Best was a mixture of two experts and a gate, 110 GMAC a megapixel;
Medium a single network at 48 that was softer on real edges. fb-combo
(darkroom-denoise, 20 000 steps from fb-edges2, taught by the mixture
with a quarter of its crops from the edge-rich parts of the frames) is
Medium's shape and holds the mixture's edges on real photographs:
edge PSNR within 0.04-0.06 dB at ISO 1600/6400/25600, more sharpness
kept at all three, the chart's edge 0.89 photosites wide against 0.82.
It is 0.27 dB short on smooth areas at ISO 25600. It becomes Best, and
the methods are Bilinear, Fast and Best.
Saved edits keep their numbers: 2, which was Medium, is now Best, and
3, which was Best, is past the end and reads as the default, Best.
The network ships as mosaic-hq, a new name: the result cache keys a
model by name and size, and this one is byte for byte the old Medium's
size. Its tablet form (A16W16) lost 0.00 dB in simulated QDQ at every
ISO and at most 0.09 dB across the noise bracket.
AI Denoise's Apply switch becomes Method: Bilinear, Fast, Medium, Best,
default Best, so an untouched raw writes nothing and develops through the
mixture. `apply` is still read and never written: 0 is Bilinear, 1 keeps
a network already chosen.
- Best is the mixture of a flat and an edge expert with a learned gate;
Medium and Fast are students distilled from it. 2.48 s, 0.79 s and
0.57 s for a 20 MP frame on TensorRT fp16.
- Each network carries its own tile border (256 for the mixture, 192 for
the students) through `dr_denoise::Shipped` and `TileNet::halo`.
- The file is hashed once at open and each network keys its own cached
result; Bilinear keeps the result in memory for the way back.
- Each has an .a16w16 sibling for the Hexagon: 0.00 dB on the 6D gate,
at most 0.11 dB with the noise scaled x0.5 to x4.
- APK BUNDLED 19 -> 23; the PKGBUILD installs all three.
Every photograph with a colour-mixer saturation edit now renders differently:
a raised band is stronger, most of all on muted colours.
The mixer matched bands and judged saturation on scene-linear values, and
scaled chroma by the same factor whatever a colour started at. Against the
photographer's earlier exports of two looks (~90 photographs, their raws, by
encoded hue), a sky band raised by 58 there lifted muted sky blues about
2.1×; here the mixer gave 1.15×, and less in the muted tones that carry most
of a sky or a shadowed snowfield.
Bands are now matched and saturation judged on display-encoded values. A
raised band pushes muted colours hardest and tapers to nothing at full
saturation, at a gain of 3.0, which at the same value lifts muted sky blues
about as those exports did. Lowering saturation still scales every colour
alike. Hue shifts work on the same encoded colour; luminance still scales in
linear light.
The bundled presets that use the mixer, and those whose colour was tuned
against the default rendering, are rescaled to the amount of colour they
had: Vivid 1.30, Vivid warm 1.30, Vivid landscape 1.38, Vivid, strong 1.45,
Vivid portrait 1.15, Punch 1.12, Blue sky 1.08, Deep blue sky 1.12, Polariser
1.26, Blue sky, golden land 1.13 — mean CIELAB chroma over the default
rendering, on 30 raws from the library. Negative values (skin protection)
are left as written.
Every raw rendered through a camera profile — the library's DNGs with an
embedded profile, and CR2s given one — now renders differently: more
colourful in near-neutral tones. The profile's look table is no longer
applied unless its slider is raised; PROFILE_LOOK names the strength the
profile states.
Against the photographer's earlier exports with no look applied, the default
rendering scores the same with the look table at 100, 50 or 0 (held-out MSE
140, 140, 143), and is 9 % more colourful at 0: the table lowers the
saturation of near-neutral tones, which is exactly where the default
rendering was short of those exports. The user chose more colour.
Presets were the one piece of the photographer's work that never left
the device: faces, sidecars, albums, collections, keywords and camera
profiles all travel with the sync pass, the preset library did not.
It now goes to <derived>/presets/library.drpl. PresetLibrary::merge
decides each name against the base the last exchange left (kept per
library beside place.json), so presets added on two devices both
survive, a deletion reaches the other device instead of being restored
by it, and an edit outlives a deletion made elsewhere. The upload is
If-Match / If-None-Match on the server's copy, and a 412 reads and
merges again, so two devices exchanging at once cannot save over each
other. A server copy that will not parse (a newer build's) is left
alone, and a local file that will not read stops the exchange rather
than being taken for an empty library.
The develop view's save merges with the file when the sync changed it
since the view read it, and a sync that brought presets reloads and
redraws the list.
Also corrects the register, which still said camera profiles do not
sync.
On the default rendering, Vivid added 22 % more chroma than the rendering
itself, and Punch 5 % — less than the photographer's earlier exports show
with no look applied (14 % over ours) and well below their everyday look
(27 %). Each preset's colour values (vibrance, saturation, the mixer's
saturation bands) are now scaled together, tone values untouched and
negative ones — Vivid portrait's skin protection — left as written, until
the preset measures: Vivid and Vivid warm 1.30, Vivid landscape 1.38, Vivid,
strong 1.45, Vivid portrait 1.15, Punch 1.12. Measured as mean CIELAB chroma
over 30 raws from the library, as a ratio to the default rendering.
The learned demosaic was an option under Detail, off by default. It is
now how a Bayer raw is developed: on by default at full strength on
every device — which hardware runs it is the inference engine's choice
— and first in the Adjust panel, since it decides what every control
below is applied to.
Strength (0-100, default 100) replaces Keep grain: grain = 100 -
strength, the same luminance-only blend, so moving it is one GPU pass
and never a re-run. 0.21.0's sidecars stored grain; it is still read,
as the inverse, and never written.
With it on for every photograph, the result is now kept on disk
(denoise.md §7.1, §12): the network's output as half floats, keyed on
a SHA-256 of the file's bytes and the model, oldest first past a 5 GB
budget, beside the inference engine's cache. A reopened photograph and
an export of one already developed read it back instead of running the
network again; a damaged entry is a miss.
The calibration commits named DarkRoom's default curve after another
product and described vibrance as doing what another editor's does at
the same value. The curve is the DNG SDK's reference, so it is called
that; vibrance is scaled to deliver the strength its value names, as
measured against the photographer's earlier exports. Two test names
follow. The measurements and where they came from are unchanged.
Vibrance delivered about a third of its nominal effect. Its falloff measured
saturation on scene-linear values, where an ordinary tan reads as 0.78 and
keeps a twentieth of the effect; and its skin guard halved it wherever red led
green led blue — 38 % of the pixels of the gallery's exports, every warm colour
rather than skin. The Vivid presets lean on vibrance, which is why they added
less colour than their values promised.
Saturation is now judged on display-encoded values, the guard covers skin hues
(about 10-50 degrees, not strongly saturated), and the gain is fitted: on 45
Lightroom exports whose only colour setting was Vibrance (about +24), the
measured-to-nominal scale was 1.9 before and 1.08 at a gain of 1.2, so 1.3.
Decides D21 by measurement. The photo gallery holds Lightroom 6 exports of
raws in the library, each carrying its Camera Raw settings; clustered by
those settings, 663 had no look applied. On 60 of them with their raws,
a third held out, the held-out MSE against Lightroom's JPEG was about 1200
for 0.20.0's sigmoid (0.7 EV darker and flatter), 224 for the DNG reference curve
after baseline exposure, and about 140 once its input is bent by 1.5/1.4
about grey.
So the curve choice defaults to the DNG reference, keeping its index (sidecars
record it), and the default contrast is 1.5. Contrast under the DNG reference curve is
now a power relative to REFERENCE_CONTRAST (1.4), where the table is
untouched; the sigmoid at that contrast still matches the retired base
curve. JPEGs are unaffected: the view transform skips a rendered source.
The view transform's second curve is the DNG SDK's published reference
rendering — the ACR3 default curve applied by RefBaselineRGBTone — so
it is the "DNG Reference" curve in the panel, D21 and the code, not a
name borrowed from another product. Comments and docs that justified a
choice by another editor doing it ("as their Amount", "so a
photographer arriving from it finds the name") now give the actual
reason. The Vivid presets no longer describe themselves as reaching
for another editor's look; they are DarkRoom's own.
Factual mentions stay: which program wrote the library's DNGs, what
was measured against, and preset import. camera-profiles.md gains §15,
on starting a photograph from the edit it already carries.
The Camera Raw default rested on comparing against Lightroom previews
of photographs that carry the user's Lightroom edits — HSL saturation
Blue +58, Aqua +50 and more, Highlights -40, Blacks -20, in every
DNG's XMP — so it measured the house look, not Camera Raw's base
rendering. Under the ACR3 curve _MG_9080 renders brighter than its
Lightroom preview (mean 0.39 against 0.31).
So the curve choice's first variant, the default, is the sigmoid again
and every raw renders as in 0.20.0 apart from baseline exposure. D21
and camera-profiles.md §12 now say the default is open, to be decided
by measuring against Lightroom exports of unedited photographs. Tests
that are about Camera Raw's tone choose it explicitly.
The rendering half of camera-profiles.md §11-§12 (D21). The view
transform gains a curve choice — Camera Raw (the default) or D19's
sigmoid. Camera Raw converts to linear ProPhoto, clips to [0, 1], runs
the curve on the largest and smallest channel and places the middle
one at its old fraction between them (RefBaselineRGBTone), and
converts back: hue kept, saturation raised where the curve is steep,
which is where Adobe Standard's look desaturated. White sets the input
scale (1 at its default, so sensor white is display white) and
contrast bends the input about grey (1 at its default).
The curve rides in the profile buffer after the tables: the profile's
own, else the ACR3 default, which the placeholder every profile-less
source binds also carries — so a CR2 with no .dcp still gets Camera
Raw's tone. Baseline exposure is a gain folded into the rendering
matrix at upload; RawImage::color_matrix stays the file's for the
merge's linear DNG.
camera_raw::apply_reference is the CPU statement; GPU tests hold the
shader to it on 256 colours and on greys against the ACR3 table. The
sigmoid's own tests now choose it explicitly.
The decoding half of camera-profiles.md §11-§12. RawImage gains
baseline_exposure: the file's BaselineExposure plus the chosen
profile's BaselineExposureOffset, as the DNG SDK sums them (+0.25 for
the library's 6D DNGs). A profile copied out of a DNG carries that
DNG's baseline as its offset, so the body's CR2s, which have none,
land at the same total.
ProfileTables gains the profile's ProfileToneCurve, resampled at
decode onto 1025 points with a natural cubic spline; an identity curve
counts as none. dr-types now holds Camera Raw's ACR3 default curve,
RawTherapee's adobe_camera_raw_default_curve copied value for value,
for every raw whose profile has no curve. Nothing renders through
either yet.
Whether to use the learned denoise, and how much grain to keep, are what a
photographer sets, so they travel the one road every setting does: published
as a capability, captured by Preset, stored in the sidecar, replayed by the
undo stack (FR-DEV-3c). Published only on a photograph that can take it, for
the lens switch's reason; the availability is derived from the file and is
not in the state. Off by default, grain 0; a reset returns both.
Measured after building them, on four of the library's 6D DNGs: Adobe
Standard's tables lower mean saturation by 3-9 % at defaults, and the
look at 200 % lowers it further. The 6D's look table scales saturation
by 0.925 in its darkest value rows; it was tuned to sit under Camera
Raw's default RGB tone curve, which DarkRoom does not apply, and the
dark-tone desaturation is what is left without it. On _MG_9080 the
Lightroom preview measures 0.49, the matrix alone 0.38, the profile
0.35.
So the spec's "that gap is most of why the same file looks flatter"
was wrong: the gap is tone. The tables stay — they put each hue where
Adobe put it — and the spec, D20 and the Vivid file now say so.
"Stronger camera look" is removed: a stronger Adobe Standard look is a
less saturated picture, the opposite of its name. The Vivid presets,
measured at 0.40-0.46 on the same frame, are what answers "more
colourful" today.
Five looks for "more colourful than the default": Vivid, Vivid strong,
Vivid landscape, Vivid warm and Vivid portrait. They lean on vibrance,
which lifts muted colours most and holds skin back, and use saturation
sparingly on top; landscape and portrait work the colour mixer's bands
so foliage and sky get richer while skin does not. A sixth, Stronger
camera look, pushes the camera profile's look table to 175 %, about the
step from Adobe Standard to Adobe Vivid, and only moves vibrance where
a photograph has no profile.
All change only what they name, so they keep a corrected exposure or
white balance, and the shipped-preset tests bound every key and value.
The second half of D20: a camera_profile scene operation at order 25
that converts working colour into linear ProPhoto, runs the DNG SDK's
HSV lookup through the HueSatMap and then the LookTable, and converts
back. Hue and saturation do not change under the uniform gains before
it, so a 2.5-D HueSatMap gives the same answer as straight after the
matrix, and the look sees the photographer's exposure as it does in
the SDK. Two departures for scene-referred values: value is not
clamped on the way out, and a colour outside ProPhoto passes through.
The operation holds only the switch (on by default) and a look
strength of 0-200 %. It is composed while the switch is on — a new
Operation::composes() separates "does something" from "moved from the
defaults", so an untouched raw renders through its profile and still
writes nothing. The tables come from the source: dr-gpu uploads the
ones DemosaicedImage carries into a storage buffer at @binding(8),
whose two-entry header tells the fragment whether there is anything to
apply, and binds a header of zeros for every other source.
apply_reference is the lookup on the CPU. The GPU test holds the
shader to it over 256 colours, through synthetic tables strong enough
that a wrong index shows, and through the library's real Adobe
Standard tables when the 6D DNG is present.
Four bar handles at the midpoints of the sides, each moving only its
own side along the axis across it. The overlay reports an edge as 0.5
on the axis it does not move, so the anchor Rust takes is the middle
of the far side.
Under a ratio lock the dragged axis leads. with_aspect grew the short
axis onto the ratio, which for an edge pulled inward made the untouched
axis the leader and pushed the edge straight back out.
D19 retired the per-body base curve, moved the matrix ahead of the
edits and the film into the view transform's place, but a dozen doc
comments still listed the curve among what a pixel passes through, or
said the film skipped it. The detail stage's module doc still drew the
matrix after the edits and the last detail pass encoding, which the
view pass took over. The film crate's README gave the base curves as
its reason for being data, and the ops README's list of hand-written
nodes had neither the view transform nor three of the five kernels.
FR-MRG-2 gave the base curve as why the merge cuts below the profile;
the view transform is why now. The decision table still said colour
defaults were a per-body curve, and FR-DEV-3j said only the default
view transform skips a JPEG, where the node skips one whatever its
sliders say. frame-budget.md records the view pass as unmeasured.
The presets menu and sheet listed every preset under flat section
headings, seventy rows to scroll past. They now list folders, closed
until opened, with how many presets each holds; opening one shows what
is inside it, folders and presets indented beneath.
A category is spelled in the name: "Portraits/Warm skin" is Warm skin
in a Portraits folder under Yours. The file format does not change, so
an older build lists the whole path as the name; renaming a preset is
how it moves, and saving or renaming into a folder opens the way to it.
A Lightroom import names what it reads after the folders below the one
chosen, and a "/" in a displayed name becomes "∕" so it files nothing.
The shipped film sections become Film › Colour, Cinema and Black and
white.
The tree is built and flattened in Rust (PresetTree), each row carrying
its depth, and which folders are open is remembered for the session.
A PopupWindow keeps the size it was shown at, so a folder opened in the
menu pushed its contents under "Save or manage…"; the menu is shown
again after each toggle to take its new height. That is a function on
the rail because Slint 1.17 generates Rust that does not compile for a
popup's close() reached from inside the popup. The sheet's list takes a
preferred height of up to 400px, since a Flickable reports next to
nothing and an opened folder showed three rows.
The manual describes the folders and naming. Its pictures show the menu
with Film › Colour open, and a black-and-white stock applied from Film
› Black and white; the scenes aim popup rows from the rail's entry, and
pick the menu's "Film" over the develop column's film chooser.
The test demanded a full halo on every side except the frame's own
edge, but a tile one step in from it is grown to the edge and no
further, exactly where the untiled render stops too.
DemosaicedImage::linear_rgb16_window uploads part of a linear DNG, or a
box-reduced copy of it, and says where it sits in the frame; size() now
reports the frame and texture_size() the texels, and the fused pass
writes the window into the shader's uniforms. EditGraph::source_region
finds the part of the source a view reads, and tiles::plan cuts a render
too large for one texture into halo-grown, grid-aligned tiles.
The GPU test renders frames a tile at a time from their own windows and
compares them with the whole: identical for point operations, within one
code value when straightened with clarity on.
A frame fraction was taken of the render's short edge, and render_scale
folds the zoom into the region the render stands for. Zoomed to 1:1 on a
corner, clarity, texture and dehaze drew a quarter of the halo the export
gets, though the docs promise they preview honestly at any zoom.
RenderScale now carries the whole framed frame (within), and a frame
fraction is measured against it; at fit nothing changes.
A photograph larger than one texture has to be developed from a part of
it or from a reduced copy of it. The generated prologue measured the frame
by the bound texture, so either would have moved every crop, warp and
grain seed. Two uniform vec4s now say which part of the frame the texture
holds and how large the frame is; the sampler maps into the texture
through to_window, and a texture holding the whole frame samples exactly
as before ((uv - 0) / 1 is uv to the bit).
The tone curve clamped its input to [0, 1] and its output back to 1.0
around a 2.2 gamma, mid-chain — master and per-channel both. So any
edit with a curve made every scene value above 1.0 the same number
before the view transform ever saw it: D19's fourth finding. Beyond its
last point the curve now continues along its last span, whose secant
is the tangent the spline already gives that point, so the join is
smooth and an identity curve stays the identity to any height. The only
clamp left is the floor at zero, where there is no light to curve.
FR-DEV-2's acceptance test is how the rule stays true.
`scene_referred_until_the_view` wraps every point operation, at
non-neutral settings, between a gain of sixteen and one of a
sixty-fourth, with an identity in the view transform's place, and
renders a ramp from 0.4 to 15.2 times sensor saturation through it. The
output must still increase with the input and still separate the top of
the ramp. Run against the previous commit's tone curve it fails with
[21, 29, 33, 33, 33, 33, 33, 33]; every other operation already passed.
It renders on a device because dr-pipeline has none, and the spec's
pointer to it says so.
A film stock ran at order 25, after white balance and exposure, and
everything after it — contrast, the curves, the colour mixer, the
grading, every mask layer's tone — acted on the film's display-referred
output, as though the frame had been scanned and then worked on. That
was a display-referred rendering in the middle of the chain, which D19
removes (FR-DEV-3f, FR-DEV-3j).
`film_sim` is now in `Stage::View` beside `view_transform`. While a
stock is loaded the composer emits it in the view transform's place and
not the sigmoid; otherwise the sigmoid. So every edit is a decision
about the exposure the negative receives, and the film is the last
thing that happens to the picture — after the detail stage too, in the
view pass, which already binds the film's tables, the mask array and
the grain's source position. Its per-layer settings blend there as they
did in the fused pass.
`op_renders` goes: a rendering is chosen, not suppressed, and the only
render with no view transform is the camera-space tap. The YAML order
moves to 190 so the panel reads in pipeline order; the stage, not the
number, is what places it.
Existing edits that combine a stock with tone or colour operations now
render differently: those operations used to act on the print, and now
act on the scene.
The fused pass stops at "linear working values" when a sharpener, a
blur or a repair follows, and the detail passes convolve what it hands
on. Until now it handed on the rendering: the base curve, and since the
last commit the view transform, ran before the store. So every kernel
worked on display-referred values while its comments promised the
opposite — D19's second finding.
A fused pass composed for a detail stage now stops before the view
transform, and carries a second shader, `ComposedShader::view`, composed
from the same inputs. It runs the same prologue, for the positions a
fragment reads (a film's grain seeds from `source_px`) and the corners
it blacks out, takes its colour from the detail stage's result bound
where the sample cache would be, and runs the view transform, the
output transform and the mask reveal. `render_detailed` dispatches it
after the last detail pass, in the same encoder.
So no detail pass encodes any more. Every pass writes an intermediate,
the last one included, which retires three things that existed only to
make the last pass encode: `writes_output` and the runner's second
layout, the body-less resolve pass for an active kernel with nothing to
draw at this scale, and capture sharpening's pass-through, which now
emits no pass at all. An empty chain is a whole render: the view pass
reads the fused result directly. The detail stage no longer takes an
output space either, so `compose_detail_for` folds into
`compose_detail` and the space is named once, on the fused half.
The cost is one full-render read and write per frame when a detail
stage exists, and a third intermediate for a one-pass chain.
FR-DEV-3j gives the view transform two controls, contrast and the white
point in stops above middle grey, persisted and held per mask layer like
any other setting. A scene-referred pipeline whose white point cannot be
moved hands the photographer a shoulder they cannot place.
`view_transform` is a hand-written node in `Stage::View`, a new stage
the composer emits last and emits whatever the node's state: a neutral
operation is otherwise left out of the shader, but a photograph with no
view transform is a scan. "Active" keeps meaning "moved from the
defaults", so an untouched photograph writes nothing for it and
`every_node_starts_neutral` still holds. A caller whose chain holds no
view operation gets a default one.
The composer's loop becomes an ordered list of steps — camera nodes, the
matrix, scene nodes, layer-only nodes, the view — so each is emitted in
exactly one place. The base curve could not be a node because it
belonged to the camera; the ops README records why that argument went
with it (D19). The panel shows it in the Light group as "Tone Mapping".
Tests that counted the blocks of a neutral graph now count one, the
view transform, and the two chain-wide tests that load a film expect the
view transform to be absent, since a stock replaces it.
The base curve was a five-point spline on the unit square, flat past its
last point: every value above 1.0 left it as the same number, per
channel. Exposure and highlight recovery put values up there, and the
curve threw them away, then handed the result on as though it were
still scene-linear. The six per-body curves were also, by their own
file's account, hand-tuned shapes rather than measurements, and not
enough is known about where they came from to keep them (D19).
In their place, one view transform for every body (FR-DEV-3j): a
log-logistic sigmoid per channel, with the middle channel put back
between the other two so a hue survives the shoulder. Its two free
constants are solved from two conditions rather than set: scene grey
0.13, where the retired default curve put it, lands on display 0.18,
and the scene white four stops above grey lands on 1.0. So a highlight
a stop past sensor saturation still rolls into white, and the midtones
stay within 0.26 EV of the retired default between scene 0.03 and 1.0.
`dr_pipeline::view` holds the CPU reference and the WGSL, and the tests
there are FR-DEV-3j's acceptance criteria.
It is still fixed and still in the fused pass's tail, so a detail stage
still sees rendered values; the next commits make it an operation and
move it after the detail stage. It is skipped for a JPEG, as the base
curve was, and absent from the camera-space tap.
The base curve's database, its lookup and its twelve uniform slots go.
`RawImage` and `DemosaicedImage` lose the field, and the GPU test that
proved a curve reached the shader is replaced by one that renders the
view transform against the CPU reference and shows two highlights above
1.0 still render apart. The JPEG-and-sensor test now asserts the two
differ by exactly the view transform, where before an identity fixture
curve had made them match.
Every point operation ran in camera RGB and the camera matrix came after
them all, against the order ARCH §5.2 draws. So `luminance()` applied
Rec.709 weights to a body's own primaries, a band in the colour mixer
was a different hue on every make of sensor, and the vibrance skin guard
tested channel order in a space where skin does not have one.
Operations now declare a `Stage`. White balance is the only camera-stage
node — its multipliers scale the sensor's channels, and after a matrix
that mixes them the same numbers are a different correction — and says
so with `stage: camera` in its YAML, a key both the build-time generator
and the load-time declared op read. The composer emits the camera nodes,
then the matrix, then the rest, each group in graph order; an empty
chain still gets the matrix.
Film simulation stops converting out of camera space itself, since it is
now handed working-space colour like every other scene node. The base
curve stays where it was, after the operations, and so now acts on
working-space colour; the next commit replaces it (D19).
A layer offered the film's sliders and they moved nothing: its copy of
the node was never given the stock, so it stayed inactive. Film now
works in a layer the way the other adjustments do, as offsets to the
photograph's settings, but blended as settings rather than as results,
since a film is a rendering and cross-fading two developments is not
what a region on a pushed film looks like.
- dr-film bakes no slider. Exposure is a gain in the shader; push
interpolates the stock's measured processes, one curve row each; the
print is split at the paper's log exposure, so print exposure is an
addition between two lookups and exact at any setting. The enlarger
stays balanced at the photograph's exposure.
- film_sim reads all four settings as uniforms, format one-hot over a
grain count per format, so every uniform is linear in what it does.
- Operation::blends_settings lets the composer average each overlapping
layer's uniforms with the global ones by mask weight, the global
setting taking whatever weight the layers leave, and run the fragment
once. Three layers at full weight give the mean of their settings.
- The stock picker is hidden on a layer. Only the photograph's exposure
re-solves the print balance; push, print exposure and format need no
rebake at all now.
A local adjustment ran as a second chain after every global operation,
then blended by the mask. So global contrast -30 with -20 on a face was
contrast -30, the rest of the chain, and contrast -20 again on the
result, rather than -50 where contrast runs. The two edits compounded in
ways neither slider showed; a flattening applied to an already
flattened picture is how the shadows of a night shot went magenta.
A layer's setting is now an offset from its default, added to the
global setting (clamped to the parameter's range; a moved switch or
choice replaces it) and run at that operation's own place in the chain.
At each operation the global fragment and each touching layer's
combined fragment read the same input colour, and the pixel moves by
each layer's weighted difference: c_g + sum w_i (c_i - c_g). At full
weight that is the combined setting exactly, at zero the global result
exactly, and no setting is applied twice. An offset that brings an
operation back to neutral emits an empty version, which undoes the
global setting inside the mask.
Blending the colours rather than the uniforms is deliberate: the tone
curve and colour mixer emit code only for the channels and bands that
are touched, so the global and combined versions of one operation need
not share a uniform set.
A photograph with no masks compiles to the same shader byte for byte.
Test: global -30 with a whole-frame layer at -20 renders within one
count of global -50.
Reducing contrast turned every black in a night photograph pink. The
fragment lifted each pixel's luminance to its target by multiplying the
colour by target/luma. For a pixel at 0.001 on the way to 0.09 that is
a gain of ninety, and in the deepest shadows the channels are sensor
noise: after white balance the red and blue noise sits above the green,
their multipliers being nearly twice its, so ninety times that noise is
magenta.
Flattening now mixes the colour toward middle grey, which gives the
same luminance and adds the lift as a neutral. A black goes to grey and
its noise stays the size it was.
The same fragment clamped luma/0.36 into the curve's 0..1 domain, which
scaled every tone above twice middle grey down to 0.36 in either
direction: contrast +10 took a 230 grey to 162. Those tones are now left
where they are, which is continuous with the curve's top (value 1,
slope 0).
Blue sky, Deep blue sky, Polariser, and Blue sky with golden land, in a
Skies section after Essentials. Each darkens the colour mixer's azure and
blue bands and adds chroma to them — what a polarising filter does to a
clear sky — and brings the highlights down with it, so a white cloud does
not read as a cut-out against the deeper blue. The stronger ones nudge
azure towards blue and add dehaze.
They are looks and work only on the hues a sky occupies, so an overcast
frame is left nearly alone: there is no blue for them to deepen, and
tinting grey cloud blue would be worse than doing nothing. Tuned by eye on
the demo library's alpine and Manhattan frames, with an overcast Étretat
frame as the control.
Dehaze cost 22.9 ms of a 2560x1600 frame on the reference laptop RTX 3050,
and 54.1 ms at 3840x2160, with the memory clock held at 810 MHz by the power
cap (graphics 1762 MHz). It ran five passes: a run and a span erosion along
x, the same along y, and the recovery. At those clocks a detail pass costs
what it reads and writes, not what it taps: a pass with an empty body -
one render-sized rgba16float read and write - measured 4.0 ms, and each
dehaze pass 4.4-4.6 ms, so the taps were about 2 ms of the 22 and the four
hand-offs between passes were the rest.
Each axis is now one pass that takes the minimum over the whole window
directly, and the recovery rides in the y pass, which already holds the
veil and the pixel's own colour. That is 36 texture reads per pixel at
2560x1600 in place of 12, nearly all of them cache hits, and two passes in
place of five.
The picture is the same bits. A minimum is exact in any order, and the
window is the one Split always covered, the surplus pixel on the far side
included (Split::first and Split::width). The veil crossing the removed
hand-offs was already exactly representable in rgba16float - a minimum of
channels read from rgba16float, floored at zero - so storing it between
passes never rounded anything that the fused form now keeps unrounded.
Measured with a scratch probe that renders the synthetic 60 MP frame from
examples/frame_budget.rs, only a detail parameter moving so the fused pass
is reused, 30 frames per scene after six of warm-up, five runs of each
binary alternated, median of the per-run p50:
scene before after
dehaze 2560 fit 22.88 ms 9.06 ms
dehaze 2560 1:1 23.41 ms 9.52 ms
dehaze 3840 fit 54.09 ms 28.12 ms
all detail 2560 fit 53.11 ms 39.97 ms (NR, sharpen, clarity,
all detail 2560 1:1 67.48 ms 56.42 ms texture, dehaze)
every op 2560 fit 57.59 ms 44.19 ms (with film)
every op 2560 1:1 71.83 ms 57.93 ms
controls without dehaze (NR, sharpen, clarity, texture): within +-2%
The rgba8 output hashed identically before and after for every scene -
dehaze alone, all five detail operations, every operation with film, and
each other detail operation alone - at fit and 1:1, at 2560x1600,
3840x2160, 1917x1203 and 333x211: 64 of 64.
The six starter presets were copied into the photographer's own library
on a first run and were theirs from then on. That cannot grow into a
real collection: a copy is frozen at the release that wrote it, so an
improved preset reaches nobody who had the old one, and re-seeding would
overwrite a preset someone had tuned.
`dr_pipeline::bundled` now holds the shipped presets as `.drpl` files
compiled into the binary, in sections — Essentials (the former six) and
three sections of film presets, one per measured stock in dr-film,
printed on the paper its profile names — and never writes them to the
user's file. Every shipped preset is a look (`Reach::Named`), so applying
one keeps the corrections a photograph already has.
A name links a photographer's copy to a shipped preset. Saving over a
shipped name makes their version the one that name applies; it is listed
in the shipped section, marked as changed, and deleting it reverts to the
shipped one. Renaming it makes it one of their own and the shipped preset
reappears. Keyed on the name because that is what the photographer sees
and chooses by.
Copies an older first run seeded are forgotten on load where they are
still exactly as seeded — otherwise all six would list as changed and
stay frozen at their old values. A tuned one is kept and now overrides.
The sheet lists "Yours" first, then each shipped section, with headings.
Shipped rows apply and nothing else; a changed row offers Revert where
the photographer's own offer Delete. A dr-ui test checks every shipped
film names a stock this build can bake, on that stock's own paper,
because dr-pipeline does not link the profile database.
The film presets name stocks by id; the measurements behind them are
spektrafilm's (CC BY-SA 4.0), attributed in each file as in dr-film.
A preset could not choose a film stock. The stock is a choice of material
rather than a parameter, so `Preset` — a map of `op.param = value` — had
nowhere to hold it, and "Portra 400, printed" could not be saved, copied
or shipped as a look. Worse, the film node's own sliders *were*
parameters: a paste moved one stock's exposure and push onto whatever
stock the target was on, and left the target's tables baked from the
values it had just replaced.
A preset now carries a `FilmRef` beside its parameters. It travels under
whichever scope carries the film node, so the stock and its sliders are
never split, and by the replacement rule every other parameter follows:
applied at that scope, a preset without a film develops the target
without one. `Preset::apply` returns the `FilmRebake` it owes, as
`EditGraph::set_state` already did, because this crate cannot bake a
stock; the develop session pays it before recording the step, and the
batch paste writes the stock into each sidecar through `film_for`. The
library file spells it `film =` / `film_print =`, as a sidecar does, and
an older build keeps those lines as ones it does not understand.
`EditState` keeps the film in its own field only: the parameters it
captures leave it out, so one edit has one place to say which stock it
is on.
Second, a preset now has a reach. Replacement is right for a copy of a
whole edit — "make these match" — and wrong for a look: a stock-only
"Portra 400" applied that way would put the photograph's exposure, white
balance and noise reduction back to default. `Reach::Named` replaces only
the operations a preset names (whole operations, so a look that sets the
blacks resets the whites beside them) and the film only if it names one.
Saved edits and the clipboard keep `Reach::Whole`; the line `reach =
named` is written only for the other, so existing libraries write the
same bytes.
Capture sharpening at a scale too coarse to draw its radius emits one pass
with an empty body (`nothing_to_sharpen`), so that a chain still ends in
something that performs the output transform. At fit on any modern sensor
that is most of the time. When another neighbourhood operation follows it
- dehaze, clarity, texture - the pass is not last and does nothing: it
reads the rgba16float intermediate and writes the same texels to the other
one. It still cost a full render-sized read and write every frame:
scene before after
sharpen+clarity 2560x1600 fit 18.66 ms 14.16 ms
sharpen+clarity 3840x2160 fit 37.93 ms 27.88 ms
every operation 2560x1600 fit 71.80 ms 67.24 ms
clarity alone 2560x1600 fit 14.23 ms 14.20 ms (control)
sharpen+clarity 2560x1600 1:1 23.01 ms 22.97 ms (control: resolves)
(Laptop RTX 3050 held at 420/810 MHz by its power cap, synthetic 60 MP
source, median of five alternated runs of forty frames each.)
`compose_detail_with` now drops such a pass where dropping it is exact:
not the last pass, whose output transform would otherwise move onto the
previous pass's f32 result and round differently; and not a pass right
after a reduced one, because a full-resolution pass is what closes the
reduced chain for the operation after it. `DetailPass::is_identity` says
what "changes nothing" means: full size, nothing bound at binding 3, and a
body with no code in it.
The rgba8 output is bit-identical: every scene above hashed the same
before and after, and the sharpen+clarity frame hashes the same as clarity
on its own, which is the claim in one line. A new dr-pipeline test pins
the three cases - dropped ahead of another operation, kept when last, kept
when alone.
At fit, every output pixel of the fused pass loads one texel from a source
three or four times its width, on a stride. The memory system fetches the
texels it skips along with the one it wanted, so on a 60 MP rgba16float
source that gather was most of what the fused pass cost: 10.6 ms of a
2560x1600 frame against 3.8 ms for the same shader reading a contiguous
window (the 1:1 view). At 3840x2160 it was 21.1 ms. Those are the laptop
RTX 3050 with its clocks held at 420/810 MHz by the power cap; unthrottled
the same frames were about 2.0 and 3.2 ms, and the gather is the same
share of them.
Which texel an output pixel reads depends only on the framing prologue,
the framing and warp uniforms, the source and the render size. None of
those move during a slider drag, so the gather is the same work every
frame. The fused shader now takes a render-sized rgba16float cache of it
(bindings 6 and 7, declared in every generated shader like the masks) and
a pair of uniform flags: write what was gathered, or read it back at the
pixel's own coordinate. AdjustPass keeps the cache and decides per
dispatch. The composer supplies `ComposedShader::sample_key`, a hash of
the prologue and those uniforms, and AdjustPass adds the image and the
size; an image gets a process-unique id for this rather than being held
alive by the key.
The picture is bit-for-bit the same. The source is rgba16float and so is
the cache, so the stored texel is the texel, and only the path that reads
a texel whole takes part: an interpolated sample (straightening, lens
warps, CA) is a blend that f16 could not hold exactly, so the composer
gives it no key and it reads directly as before.
The cache is written on the second frame with a given key, not the first:
a crop or zoom drag changes the key every frame, and writing then would
add a render-sized write to exactly the gestures that can afford it least.
It is kept only up to 3840x2400, so an export never parks a full-frame
copy on the device, and `release_caches` drops it.
Measured with a scratch probe rendering the synthetic 60 MP frame from
examples/frame_budget.rs, forty frames per run after six warm-up, five
runs of each binary alternated, median of the per-run p50 (GPU idle apart
from the power cap):
scene before after
neutral 2560x1600 fit 10.62 ms 3.88 ms
exposure 2560x1600 fit 10.83 ms 3.87 ms
nr chroma 2560x1600 fit 19.84 ms 12.69 ms
neutral 3840x2160 fit 21.05 ms 7.11 ms
exposure 3840x2160 fit 21.08 ms 6.94 ms
clarity 3840x2160 fit 42.20 ms 27.88 ms
neutral 2560x1600 1:1 3.83 ms 3.84 ms (control: nothing to gain)
The rgba8 output of every scene hashed identically before and after, in
isolated runs and across all 38 scene/size/view combinations of the
probe. New tests walk a pass through direct, write and read frames, a
slider move, a neighbourhood operation and a framing change, and compare
every frame with a fresh pass that can only have read directly.
There was no perspective transform anywhere in the pipeline: framing
offered a ±45° straighten, quarter turns and flips, and a building shot
looking up kept its leaning walls.
Framing gains a vertical and a horizontal keystone (-100..100). They are
parameters of framing rather than a new stage, so they carry its Compose
attribute, persist in the sidecar under framing, and are withheld from a
default paste exactly as the crop is. In the prologue the keystone runs
after the crop and the straightening and before the stored orientation
and the lens warp, so "vertical" is the photograph's displayed height and
the lens still sees its whole frame.
The map takes the output frame onto a trapezoid inside the source, built
as a homography from four corners and uploaded as three columns in the
framing uniform block (which grows from two vec4s to five). A keystone on
its own therefore never exposes an empty corner and leaves any crop valid.
Combined with a straightening angle the empty area is a pulled-back
quadrilateral the closed-form inscribed rectangle cannot describe, so
max_inscribed_crop searches for the largest centred rectangle whose
corners all have a source pixel behind them. source_at and output_at
apply the same map, so masks, gradients and spot handles follow it.
A rating and a flag are written to DarkRoom's sidecar as well as the
catalog, because the catalog is a disposable index and the sidecar is
how a judgement reaches the photographer's other devices. A label had no
place there, so once labels could be set, one would have lived only in
the catalog of the device it was set on and gone with it.
The sidecar version now carries `label` (0 none, 1-5 as the catalog
codes it), written only when set. It merges under the rating's rule, so a
device that never labelled a frame cannot clear another device's label,
and a code this build does not know reads as none rather than as some
other colour. A judgement write carries the catalog's label with the
stars, and the scan takes a sidecar's label into the catalog when it has
one. An older build keeps the line as an unknown key and writes it back.
Mask geometry is stored in source coordinates, so re-cropping tighter
never destroys a layer. It makes it invisible: the layer stays in the
panel and the sidecar, its adjustment lands on pixels nobody will see,
and nothing says so. The spec had no clause for this; FR-DEV-17 now
states it, under the ID issue #10 reserved.
dr_pipeline::orphan samples each layer's mask on a 64x64 lattice over
the source, with the gradient, radial, brush and model-raster geometry
the mask shader uses, folds the parts by their joins and inversions, and
maps the samples through the framing to see how much of the coverage
the crop keeps. `hidden_by_crop` reports the layers whose share fell
below a tenth, and only those the change newly hid, so an already
stranded layer is not announced again on every later adjustment.
Ranges follow the picture and region selections need a label map this
crate does not hold, so a layer that adds either is never reported: a
false alarm on the common path would teach the notice to be dismissed
unread.
A layer's parts could be added to the mask or taken out of it, and nothing
else. The selections that need composing most are the ones that are
neither: the sky that is also bright, the subject that is also skin. With
union and subtract alone, "this and that" had to be spelled as "this minus
everything that is not that", which needs a second part that selects the
complement and rarely exists.
Join gains Intersect, stored as "intersect" in the part block of a sidecar.
It is the product of the two coverages, dst * src, which is one more
fixed-function blend state beside union's max and subtract's
dst * (1 - src) (mask-editing.md 5.2): the same scratch texture, the same
three vertices, no shader arithmetic. The product equals the minimum
wherever either side is fully in or out, and is the softer reading where
two soft edges overlap. Join::apply spells the three operations on the CPU
so the GPU tests can be held to one definition.
A layer that intersects with a part covering nothing now reports that it
covers nothing, so it is not rasterised as an empty slice. Old sidecars
never contain the word, so they read as before; a build from before this
reads "intersect" as a union, the existing unknown-join fallback, which
keeps the part visible rather than dropping it. Join::ALL keeps union and
subtract at indices 0 and 1 so a stored panel index still means the same
join.
docs/ had 26 developer documents flat beside the manual, and the two
audiences are very differently sized: most readers want the manual and
the gesture reference, a few want the register, the designs and the
measurements. The manual and gestures.md stay at the top; everything for
someone changing the code moves to docs/dev/, and the two documents that
name their own successors — the v0.1 milestone and the UI-refinement plan
— go to docs/dev/archive/ rather than being deleted, since both are still
cited. docs/README.md is the index, users first.
Every reference follows: code comments, Cargo manifests, the workflows,
the pre-commit hook, the bench and traceability tools (which locate the
repo root by docs/dev/requirements.md now), packaging, the Docker READMEs,
CLAUDE.md, CONTRIBUTING.md and the README. The matrix links one level
deeper and is regenerated. Links out of the moved documents into the tree
gain a level; a link checker over every Markdown file finds none broken.
The probe's comment said a 192px render "averages a small neighbourhood
into each of its pixels". It does not: the composed shader fetches the
source at one position per output pixel - nearest for an unrotated
frame, four photosites blended otherwise - so the probe was a point
sample of a noisy sensor, and two painted-white air conditioners on the
same wall answered +37 and -50.
The tap is now narrowed to the patch of the canvas around the click, a
couple of percent of its width and square on screen, and rendered at
64x64 with interpolation forced on, which puts a sample on every sensor
pixel under it at any ordinary zoom. The samples are averaged, with the
void and clipped ones left out rather than allowed to pull the mean, and
fewer than half surviving is refused. compose_camera_probe takes the
patch; the merge's compose_camera_linear keeps its nearest sampling. The
readback shrinks from six megabytes to sixty-four kilobytes.
A frame of alternating warm and cool columns, averaging neutral, moves
the controls by at most two units; a point sample swung them to sixty.
Sampling the overcast sky on a Canon 6D frame set tint to -100 and
temperature to -15 for a patch the canvas showed as pure white. A clipped
photosite is sensor white, not a colour: every channel stopped counting,
so what the tap hands back is the as-shot multipliers themselves, which
are strongly magenta, and the solver dutifully drove green to its stop.
The display shader already fades such a pixel to a neutral of the same
brightness before any operation runs, so the picker was balancing against
something the photographer could not see.
The probe now refuses a sample with any channel at or above the onset the
shader fades from, the way the solver already refuses black. The threshold
is one constant, CLIP_ONSET, formatted into the shader and read by the
probe, so the two cannot drift apart.