Files
DarkRoom/core/dr-gpu/src/lib.rs
T
dtourolleandClaude Opus 5 78e3e6b846 Add the develop pipeline: demosaic and seven raw adjustments
Decode through display, on the GPU: black/white normalisation, Bayer
demosaic, camera colour transform, and the first seven adjustment
operations — white balance, exposure, highlights/shadows, blacks/whites,
brilliance, vibrance, saturation.

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

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

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

Three defects found against real files, each silent:

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

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

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

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

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

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

491 lines
16 KiB
Rust

//! GPU device and compute for DarkRoom.
//!
//! In v0.1 this exists to prove one thing: a compute shader can write a
//! texture that reaches the screen without a CPU round-trip (ARCH §6.1). It
//! holds no pipeline, no tiling, and no masks — those arrive in v0.2.
//!
//! Deliberately free of UI dependencies (ARCH §6.5a). The texture is handed
//! out as a `wgpu::Texture`; who composites it is not this crate's concern.
use std::sync::Arc;
use wgpu::util::DeviceExt;
mod adjust;
mod demosaic;
mod error;
pub use adjust::AdjustPass;
pub use demosaic::{DemosaicedImage, Demosaicer};
pub use error::GpuError;
/// Owns the wgpu device and queue.
///
/// One device is shared by the compute pipeline and the UI, which is what
/// allows compositing with no interop layer. Cloning is cheap and shares the
/// same underlying device.
#[derive(Clone)]
pub struct GpuContext {
pub device: Arc<wgpu::Device>,
pub queue: Arc<wgpu::Queue>,
adapter_info: wgpu::AdapterInfo,
}
impl GpuContext {
/// Create a headless context — no surface, no window.
///
/// Used by tests and by the Slint path, which supplies its own surface.
pub async fn new_headless() -> Result<Self, GpuError> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
// Vulkan on both targets (D1). GL is allowed as a fallback so a
// machine without a Vulkan loader still runs the tests.
backends: wgpu::Backends::VULKAN | wgpu::Backends::GL,
..Default::default()
});
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: None,
force_fallback_adapter: false,
})
.await
.ok_or(GpuError::NoAdapter)?;
let adapter_info = adapter.get_info();
log::info!(
"gpu: {} ({:?}, {:?})",
adapter_info.name,
adapter_info.device_type,
adapter_info.backend
);
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some("darkroom-device"),
required_features: wgpu::Features::empty(),
// Defaults, not `downlevel_defaults`: storage textures
// in compute shaders are required, and the downlevel tier
// does not guarantee them. This is effectively our GPU
// floor (NFR-COMPAT-1).
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::Performance,
},
None,
)
.await
.map_err(|e| GpuError::DeviceRequest(e.to_string()))?;
Ok(Self {
device: Arc::new(device),
queue: Arc::new(queue),
adapter_info,
})
}
/// Build a context from a device and queue owned by someone else — the
/// path used when Slint has already created them.
pub fn from_parts(
device: Arc<wgpu::Device>,
queue: Arc<wgpu::Queue>,
adapter_info: wgpu::AdapterInfo,
) -> Self {
Self {
device,
queue,
adapter_info,
}
}
pub fn adapter_name(&self) -> &str {
&self.adapter_info.name
}
pub fn backend(&self) -> wgpu::Backend {
self.adapter_info.backend
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Params {
width: u32,
height: u32,
phase: f32,
_pad: f32,
}
/// A compute pass writing into a storage texture.
///
/// Stands in for the develop pipeline in v0.1. What matters is the shape:
/// compute writes a texture, the texture is handed to the compositor, and
/// pixels never travel back through the CPU.
/// TRACES: FR-DEV-4 | R4
pub struct RenderTarget {
ctx: GpuContext,
texture: wgpu::Texture,
view: wgpu::TextureView,
pipeline: wgpu::ComputePipeline,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
params_buf: wgpu::Buffer,
width: u32,
height: u32,
/// Reused staging buffer for the temporary readback path. Allocating one
/// per frame is a significant cost at large window sizes.
#[cfg(any(test, feature = "readback"))]
readback_buf: std::cell::RefCell<Option<(wgpu::Buffer, u32)>>,
}
impl RenderTarget {
pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
pub fn new(ctx: &GpuContext, width: u32, height: u32) -> Result<Self, GpuError> {
let (width, height) = (width.max(1), height.max(1));
let shader = ctx
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("gradient"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/gradient.wgsl").into()),
});
let bind_group_layout =
ctx.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("render-target-bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: Self::FORMAT,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let layout = ctx
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render-target-layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = ctx
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("gradient-pipeline"),
layout: Some(&layout),
module: &shader,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let params_buf = ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("params"),
contents: bytemuck::bytes_of(&Params {
width,
height,
phase: 0.0,
_pad: 0.0,
}),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let (texture, view) = Self::create_texture(ctx, width, height);
let bind_group = Self::create_bind_group(ctx, &bind_group_layout, &view, &params_buf);
Ok(Self {
ctx: ctx.clone(),
texture,
view,
pipeline,
bind_group_layout,
bind_group,
params_buf,
width,
height,
#[cfg(any(test, feature = "readback"))]
readback_buf: std::cell::RefCell::new(None),
})
}
fn create_texture(
ctx: &GpuContext,
width: u32,
height: u32,
) -> (wgpu::Texture, wgpu::TextureView) {
let texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("render-target"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::FORMAT,
// STORAGE_BINDING to write from compute; TEXTURE_BINDING so the
// compositor can sample it. COPY_SRC exists only for tests —
// production never reads this back (ARCH §6.1).
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = texture.create_view(&Default::default());
(texture, view)
}
fn create_bind_group(
ctx: &GpuContext,
layout: &wgpu::BindGroupLayout,
view: &wgpu::TextureView,
params: &wgpu::Buffer,
) -> wgpu::BindGroup {
ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("render-target-bg"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: params.as_entire_binding(),
},
],
})
}
/// Resize, reallocating the texture. No-op when unchanged.
pub fn resize(&mut self, width: u32, height: u32) {
let (width, height) = (width.max(1), height.max(1));
if width == self.width && height == self.height {
return;
}
let (texture, view) = Self::create_texture(&self.ctx, width, height);
self.bind_group =
Self::create_bind_group(&self.ctx, &self.bind_group_layout, &view, &self.params_buf);
self.texture = texture;
self.view = view;
self.width = width;
self.height = height;
#[cfg(any(test, feature = "readback"))]
{
// Size changed, so the staging buffer no longer fits.
*self.readback_buf.borrow_mut() = None;
}
}
/// Run the compute pass. Results stay on the GPU.
pub fn render(&self, phase: f32) {
self.ctx.queue.write_buffer(
&self.params_buf,
0,
bytemuck::bytes_of(&Params {
width: self.width,
height: self.height,
phase,
_pad: 0.0,
}),
);
let mut enc = self
.ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render-encoder"),
});
{
let mut pass = enc.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("gradient-pass"),
timestamp_writes: None,
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
// 8x8 workgroups, rounded up so edge pixels are covered.
pass.dispatch_workgroups(self.width.div_ceil(8), self.height.div_ceil(8), 1);
}
self.ctx.queue.submit(Some(enc.finish()));
}
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
pub fn size(&self) -> (u32, u32) {
(self.width, self.height)
}
/// Read pixels back to the CPU.
///
/// **Tests only.** Production code must never call this — it is exactly
/// the round-trip ARCH §6.1 forbids, and AC-8 asserts it does not happen.
#[cfg(any(test, feature = "readback"))]
pub async fn read_pixels(&self) -> Result<Vec<u8>, GpuError> {
// Buffer rows must be aligned to COPY_BYTES_PER_ROW_ALIGNMENT (256).
let unpadded = self.width * 4;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded = unpadded.div_ceil(align) * align;
let needed = (padded * self.height) as u64;
let mut slot = self.readback_buf.borrow_mut();
if slot.as_ref().map(|(_, p)| *p) != Some(padded) {
*slot = Some((
self.ctx.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("readback"),
size: needed,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
}),
padded,
));
}
let buf = &slot.as_ref().unwrap().0;
let mut enc = self.ctx.device.create_command_encoder(&Default::default());
enc.copy_texture_to_buffer(
wgpu::ImageCopyTexture {
texture: &self.texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::ImageCopyBuffer {
buffer: buf,
layout: wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(padded),
rows_per_image: Some(self.height),
},
},
wgpu::Extent3d {
width: self.width,
height: self.height,
depth_or_array_layers: 1,
},
);
self.ctx.queue.submit(Some(enc.finish()));
let slice = buf.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |r| {
let _ = tx.send(r);
});
self.ctx.device.poll(wgpu::Maintain::Wait);
rx.recv()
.map_err(|e| GpuError::Readback(e.to_string()))?
.map_err(|e| GpuError::Readback(e.to_string()))?;
// Strip row padding.
let data = slice.get_mapped_range();
let mut out = Vec::with_capacity((unpadded * self.height) as usize);
for row in 0..self.height {
let start = (row * padded) as usize;
out.extend_from_slice(&data[start..start + unpadded as usize]);
}
drop(data);
buf.unmap();
Ok(out)
}
}
#[cfg(test)]
mod tests {
use super::*;
fn ctx() -> Option<GpuContext> {
// CI runners and headless machines may have no usable adapter. Skip
// rather than fail — the device-dependent assertions still run
// wherever a GPU exists.
match pollster::block_on(GpuContext::new_headless()) {
Ok(c) => Some(c),
Err(e) => {
eprintln!("skipping: no GPU adapter ({e})");
None
}
}
}
#[test]
fn compute_writes_the_texture() {
let Some(ctx) = ctx() else { return };
let rt = RenderTarget::new(&ctx, 64, 64).expect("render target");
rt.render(0.0);
let px = pollster::block_on(rt.read_pixels()).expect("readback");
assert_eq!(px.len(), 64 * 64 * 4);
// The shader writes opaque pixels everywhere; an all-zero buffer would
// mean the dispatch silently did nothing.
assert!(
px.chunks_exact(4).all(|p| p[3] == 255),
"every pixel should be opaque"
);
assert!(
px.iter().any(|&b| b != 0),
"texture should not be uniformly zero"
);
}
#[test]
fn phase_changes_output() {
let Some(ctx) = ctx() else { return };
let rt = RenderTarget::new(&ctx, 32, 32).expect("render target");
rt.render(0.0);
let a = pollster::block_on(rt.read_pixels()).expect("readback");
rt.render(std::f32::consts::PI);
let b = pollster::block_on(rt.read_pixels()).expect("readback");
assert_ne!(a, b, "moving the highlight should change the image");
}
#[test]
fn resize_reallocates() {
let Some(ctx) = ctx() else { return };
let mut rt = RenderTarget::new(&ctx, 16, 16).expect("render target");
assert_eq!(rt.size(), (16, 16));
rt.resize(48, 24);
assert_eq!(rt.size(), (48, 24));
rt.render(0.0);
let px = pollster::block_on(rt.read_pixels()).expect("readback");
assert_eq!(px.len(), 48 * 24 * 4);
}
#[test]
fn zero_size_is_clamped() {
let Some(ctx) = ctx() else { return };
// A minimised window reports zero; texture creation would panic.
let rt = RenderTarget::new(&ctx, 0, 0).expect("render target");
assert_eq!(rt.size(), (1, 1));
}
}