CFA samples. This reduces over the demosaiced scene-linear texture instead, and §5.5 is amended to record the choice rather than let the specification and the code disagree in silence. The texture is camera-native — unbalanced, unmatrixed, uncurved — and normalised by the sensor's own black and white levels, so 1.0 is saturation by construction and the distribution below it is the headroom question with no calibration to carry. Retaining the CFA samples would mean keeping the packed u32 buffer Demosaicer::run currently drops: 48 MB at 24 MP, 120 MB at 60 MP, resident per open photograph whether or not anyone looks at the histogram, on a platform §6.2 exists because memory is scarce on. Three things it therefore cannot say, written into the module docs and into §5.5 rather than left to be discovered: it counts pixels not photosites, so a saturated site drags its interpolated neighbours up and per-channel clipping is smeared by about a demosaic kernel; it cannot see above white, because demosaic.wgsl clamps each photosite at 1.0 for its own good reasons (a Canon 6D reads to 16383 against a declared 15070) so "at saturation" and "a stop past it" share a bin; and it is measured after the CFA pattern is gone, so it can name which colour clipped in the reconstructed image but not which photosite went first. The axis is stops below saturation, 16 bins per stop over 256 bins — the same bin count the display reduction uses, so the fold into drawable columns is shared and a divergence between the two plots would have to be deliberate. A linear axis spends half its width on the top stop, which is why nobody has ever drawn a useful linear raw histogram. The fourth series is the brightest channel rather than luma: these values are unbalanced, so any weighted sum of them is a number about nothing, and the brightest channel is the one that saturates first and so the one the headroom question is actually about. It is a property of the file and not of the render, which has two consequences. It is computed once per photograph and cached — nothing downstream of the demosaic can move a count in it — so a cull does not pay the display histogram's per-frame cost three thousand times. And it describes the whole frame rather than the visible region, deliberately opposite to DevelopSession::histogram: a crop changes what is on screen and changes nothing about what the sensor recorded. Tags are on the reduction, the type, its constructor and the presentation arithmetic, each of which has a test that fails if the behaviour goes. The Slint panel and the push from lib.rs keep their reasoning as prose: nothing asserts them, and a tag would claim coverage the assertions are not making. |
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2168cdd1c4 |
Mark what is in focus, so a frame can be judged without zooming to 100%
FR-CULL-3's focus peaking. One compute dispatch measures local contrast in WGSL and writes an overlay texture; on desktop it reaches Slint through the same zero-copy wgpu import the canvas uses, so nothing per-pixel touches the CPU on the frame path. With peaking off the cost is zero and structurally so: focus_overlay opens with `let settings = self.peaking?;` before the frame is touched, and clearing drops both overlay textures, so no VRAM is held either. NFR-P14 is met by construction rather than by measurement -- one dispatch, no second render, no pipeline compile after session open, and a test asserting allocations stay at 2 over eight frames. The budget test asserts 50ms at 4K rather than a tight bound, deliberately: a tight bound fails on a loaded machine and gets deleted, which is worse than a loose one that still catches the regression that matters. TD-1 is amended rather than joined by a TD-6: on Android the overlay rides the readback that already exists there, roughly doubling that transfer while peaking is on, and TD-1's own "Done when" removes both because both are the same missing capability. Verified: cargo fmt clean; clippy --workspace --all-targets -D warnings green, which also compiles peaking.slint through dr-ui's build.rs; 11 focus GPU tests and 79 baseline dr-gpu tests pass; 511 dr-ui tests pass. Not verified: the cfg(target_os = "android") arm, which the host-target clippy never compiled. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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5bcd0e0269 |
Merge branch 'worktree-agent-a22a049c461818dbe' into integration
# Conflicts: # core/dr-pipeline/tests/mask_sidecar.rs |
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c75863c93f |
Give a gradient the angle it was asked for
A linear mask at 45° was not at 45°, and a radial with equal radii was an ellipse. Both on every photograph that is not square, which is all of them. The geometry is stored in normalised coordinates so that a mask survives a crop, a zoom and an export at another size — that part was right. What was wrong is that a *distance* was being measured in those coordinates too, and a fraction of the width is not the same length as a fraction of the height. So `dot(uv - centre, axis)` measured the ramp in a space one of whose axes is squashed against the other by the aspect ratio, and the iso-lines came out sheared: on a 3:2 frame a ramp asked for at 45° arrives at about 34°. Nothing announces it. The stored numbers are exactly what was written, the shader is doing exactly what it says, and the only place the fault exists is between the photographer's intent and the picture. It has been invisible so far because there is no way yet to place a gradient by eye — the handles that make it visible are what turned it up. So distances and angles move into the frame's own isotropic units: y spans `0..1` and x spans `0..aspect`, which makes a circle round and 45° a real diagonal. The centre stays a plain fraction of each axis, because it is a point and a point has no such problem — and because that is the space a click arrives in. `frame_delta` is the one conversion and must stay the only one; the mask array's own dimensions carry the aspect, so it costs no uniform. The sidecar format does not change. What changes is what the numbers mean, and the only geometry in the wild is a default that has never been movable. The two tests are at 96×64 rather than square, which is the whole point: on a square target this bug cannot be reproduced, and every existing mask test was square. Both fail without the conversion — the radial reaching 28px sideways where it reaches 19px down, and the diagonal landing on the wrong side of the line it is supposed to lie along. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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c396a22dfd |
Paint a mask without ever rasterising one on the CPU
The last line of FR-DEV-3, and the mask ARCH §5.4 was written for. darktable rasterises drawn masks on the CPU and users call the result unworkable; the architecture's answer is that a stroke arrives as *parameters* and the device draws it. This is that, from the model through the sidecar to the pixels — but not the finger: the canvas is somebody else's change, and this leaves it a seam rather than reaching into it. **A stroke is a swept disc along a polyline**, plus erase, radius, hardness and flow. `MaskSource::Brush` holds an ordered list of them, and the order is the mask: an erase after an add takes it away and the same pair reversed does not. Nothing about it is pixels, which is what makes a mask that costs a line of text, diffs by the gesture, and survives a crop, a straighten and an export at any size — the properties a stored raster has none of, and the same argument the region ids were chosen for. Two things keep the point count honest. While the finger is down, a position closer to the last than an eighth of the radius is dropped: a touch screen reports 120 a second, so a finger held still for five seconds is six hundred points in the same place, and simplification would only remove them once the gesture had ended — after every frame in between had drawn all of them. When it ends, Douglas–Peucker at an eighth of the radius removes what a disc that wide cannot express: a swept circle moved by r/8 moves its own edge by r/8, which is inside the soft part of any brush. Coordinates snap to a ten-thousandth of the frame on the way in *and* are written at that precision, so a round trip is exact rather than nearly exact — a file that drifts in the sixth decimal every save is a per-field merge conflict a day, over nothing. **Cost is why the strokes are not drawn by the full-screen triangle the other masks use.** A swept disc is the minimum distance to any of its segments, so a stroke over the whole frame costs `pixels × segments` and both terms grow together — the quadratic that is darktable's problem moved onto the GPU rather than solved. Each stroke is instead drawn over its own bounding box, grown by the radius, so the rasteriser never invokes the shader for a pixel the stroke cannot reach: `area(box) × segments`, which for a dab or a swipe is a small fraction of the frame. A gesture past 256 points continues as a second stroke for the same reason, since a shorter stroke has a smaller box. Add and erase are `dst + a(1 - dst)` and `dst(1 - a)`, which are exactly a source-over and a one-minus-source blend — so they are blend state, not arithmetic, and no pass ever reads the slice it is writing. That is what permits one draw per stroke at all. Within a stroke the coverage is the *minimum* distance over its segments rather than a sum: a path that crosses itself must not build up where it did, or every circle and every scribble would be blotchy wherever consecutive dabs overlap, which is everywhere. Not a distance field, deliberately. `dr-segment`'s transform documents the two conditions that make CPU work right there — once per mask edit, over input already CPU-side — and a stroke fails both: it changes while the finger moves, and its input is a handful of coordinates that never needed to be pixels. It also needs no transform, because the distance to a swept disc is closed form. A stroke is the one mask whose distance field is known without computing one. An unpainted brush layer is inactive rather than empty, which is not an optimisation: `invert` turns empty into everything, so a layer created with invert already set would apply its adjustment to the whole photograph before a single stroke was made. That is the loud, confident kind of wrong this codebase refuses everywhere else a mask can go missing, and there is a rendered test for it. The tests read pixels back off a device rather than checking that the two halves agree with each other. What they pin down is what is silent when wrong: the y flip between mask space and clip space, which a centred stroke would not notice; a bounding box not grown by the radius, which makes a tap draw nothing at all; an aspect ratio ignored, which makes a dab an ellipse on any frame that is not square; a stroke doubling back and building up; and an erase that lost its place in the order and put back paint the user had taken off. Not done here: the interaction. The canvas needs to begin, extend and end a stroke on the active layer, and `DevelopSession::rasterise_masks` still returns early without a segmentation — it takes the proxy size from one, and a brush needs no model to have run over the photograph first. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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ec713585a5 |
Measure the distance to the edge, and get four controls for one transform
Feathering, growing, shrinking, closing and opening are the same number read differently. With the signed distance from the boundary in hand, dilation is the set where d >= -r, erosion where d >= +r, and a feather of any shape is a function of d. So the field is computed once and the controls are arithmetic on it. The **field** is what reaches the GPU, not a finished alpha, and that is the point: growing a mask or changing its falloff then costs a uniform upload and no recomputation, which is what makes them live controls rather than ones that stall on every drag. Only closing and opening rebuild, because after the first threshold the shape has changed and the old distances describe the old one. Exact Euclidean, via Felzenszwalb's separable transform — not a chamfer approximation, which leaves a mask visibly octagonal once grown more than a few pixels. A test asserts the diagonal is √2 rather than 1 or 2. It runs on the CPU, which ARCH §5.4 forbids for masks. The rule is about brush lag — a stroke rasterised per frame — and this is a different operation: once per mask edit, on input the model already produced here, producing a field the GPU then samples for free. What it buys is exact determinism, which matters because masks reach the sidecar as indices and a field that varied by vendor would mean a mask meaning one thing on the desktop and another on the phone. The half-pixel in `signed_distance` is not a detail, and a test caught it. Measuring to the nearest opposite pixel *centre* puts the smallest magnitude at 1 either side, so the boundary is nowhere and **eroding by less than a pixel removes nothing**. A control whose first notch does nothing is a broken control. Half a pixel off each side puts the boundary where it physically is, and eroding by 1 takes exactly the outermost ring. Every falloff curve is 0.5 at the boundary by construction, asserted for all five: changing the curve should change how the transition looks and never where it sits. |
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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. |
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c6a846a1f9 |
Brighten her face without touching the sky behind her
A mask layer is an ordinary develop chain plus a rule about where it applies. Nothing in the chain knows it is being masked, so every operation that works globally now works locally and a newly declared op in `ops/` arrives with local support already done. The composer emits each layer after the global chain and before the conversion out of camera space, which is what a photographer means by "and *then* lift the shadows on her face". Op fragments write to a `c` they expect to own, so a layer block shadows it and copies the result back out through a carrier — assigning the outer one from inside is impossible precisely because it is shadowed. The fused dispatch survives: three global adjustments and two masked ones remain one shader, one read, one write. Masks rasterise on the GPU and never exist in CPU memory (ARCH §5.4). That is the whole reason darktable's brush masks lag, and it is architectural rather than tuning, so it is not a thing to inherit and fix later. The rasteriser is a render pass rather than the compute shader it obviously wants to be, and the format is why: R8Unorm is not a core storage format, so a compute path has to widen masks to four bytes per pixel — 768 MB across eight layers of a 24 MP export, against 192 MB at one byte. A colour attachment takes R8Unorm happily. The array slice comes from the attached view, so no slot uniform exists to disagree with where the pass writes. Region masks index a compacted label field rather than the watershed's raw basin roots, because a root is a sparse index into pixel space and indexing a per-region array by one would need a table the size of the image. Changing a selection then costs a few kilobytes, not a re-upload. Stored as region ids, not as pixels: diffable, mergeable per-field under FR-NC-9, and cheap in a sidecar. The ids only mean anything alongside the segmentation that produced them, so each layer carries that signature and is treated as stale rather than applied when it does not match — a confidently wrong mask being much worse than an absent one. Seven device tests render actual frames and read them back. The unit tests either side check halves that would both pass if the two agreed with each other and were both wrong; a mask sampled with x and y swapped satisfies them and fails these. |
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31e20399c8 |
Read the true white level, and clamp the sensor stage at both ends
Two corrections to the sensor stage, found while chasing magenta highlights. Neither is the cause of that — see below — but both are wrong on their own terms. `white_level` took the *first* of rawler's per-channel saturation points. On a Canon 6D that reports 15070 while the data reaches 16383, so every sample above it was treated as brighter than white. It takes the maximum now. The normalisation clamped its floor and not its ceiling, so those over-white samples passed through as values above 1.0. Clamped at both ends. **This does not fix the pink.** Measured on _MG_8596.CR2, exported and looked at: the subject renders correctly and only the blown sky is magenta. A fully clipped pixel is (1,1,1) in raw, the as-shot balance multiplies it to (1.93, 1.00, 1.68), and the camera matrix turns that into R 2.88, G 0.51, B 2.03 — red and blue clip at one, green does not, and the result is magenta. It is correct white balance applied to already-saturated data, which is the classic highlight-clipping cast and needs highlight desaturation to fix: a pixel at saturation carries no colour information and must be rendered neutral, not balanced. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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76bb6b2847 | Merge branch 'worktree-watershed-plateaux' | ||
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0b20436445 |
Prove the plateau pass does nothing, and stop paying for it
Picks up the lower-completion work a crashed session left mid-debug, with one failing test and no diagnosis. The diagnosis is that the pass is a no-op. Not "does not reduce basin count" — it changes *no pixel's basin at all*, zero of 9216, comparing one plateau iteration against sixty-four. That assertion is the substance of this commit: the original test asserted a consequence (fewer basins) which a working pass need not produce, so it could have been satisfied by weakening it. A no-op check cannot pass vacuously, and it is what turned an opinion into a fact. Three candidate causes were tried and none was it. Exact float equality is genuinely wrong and is fixed regardless — a gradient computed from 8-bit samples is never exactly equal across a region the eye calls flat, so `==` never fires and `<` fires everywhere; `LEVEL_EPS` now sits behind all three comparisons. The test image is not it either: a flat disc, a terraced disc and a constant-slope ramp all behave the same. The finding worth keeping is about the domain rather than the code. On a gradient-magnitude watershed every flat region of the picture is at gradient zero, the global minimum, and a plateau with no descending exit is a minimum — one basin already, nothing to resolve. The plateaux lower-completion is defined for are regions of constant non-zero gradient, which are rarer in a photograph than F1's phrasing implies. That may be the whole answer, or it may be hiding a fourth cause; I could not close it. So `plateau_iterations` defaults to 0. The implementation stays, correct as far as it goes and costing nothing until someone finishes it; the test stays, ignored with its reason; docs/segmentation.md §12 records what was ruled out so the next attempt starts further along than this one did. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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9fc8721fa8 |
Merge branch 'histogram'
# Conflicts: # ui/dr-ui/src/lib.rs |
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0233df4bf2 |
See what the highlights are doing: a live histogram (FR-DSP-7)
Exposure, blacks and whites were set by eye. Nothing said a highlight had blown — the canvas shows white where a channel is at 250 and white where it is at 255, and the difference is the whole question. **Counted on the GPU, not on the readback.** There is a full frame sitting in CPU memory on every canvas update right now — `AdjustPass::read_output`, the bridge spike S1 removes — and walking it would have been thirty lines and no shader. FR-DSP-7 states the mechanism and not just the feature: "these derive from a GPU-side reduction into a small buffer. Per-frame CPU readback of image data is prohibited." A histogram founded on the bridge would be correct today and deleted by S1, and would meanwhile be the reason the bridge could not go. What crosses the bus here is 4104 bytes whatever the image size. The reduction tallies into workgroup memory first and merges once per workgroup. A photograph is not noise: a clear sky puts tens of thousands of adjacent pixels in one bin, and contending for that single global atomic serialises the dispatch. **On the settled frame only.** `render_now` already knows whether a gesture is still moving — `draft` is the flag `redraw` derives from `was_coalesced` — so the dispatch and its transfer happen once when the slider stops rather than on each of the forty frames a drag emits. Nothing is lost: a histogram flickering past under a finger is not a reading anyone takes. FR-DSP-7 requires exactly this, that it not extend the FR-DSP-3 frame budget. Luma is weighted in 8.8 fixed point — 54, 183, 19, summing to 256 exactly — rather than in floats. Not thrift: it makes the shader's arithmetic reproducible bit for bit, which is what lets the test below be an `assert_eq` against a CPU count rather than a tolerance. ARCH §6.13's line about integer state, applied where it happens to also be free. **What the numbers were checked against.** A flat frame must put all 4096 pixels in one bin and one only. A 256-wide ramp must occupy every level with exactly the same count, which is what catches an off-by-one in the quantisation — a `floor` where a rounding was needed shifts the whole photograph one bin left and looks like nothing at all. And a 101x37 frame of seeded pseudo-random pixels — deliberately not a multiple of the 16x16 workgroup, so the edge tiles run off the image — is compared slot for slot against a second, obvious CPU implementation. Exact equality, no tolerance. The CPU version is a deliberate reimplementation rather than shared code: the bugs worth catching here are ones shared code would commit identically on both sides. Above that, the presentation arithmetic is unit-tested headless, because it is where a wrong answer is invisible. A histogram of the wrong shape looks exactly as plausible as one of the right shape. So: 64 columns because it divides 256 and an uneven fold draws an even ramp as a comb; the peak excludes the end columns, or a night scene scaled against its own black spike is a flat line with no information in it; heights are clamped into the plot; and "0%" is kept distinct from "<0.1%" and from "—", since an indicator reading "clipped" over a figure reading "none" is a panel contradicting itself. Clipping counts a *pixel* with any channel at an extreme, not a channel. Any, because a blown red has no gradation left in it however much green and blue still hold — and it is the saturated highlight, the sunset and the red jersey, that clips first and recovers worst. Per pixel, because counting channels can report 200% of a frame clipped, and a percentage above 100 is a readout nobody trusts again. Two affordances for it, which NFR-A11Y-3 asks for: a bar standing at the end of the plot the tones are piling against, and a figure saying how much. Either alone reads. The panel sits directly under the capture metadata and above every control, because it is what the controls are judged against. It is hand-built rather than generated, and ARCH §4.3a is untroubled: a histogram is not an operation — no parameters, changes nothing, answers a question rather than asking one — and nothing in it reads a parameter out of a descriptor. Three plot colours and a neutral luma trace join the palette. That is the swatch's exception rather than a second one: a per-channel histogram has to say which channel, and no achromatic treatment distinguishes red from blue, so the hue is data exactly as the image beside it is. Held well back from full strength for the reason the theme preamble gives. The bounded, non-parking map wait moves out of `AdjustPass` into `readback::await_mapping`, shared with the histogram's transfer. Thirty lines of load-bearing reasoning about frozen interfaces and lost devices, and two copies of it would have drifted. The histogram describes the frame on the canvas, so it is in the output colour space FR-DSP-7 asks for, and when zoomed it describes the visible region — a photographer inspecting a highlight at 4x is asking about that highlight. A device that cannot build the reduction loses the histogram and keeps the photograph. Still to do for FR-DSP-7: the pixel colour readout under the cursor. 324 tests pass, clippy and fmt clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1c0994c807 |
Demosaic a Fujifilm sensor instead of refusing it
Every RAF stopped at the embedded preview, because the demosaicer had one kernel and it was a Bayer kernel. D11 makes Fujifilm first-class and FR-RAW-5 asks for it by name, so a hard error there was a promise we had not kept. X-Trans is a 6x6 tile, and nothing in the Bayer path survives that: the missing channels sit at different offsets at all 36 positions, so there is no fixed kernel to write. The new shader fits a weighted plane through each channel's samples in a 5x5 window and carries the other two channels across as the difference between those planes, keeping the pixel's own measured value untouched. A plane rather than a mean because the three channels are sampled at different places in the tile: a mean compares a red taken slightly left of the pixel with a green taken slightly right of it, and that offset is a colour cast that follows every gradient in the frame. The fit is done in white-balanced space, where the constant-colour-difference model it rests on is actually true of a neutral subject; that alone halves the error at a luminance edge. Two compromises, both deliberate. It is not Markesteijn. There are no directional hypotheses and no homogeneity map, so it does not resolve detail finer than the CFA period and a hard edge arrives about two pixels wide. It cannot ring — the output is bounded by the local sample range — so it does not produce the worms FR-RAW-5 exists to avoid, but the quality that requirement asks for is still owed. The tile's phase is guessed rather than known. rawler has each body's pattern exactly, as a 36-character string, but CfaPattern::XTrans throws it away before dr-gpu sees the file, and it is not a constant to hard-code: the bodies in that database start the tile at four different origins. So the phase is read back out of the pixels, by grouping the 36 per-position means and taking the grouping with the least spread. That part needs nothing from the scene. Telling red from blue does — shifting the tile by half a tile turns it into itself with red and blue swapped, so no geometry can decide it — and the as-shot white balance is what breaks the tie. A frame that is almost entirely one colour can defeat that; widening dr-decode to carry the pattern string would retire the guess altogether. The tests assert reconstruction, not success: a flat patch comes back exactly at all six phases tested, and a linear ramp comes back exactly too, which is the property the plane fit exists for and the one a mean would fail. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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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> |
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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. |