Files
DarkRoom/core/dr-gpu/examples/local.rs
T
dtourolle df741a8a49 Let one mask be built from more than one selection, and paint into it
A mask the model draws arrives approximately right — stopping inside a
shoulder, leaking into the hair — and FR-DEV-3's edge controls move the
*whole* boundary, so no value of feather or dilation fixes two errors that
go opposite ways. What fixes them is a second selection joined to the first,
and a layer that held exactly one source had nowhere to put one. The brush
the core has had all along was reachable from no control in the application.

A layer is now an ordered list of parts. Each names a source and how it
joins the mask before it — added to it, or taken out of it — and carries its
own edge treatment, because a model's soft coverage and a stroke painted
where it stopped short do not want the same feather. Invert and opacity stay
on the layer, where the composed shader already reads them.

The sidecar grows `[part]` blocks and nothing else. A layer of one part
writes exactly the bytes it always did; a mask block with no part blocks
after it reads back as one part; and a stroke, a join or a source this build
cannot read costs that part rather than the layer. So every sidecar in every
library still parses to the edit it always was.

On the device the parts fold into the layer's one slice, so eight layers
still cost eight channels: union is a `max` blend and subtraction is the
erase blend the brush already used. A part is drawn into a scratch texture
before it is joined, and that is not incidental — an erase stroke means a
hole in *that part*, not a hole in the mask, and drawn straight onto the
accumulator it would punch through the subject underneath. A layer of one
part skips all of it and takes the path it always took.

In the interface: a part list under the selected layer with a chip saying
which way each joins, Add and Subtract beside it, a Select/Paint/Erase strip
with the brush's size, hardness and flow, and a drag on the photograph that
paints. Pressing Paint on a mask that cannot hold a stroke joins a part that
can, rather than explaining that a subject is not a brush. A whole stroke is
one step in the history.

The edge controls now shape the part that is selected rather than the layer,
which is the one behaviour change to an existing control: with a correction
selected, the feather slider softens the correction and leaves the model's
mask alone.
2026-09-07 20:00:40 +02:00

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//! Local adjustments end to end, on a real photograph.
//!
//! Two edits a photographer actually makes, both driven by the model finding
//! the subject rather than by anyone drawing a shape:
//!
//! - **The subject in colour, everything else monochrome.** One layer, the
//! subject's mask inverted, saturation at −100.
//! - **The subject lifted out of its background.** Two layers over the same
//! mask: the subject brightened, the background pulled down.
//!
//! ```sh
//! cargo run -p dr-gpu --example local --release \
//! --features segment-readback -- photo.CR2 out
//! ```
//!
//! Writes `<prefix>-original.ppm`, `<prefix>-colour-pop.ppm`,
//! `<prefix>-subject-lift.ppm` and `<prefix>-mask.ppm`. PPM for the reason
//! every other example here uses it: no encoder dependency, and every viewer
//! reads it.
//!
//! # What this is really testing
//!
//! That the whole chain agrees with itself. The mask is rasterised in *source*
//! space at proxy resolution and sampled by the composed shader after the
//! framing map, so a fault anywhere in that handoff — a transposed axis, a
//! mask pinned to the viewport, a slice read from the wrong layer — shows up
//! here as an adjustment in the wrong place, and nowhere else.
use dr_gpu::{AdjustPass, DemosaicedImage, Demosaicer, GpuContext, MaskPass, SubjectMasks};
use dr_pipeline::descriptor::ParamId;
use dr_pipeline::mask::{MaskLayer, MaskSource, MaskStack, Morphology};
use dr_pipeline::operation::compose_full;
use dr_pipeline::spot::SpotSet;
use dr_pipeline::{ops, EditGraph, Framing};
use dr_segment::{SemanticModel, SemanticOptions, Shaped};
use dr_types::ColourSpace;
/// Longest edge the mask and the model work at.
const PROXY: u32 = 1600;
/// Longest edge of the written frames.
const OUT: u32 = 1400;
fn main() {
env_logger::init();
let mut args = std::env::args().skip(1);
let Some(path) = args.next() else {
eprintln!("usage: local <photo.CR2|photo.RAF> [out-prefix]");
std::process::exit(2);
};
let prefix = args.next().unwrap_or_else(|| "local".into());
let ctx = pollster::block_on(GpuContext::new_headless()).expect("gpu context");
println!("gpu {}", ctx.adapter_name());
// ---- the photograph ---------------------------------------------------
let bytes = std::fs::read(&path).expect("read file");
let raw = dr_decode::decode(&bytes).expect("decode");
// The tag, because the model reads photographs and the sensor stores
// scanlines. See `stand_up` below: this example exists to be the shipping
// path with pictures attached, so it has to make the same turn the
// develop session makes.
let orientation = dr_decode::orientation(&bytes).unwrap_or_default();
println!("source {} × {}", raw.crop.width, raw.crop.height);
println!("turns {}", orientation.quarter_turns);
let source = Demosaicer::new(&ctx)
.expect("demosaicer")
.run(&raw)
.expect("demosaic");
// ---- what the model sees ----------------------------------------------
//
// The *unedited* image, so the detection does not shift when the edit
// does. Through `export_pixels`, which is ungated: an export is not the
// display round-trip AC-8 forbids, and neither is this.
let (sw, sh) = source.size();
let scale = (PROXY as f32 / sw.max(sh) as f32).min(1.0);
let (pw, ph) = (
((sw as f32 * scale) as u32).max(1),
((sh as f32 * scale) as u32).max(1),
);
let neutral = EditGraph::default_chain();
let mut proxy_pass = AdjustPass::new(&ctx);
proxy_pass
.render(&source, &neutral.compose(), pw, ph)
.expect("proxy render");
let (rgba, pw, ph) = proxy_pass.export_pixels().expect("proxy readback");
println!("proxy {pw} × {ph}");
let rgb: Vec<f32> = rgba
.chunks_exact(4)
.flat_map(|p| {
[
p[0] as f32 / 255.0,
p[1] as f32 / 255.0,
p[2] as f32 / 255.0,
]
})
.collect();
// ---- find the subject -------------------------------------------------
//
// Stood up first. A model trained on upright photographs is very bad at
// sideways ones, and the proxy above is in the sensor's own orientation
// — see `stand_up`.
let (upright, uw, uh) = stand_up(&rgb, pw as usize, ph as usize, orientation);
let t = std::time::Instant::now();
let mut model = SemanticModel::embedded().expect("model");
let instances = model
.detect(&upright, uw, uh, &SemanticOptions::default())
.expect("detect");
println!(
"detect {} found in {:.0} ms",
instances.len(),
t.elapsed().as_secs_f32() * 1000.0
);
for (i, inst) in instances.iter().enumerate() {
println!(" [{i}] {:<14} {:.2}", inst.class_name, inst.score);
}
let Some((index, subject)) = pick_subject(&instances) else {
eprintln!("\nNothing recognised in this frame — nothing to adjust locally.");
eprintln!("The model knows COCO's 80 classes; a landscape with no person,");
eprintln!("animal or vehicle in it has no subject for it to find.");
std::process::exit(1);
};
println!(
"subject [{index}] {} at {:.2}",
subject.class_name, subject.score
);
// Laid back down, then quantised exactly as the develop session does, so
// this example exercises the shipping path rather than a shortcut around
// it. The mask has to end up in *source* space: the composed shader
// samples the mask array after the framing map.
let alpha: Vec<u8> = lay_down(&subject.mask, uw, uh, orientation)
.iter()
.map(|&v| (v.clamp(0.0, 1.0) * 255.0).round() as u8)
.collect();
let (ow, oh) = fit(sw, sh, OUT);
let mut masks = MaskPass::new(&ctx).expect("mask pass");
let mut adjust = AdjustPass::new(&ctx);
// ---- the original, for comparison -------------------------------------
adjust
.render(&source, &neutral.compose(), ow, oh)
.expect("render");
write(&format!("{prefix}-original.ppm"), &adjust);
// ---- 1. the subject in colour, the rest monochrome --------------------
//
// One layer, inverted. Inverting rather than making a second mask for the
// background is the whole point of having one: there is exactly one
// boundary, so there is exactly one thing to get right.
let mut pop = MaskStack::new();
let mut drain = subject_layer("m1", index, subject);
drain.invert = true;
drain.set_param("saturation", ParamId("saturation"), -100.0);
// A touch of feather, or the colour stops dead on the model's outline and
// the eye goes straight to the edge instead of to the subject.
drain.base_mut().feather = 0.02;
pop.push(drain);
render_stack(
&ctx,
&source,
&mut masks,
&mut adjust,
&pop,
&alpha,
pw,
ph,
ow,
oh,
);
write(&format!("{prefix}-colour-pop.ppm"), &adjust);
// ---- 2. lift the subject out of its background ------------------------
let mut lift = MaskStack::new();
let mut brighter = subject_layer("m1", index, subject);
brighter.set_param("exposure", ParamId("exposure"), 0.45);
brighter.base_mut().feather = 0.015;
lift.push(brighter);
let mut darker = subject_layer("m2", index, subject);
darker.invert = true;
darker.set_param("exposure", ParamId("exposure"), -0.55);
darker.set_param("saturation", ParamId("saturation"), -25.0);
darker.base_mut().feather = 0.03;
lift.push(darker);
render_stack(
&ctx,
&source,
&mut masks,
&mut adjust,
&lift,
&alpha,
pw,
ph,
ow,
oh,
);
write(&format!("{prefix}-subject-lift.ppm"), &adjust);
// ---- 3. the same edit, grown and shrunk -------------------------------
//
// The model's outline is approximately right and slightly soft, so the
// everyday correction is to move it: grow to catch a halo the detector
// stopped short of, shrink to pull off one it caught. Both are a threshold
// of the distance field, which is why they cost a uniform.
for (name, morphology, radius) in [
("grown", Morphology::Dilate, 0.012),
("shrunk", Morphology::Erode, 0.012),
] {
let mut stack = MaskStack::new();
let mut layer = subject_layer("m1", index, subject);
layer.invert = true;
layer.set_param("saturation", ParamId("saturation"), -100.0);
layer.base_mut().feather = 0.004;
layer.base_mut().morphology = morphology;
layer.base_mut().morph_radius = radius;
stack.push(layer);
render_stack(
&ctx,
&source,
&mut masks,
&mut adjust,
&stack,
&alpha,
pw,
ph,
ow,
oh,
);
write(&format!("{prefix}-{name}.ppm"), &adjust);
}
// ---- the mask itself, to check the outline ----------------------------
write_mask(&format!("{prefix}-mask.ppm"), &alpha, pw, ph);
println!("\nwrote {prefix}-original.ppm");
println!(" {prefix}-colour-pop.ppm");
println!(" {prefix}-subject-lift.ppm");
println!(" {prefix}-grown.ppm, {prefix}-shrunk.ppm");
println!(" {prefix}-mask.ppm");
}
/// A layer masked to one detected object.
fn subject_layer(id: &str, index: usize, subject: &dr_segment::Instance) -> MaskLayer {
let mut layer = MaskLayer::new(
id,
MaskSource::Subject {
// One segmentation in this process, so any signature agrees with
// itself; the session computes a real one.
signature: 0,
index: index as u32,
class: subject.class_name.to_string(),
score: subject.score,
},
);
layer.name = subject.class_name.to_string();
layer
}
/// The most promising thing to adjust.
///
/// Prefers a person, then falls back to the strongest detection of anything.
/// Not because people are special to the pipeline, but because they are what a
/// local adjustment is usually *for*, and an example that picks the parked car
/// behind the subject demonstrates the mechanism while missing the point.
fn pick_subject(instances: &[dr_segment::Instance]) -> Option<(usize, &dr_segment::Instance)> {
instances
.iter()
.enumerate()
.find(|(_, i)| &*i.class_name == "person")
.or_else(|| instances.iter().enumerate().next())
}
#[allow(clippy::too_many_arguments)]
fn render_stack(
ctx: &GpuContext,
source: &DemosaicedImage,
masks: &mut MaskPass,
adjust: &mut AdjustPass,
stack: &MaskStack,
coverage: &[u8],
pw: u32,
ph: u32,
ow: u32,
oh: u32,
) {
// One signed distance field per active layer, in that order — the order
// the rasteriser indexes them by. Built here rather than once up front
// because a compound morphology rebuilds the field, so it belongs to the
// layer that shaped it rather than to the object.
let fields: Vec<Vec<f32>> = stack
.active()
.map(|layer| {
Shaped::build(
coverage,
pw as usize,
ph as usize,
128,
match layer.base().morphology {
Morphology::None => dr_segment::Morphology::None,
Morphology::Dilate => dr_segment::Morphology::Dilate,
Morphology::Erode => dr_segment::Morphology::Erode,
Morphology::Close => dr_segment::Morphology::Close,
Morphology::Open => dr_segment::Morphology::Open,
},
layer.base().morph_radius * pw.min(ph) as f32,
)
.distance
})
.collect();
let refs: Vec<&[f32]> = fields.iter().map(|f| f.as_slice()).collect();
let subjects = SubjectMasks::upload(ctx, &refs, pw, ph).expect("upload fields");
// Rasterised at *proxy* size in source space, then sampled by the shader
// after the framing map — which is what makes one mask correct at every
// output size, zoom and crop.
let array = masks
.render(stack, None, Some(&subjects), Some(source), pw, ph)
.expect("rasterise masks");
let shader = compose_full(
&ops::chain(),
&Framing::new(),
ColourSpace::Srgb,
stack,
&SpotSet::new(),
&[],
);
adjust
.render_masked(source, &shader, ow, oh, Some(array))
.expect("render");
}
/// Turn the proxy the way the photographer is looking at it, so the model
/// reads a photograph rather than a scanline order — and turn the mask it
/// answers with back again, because the composed shader samples masks in
/// source space, after the framing map.
///
/// Both are `dr_types::Orientation`, which is the one place the permutation
/// is written: the grid's thumbnails, the develop session's segmentation and
/// this example all go through it, so "upright" means one thing across the
/// application. A local copy here would be a fourth opinion, and this example
/// exists to be the shipping path rather than an imitation of it.
fn stand_up(
rgb: &[f32],
width: usize,
height: usize,
o: dr_types::Orientation,
) -> (Vec<f32>, usize, usize) {
let (out, w, h) = o.into_shown(rgb, width as u32, height as u32, 3);
(out, w as usize, h as usize)
}
fn lay_down(mask: &[f32], dw: usize, dh: usize, o: dr_types::Orientation) -> Vec<f32> {
o.into_stored(mask, dw as u32, dh as u32, 1).0
}
fn fit(w: u32, h: u32, longest: u32) -> (u32, u32) {
let s = (longest as f32 / w.max(h) as f32).min(1.0);
(
((w as f32 * s) as u32).max(1),
((h as f32 * s) as u32).max(1),
)
}
fn write(path: &str, adjust: &AdjustPass) {
let (rgba, w, h) = adjust.export_pixels().expect("readback");
let rgb: Vec<u8> = rgba
.chunks_exact(4)
.flat_map(|p| [p[0], p[1], p[2]])
.collect();
write_ppm(path, &rgb, w, h);
}
fn write_mask(path: &str, alpha: &[u8], w: u32, h: u32) {
let rgb: Vec<u8> = alpha.iter().flat_map(|&a| [a, a, a]).collect();
write_ppm(path, &rgb, w, h);
}
fn write_ppm(path: &str, rgb: &[u8], w: u32, h: u32) {
use std::io::Write as _;
let mut f = std::io::BufWriter::new(std::fs::File::create(path).expect("create"));
write!(f, "P6\n{w} {h}\n255\n").expect("header");
f.write_all(rgb).expect("body");
}