//! Neighbourhood operations — the ones that must read a pixel they are not //! writing. //! //! # Why this exists at all //! //! Every operation in [`crate::operation`] contributes a fragment taking a //! `vec3` and returning one. That contract is what makes the fused //! dispatch possible, and it is also an absolute wall: a fragment is handed a //! colour, not a coordinate, so it cannot look left. Sharpening, noise //! reduction, clarity, texture, dehaze and spot removal are all defined by //! what the *neighbours* are doing, and none of them can be written as a point //! function of `c` at any price. //! //! FR-DEV-3 asks for all six and FR-DEV-8 for spot removal. So the fused pass //! is not the whole pipeline; it is the *point-operation* stage of it, and //! this module is the stage that follows. //! //! # Where it sits, and why there //! //! ```text //! demosaiced source (camera space, full sensor resolution) //! | //! | <- framing prologue: output pixel -> source position //! v //! +------------------------------------------+ //! | the fused point-operation pass | one dispatch //! | white balance, exposure, tone, colour | //! | the mask layers | //! | camera RGB -> linear sRGB | //! +------------------------------------------+ //! | rgba16float, linear, **unclipped**, at render resolution //! v //! +------------------------------------------+ //! | the detail stage - this module | one dispatch per pass //! | sharpen, NR, clarity, texture, spots | //! +------------------------------------------+ //! | the last pass applies the output transform //! v //! rgba8unorm display or export texture //! ``` //! //! Four things about that position are decisions rather than convenience, and //! each of them could defensibly have gone the other way. //! //! **After tone, not before.** Sharpening before a tone curve and sharpening //! after it are different pictures, not the same picture computed two ways: an //! S-curve steepens the mid-tones, so a halo introduced before it is amplified //! by whatever slope the curve happens to have at that luminance, and the //! amount that looked right stops looking right the moment the curve moves. //! After the curve, the amount the user chose is the amount they see, and it //! survives every later change to tone. This is also what ARCH §5.2 draws: //! texture, clarity, spot removal and sharpen/NR sit below the tone curve and //! the colour mixer. //! //! **In linear light, after the camera matrix.** The fused pass works in //! *camera* space, because white balance and exposure are physically //! meaningful there and nowhere else. A detail pass is the opposite case: it //! wants a luminance, and camera RGB has no luminance — the three channels are //! whatever the CFA's dyes passed, and weighting them 0.2126/0.7152/0.0722 //! would be numerology. So the split is taken *after* the `cam_to_srgb` //! multiply, where the working space is linear sRGB and a luminance is a //! luminance. //! //! **Before the output transform, and before the clip.** FR-DEV-2 allows //! exactly one quantisation, at the display or export stage. A detail pass //! reading an 8-bit display-encoded texture and writing another one would //! quantise twice and do its arithmetic in a space where a difference of one //! code value means different things at different brightnesses — which is how //! sharpening ends up with visible banding in a sky. The intermediate is //! therefore `rgba16float` and holds linear values that have **not** been //! clamped to `0..=1`: a recovered highlight is still above one at this point, //! and clipping it before the sharpener sees it would put a hard edge exactly //! where the sharpener is most visible. The last detail pass performs the //! primaries conversion, the clip and the encode, so the single quantisation //! stays single. //! //! **After framing, at render resolution.** The alternative — running detail //! on the demosaiced source before the framing prologue — is superficially //! attractive, because a radius in sensor pixels would then mean exactly what //! it says. It is unaffordable: the source is the full sensor, so a detail //! pass there costs 24 MP of work for a 2 MP preview and FR-DSP-1 stops being //! true. Running at render resolution instead makes the cost proportional to //! what is on screen, and pushes the whole difficulty into one place — the //! scale — which [`RenderScale`] exists to make explicit rather than implicit. //! //! # What this stage deliberately cannot do //! //! **There is no per-mask detail.** A mask layer's chain is fused into the //! point-operation pass; the detail stage runs once, afterwards, over the //! whole frame. Local sharpening is therefore not expressible here, and //! [`crate::mask::MaskLayer::active_ops`] filters detail operations out rather //! than emitting a block that would silently do nothing. Making it possible //! means giving a detail pass the mask array and a layer index, which is a //! change to this module's shader preamble and not to its shape — but it is //! not done, and a caller should not assume it. //! //! # Adding a neighbourhood operation //! //! Declare it in `ops/.yaml` with `rust:`, exactly as the tone curve does //! — the schema in `ops/README.md` describes a point function, and stretching //! it to cover kernels would be a worse language than Rust aimed at one //! caller. Then implement [`crate::Operation`] as usual for the parameters, //! descriptor and sidecar, and additionally: //! //! ```ignore //! impl Operation for Sharpen { //! fn affects(&self) -> Affects { Affects::Detail } //! fn detail(&self) -> Option<&dyn DetailStage> { Some(self) } //! fn wgsl_body(&self) -> String { String::new() } // never called //! // ... descriptor, set_param, param, is_active exactly as usual //! } //! //! impl DetailStage for Sharpen { //! fn passes(&self, scale: RenderScale) -> Vec { /* ... */ } //! } //! ``` //! //! Everything else arrives unchanged and for free: the develop panel builds //! its controls from the descriptor, the sidecar persists the parameters, the //! history and the presets carry them, and an operation at its defaults //! contributes no pass at all. use std::fmt::Write as _; use dr_types::ColourSpace; use crate::operation::{Helper, Operation, Uniform}; /// Floats the generated detail uniform block always carries, before an /// operation's own. /// /// One `vec4`, which is also the smallest a WGSL uniform struct can be and /// stay aligned. See [`compose_detail`] for what the lanes hold. pub const DETAIL_BASE_UNIFORM_FIELDS: usize = 4; /// TRACES: FR-DSP-1 /// The relationship between the resolution an edit is being **rendered** at /// and the resolution it will eventually be **exported** at. /// /// # The problem this type is the answer to /// /// A point operation is scale-free. Exposure is a multiply, and multiplying by /// two is multiplying by two whether the frame is 2 000 pixels wide or 24 000. /// Every operation in the fused pass has this property, which is why nothing /// in the pipeline has needed to know its own resolution until now. /// /// A neighbourhood operation has no such luck. "Sharpen with a radius of one /// pixel" is a statement about a specific grid, and the develop view is not /// rendering on that grid — FR-DSP-1 has it rendering at whatever the viewport /// needs, which for a 60 MP frame in a 2 000 px panel is one render pixel per /// nine source pixels. Tune a radius there, export at full size, and the /// exported file is sharpened at a ninth of the strength the photographer /// chose. That is not a rounding difference; it is a different photograph. /// /// # The rule /// /// **A length is stored normalised and converted here.** Never store pixels in /// an edit. This is not a new idea in this codebase — [`crate::mask`] already /// does it, storing every feather and morphology radius as a fraction of the /// frame's shorter edge and multiplying up in `dr-gpu` at whatever size the /// mask is being rasterised at (see `MaskLayer::feather`, and /// `field_short_edge` in `dr-gpu`'s mask pass). A detail operation follows the /// same rule through [`Self::frame_fraction`] and gets the same guarantee: the /// effect covers the same *proportion* of the picture at every size, so what /// was tuned on screen is what lands in the file. /// /// # Two units, because there are two kinds of length /// /// The mask rule is not quite enough on its own, because detail operations /// split into two families that mean different things by "radius": /// /// - **Compositional** — clarity, texture, dehaze. The radius is a fraction of /// the picture, tens of pixels at any size, and [`Self::frame_fraction`] is /// exactly right. These preview faithfully at any scale. /// /// - **Acutance** — capture sharpening, luminance noise reduction. The radius /// is a property of the *sensor*: it is about the lens's circle of confusion /// and the demosaic's interpolation, both measured in source pixels and /// neither of which cares how large the viewport is. /// [`Self::source_pixels`] converts one of those into render pixels. /// /// # The honest limit /// /// For the second family the conversion runs out. At a one-ninth proxy a /// 1.0-source-pixel radius is 0.11 render pixels, and there is no kernel that /// represents a ninth of a pixel — the information the sharpener would act on /// was thrown away by the downscale before the pass ever ran. No arrangement /// of this stage recovers it, which is why every editor that has shipped tells /// the photographer to judge sharpening at 1:1, and why Lightroom's detail /// panel contains a 1:1 loupe rather than a scaled preview. /// /// [`Self::resolves`] reports that condition instead of hiding it, so an /// operation can fade itself out and an interface can say "zoom to 100% to /// judge this" — which is the truth, and better than a preview that lies. /// Zooming is enough: the framing's view rect shrinks while the render target /// keeps its size, so [`Self::ratio`] climbs back to 1.0 at 1:1 and the /// preview becomes exact, with no separate full-resolution path to maintain. #[derive(Debug, Clone, Copy, PartialEq)] pub struct RenderScale { render: (u32, u32), full: (u32, u32), } impl RenderScale { /// `render` is the size being rendered now; `full` is the size the same /// framed region would have at source resolution. /// /// Both describe *the region being looked at*, not the whole photograph — /// so a crop and a zoom are already accounted for by the time they arrive. /// [`crate::EditGraph::render_scale`] works both out from the framing, and /// is what a caller should normally use. pub fn new(render: (u32, u32), full: (u32, u32)) -> Self { Self { render: (render.0.max(1), render.1.max(1)), full: (full.0.max(1), full.1.max(1)), } } /// A scale that is already at source resolution — an export, or a 1:1 /// view. [`Self::ratio`] is 1.0 and nothing is approximated. pub fn full(render: (u32, u32)) -> Self { Self::new(render, render) } pub fn render_size(&self) -> (u32, u32) { self.render } pub fn full_size(&self) -> (u32, u32) { self.full } /// Render pixels per source pixel. 1.0 at export, below 1.0 on a proxy. /// /// Averaged over the two axes rather than taken from one. They agree to /// within a pixel by construction — both sizes describe the same rectangle /// — but each is separately rounded to an integer, and taking the mean /// stops a narrow viewport disagreeing with itself. pub fn ratio(&self) -> f32 { let x = self.render.0 as f32 / self.full.0 as f32; let y = self.render.1 as f32 / self.full.1 as f32; (x + y) * 0.5 } /// Whether this render is smaller than the file it stands for. pub fn is_proxy(&self) -> bool { self.ratio() < 0.999 } /// A length stated in **source pixels**, in render pixels. /// /// For the acutance family — sharpening, luminance NR — whose radius is a /// property of the sensor rather than of the composition. pub fn source_pixels(&self, radius: f32) -> f32 { radius * self.ratio() } /// A length stated as a **fraction of the frame's shorter edge**, in /// render pixels. /// /// For the compositional family — clarity, texture, dehaze — and the same /// unit `dr-gpu`'s mask rasteriser already converts feathers in. An edit /// stored this way is resolution-independent by construction. pub fn frame_fraction(&self, fraction: f32) -> f32 { fraction * self.render.0.min(self.render.1) as f32 } /// Whether a radius stated in source pixels survives this render. /// /// False means the effect is smaller than a pixel here and whatever is /// drawn is a guess. Report it; do not paper over it — see the type's /// documentation for why there is nothing better to do. pub fn resolves(&self, radius_in_source_pixels: f32) -> bool { self.source_pixels(radius_in_source_pixels) >= 1.0 } } /// One dispatch of a neighbourhood operation. /// /// An operation returns as many of these as it needs. A separable Gaussian is /// two — horizontal then vertical — and gets the ping-pong between them for /// free; an unsharp mask wanting its blur held alongside the original would be /// more, and is the case this shape exists to leave room for. #[derive(Debug, Clone, PartialEq)] pub struct DetailPass { /// A short name, used to label the GPU pass and to make a shader /// compilation failure say which of an operation's passes broke. pub label: &'static str, /// The furthest this pass reads from the pixel it writes, in **render** /// pixels. /// /// Declared rather than inferred from the WGSL, because nothing can infer /// it from the WGSL: the offsets are computed at runtime from uniforms. /// It is the halo a tile has to be grown by before this pass can be /// computed tile-wise (ARCH §5.3), and it is the reason a detail operation /// is not simply "some more shader code" — the scheduler has to know how /// far the dependency reaches before it can schedule anything at all. /// /// An understated radius shows as a seam at every tile boundary, which is /// the kind of artefact that looks like a driver bug. State it honestly. pub radius: u32, /// The WGSL body. /// /// Reads and writes `c`, a `vec3` of **linear sRGB**, pre-loaded with /// this pixel's own value. Also in scope: /// /// - `coord: vec2` — this pixel. /// - `tap(coord, offset) -> vec3` — a neighbour, clamped to the edge /// of the image, which is what makes a kernel at the border average the /// pixels that exist rather than fade into black. /// - `render_dims: vec2` and `render_scale: f32` — the size being /// rendered and [`RenderScale::ratio`], for the rare pass that needs /// them in the shader. Prefer computing lengths on the CPU in /// [`DetailStage::passes`], where the units are named methods rather /// than an untyped float. /// - `aux: f32` and `tap_aux(coord, offset) -> f32` — **one scalar per /// pixel that survives to the next pass**, pre-loaded with what the /// previous pass left there and written back out unless the body /// assigns it. /// /// # Why `aux` exists /// /// The ping-pong hands each pass exactly one texture: what the pass before /// it wrote. That is enough for a chain of filters — a separable blur is /// two of them — and it is *not* enough for an unsharp mask, which is the /// shape of sharpening, clarity, texture and dehaze alike. An unsharp mask /// needs the blur **and** the original in the same place at the same time, /// and once the first pass has written its blur the original is gone. /// /// Three channels cannot carry both. Even restricted to the case where the /// operation only moves luminance — so the colour is a luminance and two /// chromaticity degrees of freedom — the combining pass needs four /// numbers: the original luminance, two of chromaticity, and the blurred /// luminance. Four does not fit in three, and no encoding makes it fit. /// /// The intermediate is `rgba16float` and its alpha was being written as a /// constant `1.0` and read by nobody, so the fourth number goes there. A /// blur pass leaves `c` alone and puts its result in `aux`; the pass after /// it therefore receives the untouched original *and* the blur, and can /// subtract one from the other. An operation with no use for the lane says /// nothing and hands on what it was given. /// /// The last pass in the chain writes the display texture, whose alpha is /// opacity rather than scratch space, so `aux` is readable there and not /// written. That is exactly the right way round: the combining pass is the /// one that reads it. /// /// Uniforms are addressed by the bare names declared in [`Self::uniforms`], /// exactly as a fused fragment addresses its own; the composer rewrites /// them to their prefixed struct fields. /// /// **Values are not clipped.** A recovered highlight arrives above 1.0 and /// an out-of-gamut colour can arrive below 0.0. That is deliberate — see /// the module documentation — and a kernel that assumes `0..=1` will /// produce dark rings around specular highlights. pub wgsl: String, /// Uniform values this pass's body reads. pub uniforms: Vec, } /// TRACES: FR-DEV-3 | FR-DEV-8 /// An operation that reads pixels other than the one it is writing. /// /// Implemented *alongside* [`Operation`], never instead of it: the parameters, /// the descriptor, the panel controls and the sidecar all come from the /// `Operation` half, and only the execution differs. An operation that /// implements this must also return [`crate::Affects::Detail`] from /// `affects()` and `Some(self)` from `Operation::detail()` — the three are /// checked against each other by a test in [`crate::operation`], because an /// operation that forgot one of them would be dropped from both stages and /// simply not happen, with no error anywhere. pub trait DetailStage: Send + Sync { /// The passes to run, in order, at this resolution. /// /// Called per render, so the operation sees the scale it is actually being /// asked to draw at and converts its own lengths here — in Rust, where /// [`RenderScale`]'s two conversions are named after the two units, rather /// than in WGSL where both would be a bare `f32`. /// /// Returning an empty vector means "nothing to do at this scale", which is /// the honest answer for an acutance operation on a heavy proxy. It is /// **not** how an operation says it is neutral: that is `is_active()`, and /// an inactive operation is never asked. fn passes(&self, scale: RenderScale) -> Vec; } /// One compile-ready detail pass: complete WGSL and the uniform block for it. #[derive(Debug, Clone, PartialEq)] pub struct ComposedDetailPass { /// `/`, for GPU labels and error messages. pub label: String, /// Complete, compilable WGSL. pub source: String, /// Uniform values in the order the generated struct declares them. pub uniforms: Vec, /// See [`DetailPass::radius`]. pub radius: u32, /// Whether this pass writes the display/export texture rather than another /// linear intermediate. /// /// True for exactly the last pass in the chain, which carries the output /// transform — the primaries conversion, the clip and the encode that the /// fused pass performs when there is no detail stage at all. Folding them /// into the last pass rather than adding a resolve dispatch keeps the cost /// of the stage at one dispatch per pass, not one plus one. pub writes_output: bool, /// Identifies this pass's *structure*, for the pipeline cache. Covers the /// generated source, not the uniform values — so moving a slider uploads a /// buffer and reuses the compiled pipeline, exactly as the fused pass does. pub structure_hash: u64, } /// The detail stage of one edit, at one resolution. #[derive(Debug, Clone, Default, PartialEq)] pub struct ComposedDetail { pub passes: Vec, } impl ComposedDetail { /// Whether the edit has no detail stage — the common case, and the one /// that must cost nothing. pub fn is_empty(&self) -> bool { self.passes.is_empty() } pub fn len(&self) -> usize { self.passes.len() } /// The widest halo any pass needs, in render pixels (ARCH §5.3). pub fn radius(&self) -> u32 { self.passes.iter().map(|p| p.radius).max().unwrap_or(0) } } /// TRACES: FR-DEV-3 | FR-DSP-1 /// Generate the detail stage for a set of operations at one resolution. /// /// Operations that declare no [`DetailStage`], or that are at their neutral /// settings, contribute nothing — the same rule the fused composer follows, so /// an edit with no sharpening produces an empty chain and `dr-gpu` runs the /// single dispatch it always did. /// /// `output` is the space the **last** pass encodes into, and it is a parameter /// for the same reason it is a parameter to [`crate::compose_with_framing`]: a /// screen render and a Display P3 export are the same edit and different /// shaders, and neither is more authoritative than the other. /// /// # The generated uniform block /// /// A fixed `vec4` first, then the pass's own scalars, prefixed with the /// operation id so that a pass never has to know what else is in the block. /// The lanes of the leading `vec4` are, in order: render width, render height, /// [`RenderScale::ratio`], and the pass's index within its operation. The /// first three reach the body as `render_dims` and `render_scale`; the fourth /// is there because a two-pass operation emitting one body for both directions /// is a reasonable thing to want, and would otherwise need a uniform of its /// own purely to say which half it is in. pub fn compose_detail( ops: &[Box], scale: RenderScale, output: ColourSpace, ) -> ComposedDetail { // Every pass of every active detail operation, flattened, carrying the // operation it came from for the uniform prefix and the helper set. let mut planned: Vec<(&'static str, &'static [Helper], DetailPass, usize)> = Vec::new(); for op in ops { if !op.is_active() { continue; } let Some(stage) = op.detail() else { continue; }; let id = op.descriptor().id.0; for (index, pass) in stage.passes(scale).into_iter().enumerate() { planned.push((id, op.helpers(), pass, index)); } } // An active detail operation that emitted nothing at this scale. // // Legal, and the honest answer for an acutance operation on a heavy proxy // — a one-source-pixel radius is a third of a render pixel there and no // kernel represents a third of a pixel (see [`RenderScale`]). But it opens // a hole between the two halves of the composition: [`compose_full`] // decides to hand on linear working values from the *operations*, which it // must, having no scale to consult, so the fused pass has already stopped // short of the output transform. Returning an empty chain here would leave // that transform undone and bind an `rgba16float` shader to an // `rgba8unorm` target, which surfaces as a wgpu validation failure a long // way from the cause. // // So the chain is never empty when the fused pass is expecting one: a // single pass with no body, which reads the intermediate and performs the // output transform the fused pass skipped. One dispatch, in the uncommon // case where a photographer has a kernel switched on at a scale that // cannot draw it — against the alternative of the preview failing outright // or `compose_full` growing a resolution argument it has no other use for. if planned.is_empty() && ops.iter().any(|o| o.is_active() && o.detail().is_some()) { return ComposedDetail { passes: vec![compose_one( RESOLVE_ID, &[], &DetailPass { label: "resolve", radius: 0, wgsl: String::new(), uniforms: Vec::new(), }, 0, scale, output, true, )], }; } let last = planned.len().saturating_sub(1); let passes = planned .into_iter() .enumerate() .map(|(position, (id, helpers, pass, index))| { compose_one(id, helpers, &pass, index, scale, output, position == last) }) .collect(); ComposedDetail { passes } } /// The operation id the resolve pass is labelled with. /// /// Not an operation: no `ops/*.yaml` declares it and nothing in the chain /// answers to it. It exists so the generated label reads `detail/resolve` /// rather than borrowing the id of whichever operation happened to fall /// through, which would send a reader looking for a bug in that operation. const RESOLVE_ID: &str = "detail"; #[allow(clippy::too_many_arguments)] fn compose_one( id: &str, helpers: &[Helper], pass: &DetailPass, index: usize, scale: RenderScale, output: ColourSpace, writes_output: bool, ) -> ComposedDetailPass { let prefix = format!("{}_{index}", crate::operation::sanitise(id)); let mut uniform_fields = String::from( " // x, y: the size being rendered. z: render pixels per source\n\ \x20 // pixel — 1.0 at export, less on a proxy (FR-DSP-1). w: which\n\ \x20 // pass of this operation this is.\n\ \x20 detail_base: vec4,\n", ); let (rw, rh) = scale.render_size(); let mut uniform_values = vec![rw as f32, rh as f32, scale.ratio(), index as f32]; debug_assert_eq!(uniform_values.len(), DETAIL_BASE_UNIFORM_FIELDS); if !pass.uniforms.is_empty() { let _ = writeln!(uniform_fields, " // {id}/{}", pass.label); } for u in &pass.uniforms { let _ = writeln!(uniform_fields, " {prefix}_{}: f32,", u.name); uniform_values.push(u.value); } // A uniform struct whose size is not a multiple of 16 is rejected by the // WGSL uniform address space rules — the same padding the fused composer // applies, for the same reason. let pad = (4 - (uniform_values.len() % 4)) % 4; for i in 0..pad { let _ = writeln!(uniform_fields, " _pad{i}: f32,"); uniform_values.push(0.0); } let mut body = pass.wgsl.clone(); for u in &pass.uniforms { body = crate::operation::rewrite_uniform(&body, u.name, &format!("u.{prefix}_{}", u.name)); } let mut helper_src = String::new(); let mut seen: Vec<&str> = Vec::new(); for h in helpers { if seen.contains(&h.name) { continue; } seen.push(h.name); let _ = writeln!(helper_src, "{}\n", h.source.trim_end()); } // The storage format and the tail are the *only* difference between an // intermediate pass and the final one. Everything above — the taps, the // uniforms, the body — is identical, which is what lets an operation write // one kernel without knowing whether it happens to be last in the chain. let (store_format, tail) = if writes_output { ( "rgba8unorm", format!( "{} // Clip to the output gamut and encode. The one quantisation\n\ \x20 // the pipeline performs (FR-DEV-2), and it is here rather than\n\ \x20 // in the fused pass because this is now the last thing to run.\n\ \x20 c = clamp(c, vec3(0.0), vec3(1.0));\n\ \x20 textureStore(output, coord, vec4(encode_output(c), 1.0));", crate::operation::primaries_conversion(output) ), ) } else { ( "rgba16float", " // Another linear intermediate: no clip and no encode, because\n\ \x20 // the pass after this one still has to read real values.\n\ \x20 //\n\ \x20 // `aux` rides in alpha. A pass that never touches it hands on\n\ \x20 // whatever it was given, so the lane costs an operation that\n\ \x20 // does not want it exactly one copy of a value it already read.\n\ \x20 textureStore(output, coord, vec4(c, aux));" .to_string(), ) }; let encode_fn = if writes_output { crate::operation::encode_output_fn(output) } else { String::new() }; let label = format!("{id}/{}", pass.label); let indented = body .lines() .map(|l| format!(" {l}")) .collect::>() .join("\n"); let source = format!( "// GENERATED — do not edit. // // Detail pass `{label}` — a neighbourhood operation, which is why it is a // dispatch of its own rather than a block in the fused shader: it reads pixels // it is not writing, and the fused contract hands a fragment a colour with no // way back to a coordinate. // // In: linear sRGB, scene-referred, **unclipped**, at render resolution. // Out: {} struct Params {{ {uniform_fields}}} @group(0) @binding(0) var source: texture_2d; @group(0) @binding(1) var u: Params; @group(0) @binding(2) var output: texture_storage_2d<{store_format}, write>; // A neighbour, clamped to the edge of the image. // // Clamped rather than zero-filled: a kernel straddling the border must average // the pixels that exist. Returning zero there darkens every edge by a band the // width of the radius, which reads as a vignette nobody asked for and is the // classic way a first convolution goes wrong. fn tap(coord: vec2, offset: vec2) -> vec3 {{ let last = vec2(textureDimensions(source)) - vec2(1); return textureLoad(source, clamp(coord + offset, vec2(0), last), 0).rgb; }} // The same neighbour's scratch lane — see `aux` in the body below. fn tap_aux(coord: vec2, offset: vec2) -> f32 {{ let last = vec2(textureDimensions(source)) - vec2(1); return textureLoad(source, clamp(coord + offset, vec2(0), last), 0).a; }} {helper_src}{encode_fn} @compute @workgroup_size(8, 8, 1) fn main(@builtin(global_invocation_id) gid: vec3) {{ let dims = textureDimensions(output); if (gid.x >= dims.x || gid.y >= dims.y) {{ return; }} let coord = vec2(gid.xy); // What this render is, relative to the export it has to match. let render_dims = u.detail_base.xy; let render_scale = u.detail_base.z; var c = tap(coord, vec2(0)); // One scalar per pixel that survives the hand-off from one pass to the // next, alongside the colour. See `DetailPass::wgsl` for what it is for // and why three channels were not enough. var aux = tap_aux(coord, vec2(0)); {{ {indented} }} {tail} }} ", if writes_output { "display-encoded, in the output space." } else { "linear sRGB, for the next pass." }, ); let structure_hash = crate::operation::hash_source(&source); ComposedDetailPass { label, source, uniforms: uniform_values, radius: pass.radius, writes_output, structure_hash, } } // Compiled for this crate's own tests as well as for the feature, so that // `cargo test -p dr-pipeline` exercises the seam whether or not anybody // downstream remembered to turn the feature on. A test that quietly does not // exist is worse than no test, because the absence looks like a pass. #[cfg(any(test, feature = "detail-probe"))] pub mod probe; #[cfg(test)] mod tests { use super::*; #[test] fn a_full_render_approximates_nothing() { let s = RenderScale::full((2000, 1300)); assert!(!s.is_proxy()); assert!((s.ratio() - 1.0).abs() < 1e-6); // A one-pixel sharpening radius is one pixel at export, always. assert!((s.source_pixels(1.0) - 1.0).abs() < 1e-6); assert!(s.resolves(1.0)); } #[test] fn a_proxy_shrinks_a_source_length_and_says_so() { // A 6000px frame in a 1500px panel: four source pixels per render // pixel, so a 1px capture-sharpening radius is a quarter of a render // pixel and cannot be drawn. This is the case the whole type exists // for, and the answer has to be "no", not a plausible-looking number. let s = RenderScale::new((1500, 1000), (6000, 4000)); assert!(s.is_proxy()); assert!((s.ratio() - 0.25).abs() < 1e-6); assert!(!s.resolves(1.0), "a quarter of a pixel is not a kernel"); assert!(s.resolves(4.0), "four source pixels do survive"); } #[test] fn a_frame_fraction_is_the_same_proportion_at_every_size() { // The mask rule, restated as a test: 1% of the shorter edge is 1% of // the shorter edge whether the render is a thumbnail or an export. // This is what makes a clarity radius tuned on screen correct in the // exported file. let proxy = RenderScale::new((2000, 1333), (6000, 4000)); let export = RenderScale::full((6000, 4000)); let as_fraction = |s: &RenderScale| { let (w, h) = s.render_size(); s.frame_fraction(0.01) / w.min(h) as f32 }; assert!((as_fraction(&proxy) - as_fraction(&export)).abs() < 1e-6); // And in absolute terms it really does scale with the render. assert!((proxy.frame_fraction(0.01) - 13.33).abs() < 0.5); assert!((export.frame_fraction(0.01) - 40.0).abs() < 0.5); } #[test] fn zooming_to_one_to_one_makes_the_preview_exact() { // The reason there is no separate full-resolution preview path: the // framing's view rect shrinks while the render target keeps its size, // so the ratio climbs back to 1.0 and a sharpening radius means // exactly what it will mean in the file. let fit = RenderScale::new((2000, 1333), (6000, 4000)); let one_to_one = RenderScale::new((2000, 1333), (2000, 1333)); assert!(!fit.resolves(1.0)); assert!(one_to_one.resolves(1.0)); } use crate::detail::probe::BoxBlur; use crate::operation::{compose_full, OutputMode}; fn with_blur(radius: f32) -> Vec> { let mut ops = crate::ops::chain(); ops.push(Box::new(BoxBlur::with_radius(radius))); ops } fn fused(ops: &[Box]) -> crate::ComposedShader { compose_full( ops, &crate::Framing::new(), dr_types::ColourSpace::Srgb, &crate::mask::MaskStack::new(), ) } #[test] fn a_detail_operation_contributes_nothing_to_the_fused_shader() { // The seam itself: a neighbourhood operation is in the graph, is // active, and yet emits no block in the single dispatch — because it // physically cannot, and asking it for one would produce an empty // block that reads as an operation doing nothing. let shader = fused(&with_blur(0.05)); assert!( !shader.source.contains("---- detail_probe ----"), "a detail operation must not appear as a fused fragment" ); assert!( !shader.source.contains("detail_probe_radius"), "nor should it occupy a slot in the fused uniform block" ); } #[test] fn an_active_detail_operation_makes_the_fused_pass_hand_on_linear_values() { // The other half of the same decision. With no detail stage the fused // pass encodes and quantises, exactly as it always has; with one, it // stops at linear working values and the detail chain finishes the // job. Getting this wrong is not a subtle wrong colour — it is a // storage format that does not match the texture bound to it. let neutral = fused(&with_blur(0.0)); assert_eq!(neutral.output_mode, OutputMode::Encoded); assert!(neutral.source.contains("texture_storage_2d(0.0)"), "nor clip, or the sharpener sees a hard edge at every highlight" ); } #[test] fn a_neutral_detail_operation_costs_the_edit_nothing() { // The rule the whole pipeline is built on, extended to this stage: an // operation at its defaults contributes no code, no uniform and no // dispatch. An unedited photograph must not pay for a sharpener it is // not using. let ops = with_blur(0.0); let composed = compose_detail( &ops, RenderScale::full((512, 512)), dr_types::ColourSpace::Srgb, ); assert!(composed.is_empty()); assert_eq!(fused(&ops).output_mode, OutputMode::Encoded); } #[test] fn a_separable_blur_becomes_two_passes_and_only_the_last_encodes() { // The multi-pass case, which is the one the ping-pong exists for. The // first pass writes a linear intermediate and the second writes the // display texture — so the output transform happens exactly once, at // the end, wherever the end happens to be. let ops = with_blur(0.05); let composed = compose_detail( &ops, RenderScale::full((512, 512)), dr_types::ColourSpace::Srgb, ); assert_eq!(composed.len(), 2); let first = &composed.passes[0]; let last = &composed.passes[1]; assert_eq!(first.label, "detail_probe/horizontal"); assert_eq!(last.label, "detail_probe/vertical"); assert!(!first.writes_output); assert!(first.source.contains("texture_storage_2d = sizes .iter() .map(|&(w, h)| { let scale = RenderScale::full((w, h)); let composed = compose_detail(&ops, scale, dr_types::ColourSpace::Srgb); composed.radius() as f32 / w.min(h) as f32 }) .collect(); for f in &fractions { assert!( (f - 0.04).abs() < 0.005, "the kernel drifted from the declared fraction: {fractions:?}" ); } } #[test] fn an_active_operation_that_draws_nothing_still_finishes_the_render() { // The seam between the two composers, and the one case where they // cannot see each other. `compose_full` decides to hand on linear // working values from the *operations* — it has no resolution to // consult — while this composer converts a radius and can legitimately // decide there is nothing to draw at this size. An empty chain would // then leave the output transform undone: the fused pass writes // `rgba16float` and the frontend binds an `rgba8unorm` target to it. // // A photographer meets this by turning on capture sharpening or // luminance noise reduction while the develop view is fitted to a // large file, which is the normal way to work, so it is not an edge // case that can be left to fail. let ops = with_blur(0.001); let scale = RenderScale::full((400, 400)); assert!(ops.last().expect("the blur").is_active()); assert_eq!( BoxBlur::with_radius(0.001).passes(scale).len(), 0, "the premise: a radius too small to draw emits no pass" ); let composed = compose_detail(&ops, scale, dr_types::ColourSpace::Srgb); assert_eq!(composed.len(), 1, "the chain must not be empty here"); assert_eq!(composed.radius(), 0, "it reads only the pixel it writes"); let resolve = &composed.passes[0]; assert_eq!(resolve.label, "detail/resolve"); assert!(resolve.writes_output); assert!(resolve.source.contains("texture_storage_2d(c, aux));"), "an intermediate must carry the lane to the pass after it" ); // The last pass writes the display texture, whose alpha is opacity and // not scratch space. Readable there, not written — which is the right // way round, because the combining pass is the one that reads it. assert!(composed.passes[1].writes_output); assert!(!composed.passes[1].source.contains("vec4(c, aux)")); } #[test] fn an_edit_with_no_detail_operation_composes_no_passes() { // The property that keeps the cost of this stage at zero for the // overwhelmingly common edit: no sharpening means no chain, which // means `dr-gpu` runs the single fused dispatch it always did. let ops = crate::ops::chain(); let composed = compose_detail( &ops, RenderScale::full((64, 64)), dr_types::ColourSpace::Srgb, ); assert!(composed.is_empty()); assert_eq!(composed.radius(), 0); } }