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DarkRoom/core/dr-pipeline/src/mask.rs
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dtourolle 5852e14a5c Merge branch 'worktree-agent-a75c901968abfa183' into integration
# Conflicts:
#	core/dr-gpu/src/adjust.rs
#	core/dr-pipeline/ops/README.md
#	core/dr-pipeline/src/lib.rs
#	core/dr-pipeline/src/ops/mod.rs
#	ui/dr-ui/src/develop.rs
2026-08-22 19:29:39 +02:00

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//! Local adjustments — a stack of masked edits over the global chain.
//!
//! FR-DEV-3's last line: "linear gradient, radial gradient, and brush masks".
//! A mask layer is an ordinary develop chain plus a rule saying *where* it
//! applies, and the two halves are deliberately independent — every operation
//! that works globally works locally, with no per-operation support needed and
//! nothing to add when a new one is declared in `ops/`.
//!
//! # Where a mask actually exists
//!
//! **Not here, and not on the CPU at all.** A layer stores the *rule* — some
//! region ids, a gradient's geometry, or the points a finger travelled through
//! — and a pass on the device rasterises it into a texture (ARCH §5.4). This
//! module's job is to describe the rule and to emit the WGSL that blends by
//! the result.
//!
//! That split is the direct response to darktable, where CPU-rasterised brush
//! masks make painting lag badly enough that users call it unworkable. The
//! problem there is architectural rather than a tuning failure, and the only
//! way not to inherit it is to never put a mask in CPU memory. [`Stroke`] is
//! where that promise is actually kept: a gesture reaches the GPU as a few
//! numbers and a list of coordinates, and no raster of it is built anywhere
//! else at any resolution.
//!
//! # Why region ids rather than a raster
//!
//! [`MaskSource::Regions`] stores integers naming regions in the segmentation
//! hierarchy (`dr-segment`). That choice is what makes a mask diffable, cheap
//! in a sidecar, and mergeable per-field under FR-NC-9 — three properties a
//! stored raster has none of (docs/segmentation.md §1). Two devices that
//! select the same subject produce the same small sorted list, and a sync
//! conflict between them is resolvable rather than a binary blob fight.
//!
//! The cost is that the ids only mean anything alongside the segmentation that
//! produced them, so [`MaskSource::Regions::signature`] records which one —
//! see there for what happens when it does not match.
use std::fmt::Write as _;
use crate::descriptor::{OpDescriptor, ParamId};
use crate::operation::Operation;
use crate::ops;
/// The feather a new layer starts with, as a fraction of the shorter edge.
///
/// Named because two places have to agree about it: the constructor sets it,
/// and the sidecar omits it when unchanged. A literal in both would eventually
/// be a literal in one.
pub const DEFAULT_FEATHER: f32 = 0.004;
/// The most points one stroke keeps before a gesture continues as a new one.
///
/// This is a *cost* bound, not a storage one. Each stroke is drawn over its own
/// bounding box and the shader walks that stroke's segments once per pixel
/// inside it, so the work is `area(box) × segments`. Both grow with the length
/// of the gesture, so an unbroken stroke is quadratic in how far it travelled —
/// and one long scribble would cost more than the mask it draws is worth.
///
/// A gesture longer than this continues as a second stroke beginning where the
/// first ended, rather than stopping. A stroke that quietly stops recording
/// half way through a drag is the failure a painter notices immediately; the
/// cost of continuing is that the two overlap by one dab, so below a flow of 1
/// the join deposits twice. One dab in 256, against a stroke that dies under
/// the finger.
pub const MAX_STROKE_POINTS: usize = 256;
/// The most points one brush layer holds, across all of its strokes.
///
/// Bounds the sidecar as much as the rasteriser: a stroke is a line of text,
/// and this is roughly 50 kB of it in the worst case, which is a file a human
/// can still open. Painting past it refuses rather than dropping the oldest
/// strokes — the same rule [`MaskStack::push`] follows, for the same reason:
/// work the user can see on screen must not vanish without being told.
pub const MAX_LAYER_POINTS: usize = 4096;
/// Brush radius a new stroke starts at, as a fraction of the shorter edge.
pub const DEFAULT_BRUSH_RADIUS: f32 = 0.05;
/// Fraction of the radius that is fully covered before the edge falls away.
pub const DEFAULT_BRUSH_HARDNESS: f32 = 0.5;
/// How much of the brush one stroke deposits.
pub const DEFAULT_BRUSH_FLOW: f32 = 1.0;
/// The grid stroke coordinates are rounded to, as a divisor.
///
/// Points are snapped to it on the way in *and* written at that precision, so
/// the float in memory and the text on disk are the same number. A round trip
/// is then exact rather than nearly exact, and two devices that painted the
/// same gesture produce the same line instead of a diff of noise in the sixth
/// decimal — which under per-field merge (FR-NC-9) is a conflict over nothing.
///
/// A ten-thousandth of the frame is a sixth of a pixel at the proxy size a mask
/// rasterises at, and well under a pixel on a 24 MP export, so nothing survives
/// the rounding that could be seen.
const STROKE_GRID: f32 = 10_000.0;
/// How far a simplified stroke may stray from the one that was painted, as a
/// fraction of the brush radius.
///
/// A swept disc cannot express detail finer than its own radius: moving the
/// centre line by an eighth of `r` moves the painted edge by the same eighth,
/// which is inside the softest part of any brush that is not perfectly hard.
/// So the points that describe such detail are stored bytes that no pixel can
/// tell apart from their absence.
const SIMPLIFY_FRACTION: f32 = 0.125;
/// The closest two recorded points may be, as a fraction of the brush radius.
///
/// This is what actually bounds a stroke, and it applies while the finger is
/// down rather than afterwards. A touch screen reports around 120 positions a
/// second, so a finger held still for five seconds is six hundred points at the
/// same place; simplification would remove them, but only once the gesture
/// ended, and every frame until then would have rasterised all of them.
const MIN_STEP_FRACTION: f32 = 0.125;
/// Round to the stored grid. See [`STROKE_GRID`].
fn snap(v: f32) -> f32 {
(v * STROKE_GRID).round() / STROKE_GRID
}
/// TRACES: FR-DEV-3
/// One painted stroke: a disc of radius `radius` swept along a polyline.
///
/// # Why parameters rather than pixels
///
/// This is the whole of ARCH §5.4. darktable stores drawn masks as strokes too
/// but rasterises them on the CPU, and the lag that produces is what users
/// describe as unworkable. What arrives on the GPU here is this struct: a few
/// numbers and a list of positions, from which a shader draws the mask. No
/// raster of a brush stroke is ever built in CPU memory, at any resolution, at
/// any point.
///
/// It is also why a stroke costs almost nothing to store, to diff, to merge and
/// to undo — a mask that had to be persisted as pixels would be none of those.
///
/// # Why not a distance field
///
/// `dr-segment` computes exact Euclidean distance fields on the CPU and
/// documents when that is right: once per mask edit, over input that is already
/// CPU-side. A stroke fails both halves — it changes continuously while the
/// finger moves, and its input is a handful of coordinates that never needed to
/// be pixels. And it needs no transform at all: the distance from a point to a
/// swept disc is the distance to the nearest segment of the polyline, which is
/// a closed form. A stroke is the one mask whose distance field is known
/// without computing one.
#[derive(Debug, Clone, PartialEq)]
pub struct Stroke {
/// Whether this stroke takes coverage away instead of adding it.
///
/// Painting must be able to erase or a mask is one slip away from being
/// started again. An erasing stroke removes only what earlier strokes in
/// *this* layer deposited — it cannot cut a hole in a mask it is not part
/// of, because coverage below zero has no meaning.
pub erase: bool,
/// Radius as a fraction of the frame's **shorter edge**, matching
/// [`MaskLayer::feather`]. Normalised for the same reason: the same edit
/// renders to a viewport and to a 24 MP export, and a radius in pixels
/// would be a different brush in each.
pub radius: f32,
/// Fraction of the radius that is fully covered, `0.0..=1.0`. The rest is
/// the edge falling away to nothing.
pub hardness: f32,
/// How much coverage this stroke deposits where it is fully inside,
/// `0.0..=1.0`. Strokes below 1 build up over each other.
pub flow: f32,
/// The path, in normalised source coordinates — the same space the
/// gradients use, so a stroke survives a crop, a straighten and an export
/// at another size. A single point is a legitimate stroke: it is a tap, and
/// it paints one dab.
pub points: Vec<(f32, f32)>,
}
impl Stroke {
/// A stroke with no points yet, with its parameters clamped to what the
/// rasteriser can express.
pub fn new(erase: bool, radius: f32, hardness: f32, flow: f32) -> Self {
Self {
erase,
// A radius of zero would be a stroke that paints nothing at all,
// which is indistinguishable from the brush being broken.
radius: snap(radius.clamp(1e-4, 1.0)),
hardness: snap(hardness.clamp(0.0, 1.0)),
flow: snap(flow.clamp(0.0, 1.0)),
points: Vec::new(),
}
}
pub fn is_empty(&self) -> bool {
self.points.is_empty()
}
pub fn len(&self) -> usize {
self.points.len()
}
/// Whether this stroke is full and a gesture must continue in another.
pub fn is_full(&self) -> bool {
self.points.len() >= MAX_STROKE_POINTS
}
/// Record a position, returning whether it was kept.
///
/// Rejects anything closer to the last point than [`MIN_STEP_FRACTION`] of
/// the radius, which is what stops a stationary finger filling the stroke.
/// The first point is always kept, so a tap paints.
pub fn push_point(&mut self, x: f32, y: f32) -> bool {
if self.is_full() {
return false;
}
let p = (snap(x), snap(y));
if let Some(&(lx, ly)) = self.points.last() {
let step = self.radius * MIN_STEP_FRACTION;
if (p.0 - lx).abs() < step && (p.1 - ly).abs() < step {
return false;
}
}
self.points.push(p);
true
}
/// Drop the points that a disc of this radius cannot tell apart.
///
/// Run once, when the gesture ends — never while it is being painted, since
/// simplifying a path that is still growing would move points the user has
/// already seen drawn. Ramer–Douglas–Peucker, which is the one that keeps
/// the *shape*: dropping every other point instead would round off corners,
/// and a corner is where a painter aimed.
///
/// The tolerance is in normalised units while the radius is in shorter-edge
/// units, so on a frame that is not square the horizontal tolerance is
/// larger than intended by the aspect ratio. At an eighth of the radius
/// that leaves it near a fifth on a 3:2 frame, still inside the brush's own
/// edge, and the alternative is a model that has to be told the shape of a
/// photograph it is not part of.
pub fn simplify(&mut self) {
if self.points.len() < 3 {
return;
}
let tolerance = self.radius * SIMPLIFY_FRACTION;
let last = self.points.len() - 1;
let mut keep = vec![false; self.points.len()];
keep[0] = true;
keep[last] = true;
douglas_peucker(&self.points, 0, last, tolerance, &mut keep);
let mut i = 0;
self.points.retain(|_| {
let k = keep[i];
i += 1;
k
});
}
}
/// Mark the points needed to describe `points[first..=last]` within `tolerance`.
fn douglas_peucker(
points: &[(f32, f32)],
first: usize,
last: usize,
tolerance: f32,
keep: &mut [bool],
) {
if last <= first + 1 {
return;
}
let (ax, ay) = points[first];
let (bx, by) = points[last];
let (dx, dy) = (bx - ax, by - ay);
let len2 = dx * dx + dy * dy;
let mut worst = first;
let mut worst_d = 0.0f32;
for (i, &(px, py)) in points.iter().enumerate().take(last).skip(first + 1) {
// Distance to the *segment*, not to the infinite line: a stroke that
// doubles back has both ends in the same place, and a line through them
// is undefined. Clamping the projection makes that case the distance to
// the shared endpoint, which is the right answer rather than a NaN.
let d = if len2 <= f32::EPSILON {
((px - ax).powi(2) + (py - ay).powi(2)).sqrt()
} else {
let t = (((px - ax) * dx + (py - ay) * dy) / len2).clamp(0.0, 1.0);
((px - ax - t * dx).powi(2) + (py - ay - t * dy).powi(2)).sqrt()
};
if d > worst_d {
worst_d = d;
worst = i;
}
}
if worst_d > tolerance {
keep[worst] = true;
douglas_peucker(points, first, worst, tolerance, keep);
douglas_peucker(points, worst, last, tolerance, keep);
}
}
/// Bilinear sampling of one slice of the mask array, in **source** space.
///
/// Hand-rolled rather than done with a sampler, matching how the source
/// texture is read: adding a sampler would change a bind group layout every
/// pass shares.
///
/// Bilinear rather than a straight load because the array is at proxy
/// resolution and the view may be zoomed well past it. A nearest-neighbour
/// mask shows as visible stair-stepping along the edge of the adjustment at
/// 100%, which is exactly where a mask is judged.
pub(crate) const MASK_SAMPLER: crate::operation::Helper = crate::operation::Helper {
name: "sample_mask",
source: "fn sample_mask(uv: vec2<f32>, layer: i32) -> f32 {
let dims = vec2<f32>(textureDimensions(masks));
let last = vec2<i32>(dims) - vec2<i32>(1);
// Sample positions are texel centres, so the half-texel offset is what
// keeps the interpolated edge where the rasteriser drew it.
let t = uv * dims - vec2<f32>(0.5);
let base = vec2<i32>(floor(t));
let f = fract(t);
let p0 = clamp(base, vec2<i32>(0), last);
let p1 = clamp(base + vec2<i32>(1), vec2<i32>(0), last);
let a = textureLoad(masks, vec2<i32>(p0.x, p0.y), layer, 0).r;
let b = textureLoad(masks, vec2<i32>(p1.x, p0.y), layer, 0).r;
let c = textureLoad(masks, vec2<i32>(p0.x, p1.y), layer, 0).r;
let d = textureLoad(masks, vec2<i32>(p1.x, p1.y), layer, 0).r;
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}",
};
/// Per-layer uniforms the generated shader reads: `invert`, then `opacity`.
pub const LAYER_UNIFORM_FIELDS: usize = 2;
/// The most layers one image may carry.
///
/// A limit exists because the masks are bound as one texture array and every
/// layer costs a full-resolution channel of VRAM — at 24 MP that is ~24 MB
/// each, so an unbounded stack is an out-of-memory waiting for a patient user.
/// Eight is comfortably past what an edit uses in practice and still bounded.
pub const MAX_LAYERS: usize = 8;
/// How a mask's coverage falls away from its edge.
///
/// Applied to the **signed distance** from the mask boundary, which is what
/// makes an arbitrary curve possible: the rasteriser computes one exact
/// Euclidean distance field and the choice below is a function of it, so a
/// new shape costs a line rather than a pass.
///
/// A watershed boundary is pixel-exact, which is correct and also harsher
/// than any edit wants at a subject's edge — an exposure change that stops
/// dead at a hairline reads as a cut-out. So the useful default is a soft one.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum Falloff {
/// No transition. The boundary as the segmentation drew it.
///
/// Worth keeping rather than approximating with a tiny feather: it is what
/// you want when checking *where* a boundary actually fell, and a feather
/// hides exactly that.
Hard,
/// Straight ramp. Predictable, and visibly banded on a gradient.
Linear,
/// Smoothstep — zero derivative at both ends.
///
/// The default. The ends are where a ramp shows: a linear falloff leaves a
/// visible crease where the effect starts and where it stops, because the
/// eye finds discontinuities in the *slope*, not in the value.
#[default]
Smooth,
/// Gaussian-shaped. Softest, and reaches further than its radius suggests.
Gaussian,
/// Sharp near the edge, long tail. For blending an adjustment out over a
/// large area without moving the boundary itself.
Exponential,
}
impl Falloff {
pub fn name(self) -> &'static str {
match self {
Self::Hard => "hard",
Self::Linear => "linear",
Self::Smooth => "smooth",
Self::Gaussian => "gaussian",
Self::Exponential => "exponential",
}
}
pub fn from_name(name: &str) -> Option<Self> {
Some(match name {
"hard" => Self::Hard,
"linear" => Self::Linear,
"smooth" => Self::Smooth,
"gaussian" => Self::Gaussian,
"exponential" => Self::Exponential,
_ => return None,
})
}
/// Every variant, for a UI building a choice control.
pub const ALL: [Falloff; 5] = [
Falloff::Hard,
Falloff::Linear,
Falloff::Smooth,
Falloff::Gaussian,
Falloff::Exponential,
];
}
/// Growing, shrinking and tidying a mask's extent.
///
/// All four are thresholds of the same distance field, which is why they
/// arrive together rather than one at a time: dilation is "distance ≥ −r",
/// erosion is "distance ≥ +r", and the two compound operations are one of
/// those followed by the other.
///
/// The compound pair costs a **second** distance field, because after the
/// first threshold the shape has changed and the old distances no longer
/// describe it. That is a real cost and the reason they are named separately
/// rather than presented as a radius that happens to be signed.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum Morphology {
#[default]
None,
/// Grow. The everyday fix for a selection that stops just inside a
/// subject's edge, which is what an under-segmented boundary produces.
Dilate,
/// Shrink. Pulls a selection back off a halo it caught.
Erode,
/// Dilate then erode: fills pinholes and closes narrow gaps without
/// growing the outline. What to reach for when a mask is speckled with
/// missed pixels inside an area that is plainly one thing.
Close,
/// Erode then dilate: removes specks and thin spurs without shrinking the
/// outline. The complement, for a selection that leaked along an edge.
Open,
}
impl Morphology {
pub fn name(self) -> &'static str {
match self {
Self::None => "none",
Self::Dilate => "dilate",
Self::Erode => "erode",
Self::Close => "close",
Self::Open => "open",
}
}
pub fn from_name(name: &str) -> Option<Self> {
Some(match name {
"none" => Self::None,
"dilate" => Self::Dilate,
"erode" => Self::Erode,
"close" => Self::Close,
"open" => Self::Open,
_ => return None,
})
}
/// Whether this needs a second distance field.
pub fn is_compound(self) -> bool {
matches!(self, Self::Close | Self::Open)
}
pub const ALL: [Morphology; 5] = [
Morphology::None,
Morphology::Dilate,
Morphology::Erode,
Morphology::Close,
Morphology::Open,
];
}
/// Where a mask layer applies.
#[derive(Debug, Clone, PartialEq)]
pub enum MaskSource {
/// A set of segmentation regions — the click-to-select mask.
///
/// This is what the watershed and the semantic model exist to produce.
/// Selecting a subject means "the regions the model's instance covers",
/// and the resulting edge is the watershed's, which is to say the image's
/// own (docs/segmentation.md §5).
Regions {
/// Which segmentation these ids index into.
///
/// Region numbering is a property of one particular segmentation of
/// one particular image at one particular proxy size. Store ids
/// without recording that, and a later build with a retuned watershed
/// silently reinterprets the mask as a different shape — the failure
/// mode being *a wrong mask*, which is far worse than *no mask*,
/// because nothing announces it.
///
/// When this does not match the current segmentation the layer is
/// treated as stale rather than applied: see [`MaskLayer::is_stale`].
signature: u64,
/// Granularity: how far up the merge hierarchy the ids were taken.
level: u32,
/// Sorted and deduplicated, so the same selection is byte-identical
/// however it was arrived at — which is what lets it be a cache key.
ids: Vec<u32>,
},
/// One object the model recognised, used as the mask directly.
///
/// **The primary way a local adjustment is made.** The watershed hierarchy
/// this crate was first built around does not survive a photograph: its
/// saddles are near zero almost everywhere, so a global cut collapses the
/// frame into one region plus noise (docs/segmentation.md §15). A model
/// instance is a whole object, found as one thing, and needs no ladder.
///
/// The trade is that the boundary is the model's — a quarter-resolution
/// sigmoid — rather than the image's own gradient. That is what the edge
/// treatment on [`MaskLayer`] is for: the mask arrives approximately
/// right and soft, and dilation, erosion and a chosen falloff are how it
/// is made to fit.
///
/// Stored as *identity*, not as pixels. The mask itself is several
/// megabytes and is reproducible by running the same model over the same
/// image, so the sidecar carries what is needed to find it again and the
/// session carries the pixels.
Subject {
/// Which segmentation run produced it, so a layer can tell whether
/// the index below still means what it meant.
signature: u64,
/// Position in that run's detection list, strongest first.
index: u32,
/// The class name, for display and as a sanity check on re-detection:
/// if instance 3 is a "car" where it was a "dog", the model or the
/// image changed and the layer should be treated as stale rather than
/// silently masking something else.
class: String,
score: f32,
},
/// A linear gradient — the graduated-filter mask.
///
/// Geometry is in **normalised source coordinates**, so it survives a crop,
/// a zoom or an export at another size: the mask is rasterised in source
/// space and sampled through the framing map, exactly as a subject mask is.
/// Storing pixels would make a mask that silently moves when the frame
/// changes.
///
/// # Two spaces, and why both are here
///
/// The **centre** is a point, so it is a plain `0.0..=1.0` fraction of each
/// axis — the same coordinates a click carries.
///
/// The **angle and the width are measurements**, and a fraction of the
/// width is not the same length as a fraction of the height on any frame
/// that is not square. So they are in the frame's *isotropic* units: y
/// spans `0..1` and x spans `0..aspect`, which is what makes 45° actually
/// 45° and a circle actually round. `frame_delta` in `mask.wgsl` is the
/// one place that conversion happens, and it must stay the only one.
Linear {
/// Midpoint of the ramp, `0.0..=1.0` in each axis.
centre: (f32, f32),
/// Radians, measured clockwise from the +x axis in frame units.
/// Coverage increases in this direction.
angle: f32,
/// Distance from full effect to none, in frame units. Zero is a hard
/// edge.
width: f32,
},
/// A radial gradient — the classic vignette-shaped local adjustment.
///
/// The same two spaces as [`Self::Linear`]: a `0..1` centre, and semi-axes
/// measured in the frame's isotropic units so equal radii draw a circle.
Radial {
centre: (f32, f32),
/// Semi-axes, in frame units. Two of them, because a face is an
/// ellipse and forcing a circle makes the user compensate with a crop.
radii: (f32, f32),
/// Rotation of the ellipse, radians.
angle: f32,
/// Fraction of the radius over which the edge falls off.
feather: f32,
},
/// Painted strokes — the drawn mask (FR-DEV-3, ARCH §5.4).
///
/// Ordered, and the order is the meaning: each stroke composites over what
/// the ones before it left, so an erase after an add removes it and the
/// same two the other way round do not. Reordering them would be editing
/// the mask.
///
/// Geometry is normalised like the gradients', so a stroke stays on the
/// thing it was painted on through a crop, a straighten and an export at
/// any size.
Brush { strokes: Vec<Stroke> },
}
impl MaskSource {
/// A short stable name for the UI and for debugging.
pub fn kind(&self) -> &'static str {
match self {
Self::Regions { .. } => "regions",
Self::Subject { .. } => "subject",
Self::Linear { .. } => "linear",
Self::Radial { .. } => "radial",
Self::Brush { .. } => "brush",
}
}
/// An empty brush mask, ready to be painted into.
pub fn brush() -> Self {
Self::Brush {
strokes: Vec::new(),
}
}
/// The strokes, or nothing for a source that is not painted.
pub fn strokes(&self) -> &[Stroke] {
match self {
Self::Brush { strokes } => strokes,
_ => &[],
}
}
}
/// One local adjustment: a rule about *where*, plus a chain saying *what*.
pub struct MaskLayer {
/// Stable identity, for the sidecar and for merge (FR-NC-9).
pub id: String,
/// What the user called it. Empty means "name me after my source".
pub name: String,
pub source: MaskSource,
/// Swap inside for outside.
pub invert: bool,
/// Global strength of the layer, `0.0..=1.0`.
pub opacity: f32,
/// Off without being deleted — the A/B a local edit is always wanting.
pub enabled: bool,
/// Half-width of the edge transition, as a fraction of the frame's
/// **shorter edge**.
///
/// Normalised rather than in pixels for the same reason the gradient
/// geometry is: the same edit renders to a viewport and to a 24 MP export,
/// and a feather measured in pixels would be a different edge in each.
///
/// Zero means no transition regardless of [`Self::falloff`].
pub feather: f32,
pub falloff: Falloff,
/// Grow, shrink or tidy the mask before the feather is applied.
///
/// Before, and it matters: dilating a *feathered* mask would push the
/// half-way point outward and soften it further, so the two controls would
/// not be independent. Morphology moves the boundary; feather describes
/// how the boundary is crossed.
pub morphology: Morphology,
/// How far, in the same units as [`Self::feather`].
pub morph_radius: f32,
/// This layer's adjustments.
///
/// A full chain, the same one [`crate::EditGraph`] holds. That is the
/// whole reason local adjustments need no per-operation support: the
/// composer already knows how to turn a chain into WGSL, and a mask layer
/// is a chain that happens to be multiplied by a mask afterwards.
pub ops: Vec<Box<dyn Operation>>,
}
/// The chain a mask layer holds: every point operation, and none of the
/// neighbourhood ones.
///
/// A layer's adjustments are fused into the colour dispatch and multiplied by
/// the mask afterwards, which is exactly why a layer needs no per-operation
/// support — the composer already knows how to turn a chain into WGSL. A
/// neighbourhood operation cannot go through that path at all: it runs as its
/// own dispatch in [`crate::detail`], after the fused pass and after the masks
/// have already been applied, and there is nowhere in that arrangement for it
/// to be given one layer's mask.
///
/// Left in, it would be worse than absent. `Operation::wgsl_body` returns an
/// empty string for a detail operation, so the layer would emit an empty block
/// and the panel — which builds itself from [`MaskLayer::capabilities`] and
/// names no operation — would offer a slider that moved and did nothing.
/// Filtering here means a local sharpening or denoise control simply does not
/// appear until there is a stage that can honour it, which is the honest
/// state of affairs.
fn layer_chain() -> Vec<Box<dyn Operation>> {
ops::chain()
.into_iter()
.filter(|o| o.detail().is_none())
.collect()
}
impl Clone for MaskLayer {
/// Cloned by *value*, not by handle: the ops are trait objects, so this
/// rebuilds a fresh chain and copies the parameters across. Needed because
/// the UI edits a layer speculatively and the history stores snapshots.
fn clone(&self) -> Self {
let mut ops = layer_chain();
for (dst, src) in ops.iter_mut().zip(&self.ops) {
for p in src.descriptor().params {
dst.set_param(p.id, src.param(p.id));
}
}
Self {
id: self.id.clone(),
name: self.name.clone(),
source: self.source.clone(),
invert: self.invert,
opacity: self.opacity,
enabled: self.enabled,
feather: self.feather,
falloff: self.falloff,
morphology: self.morphology,
morph_radius: self.morph_radius,
ops,
}
}
}
impl std::fmt::Debug for MaskLayer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("MaskLayer")
.field("id", &self.id)
.field("name", &self.name)
.field("source", &self.source)
.field("invert", &self.invert)
.field("opacity", &self.opacity)
.field("enabled", &self.enabled)
.field("feather", &self.feather)
.field("falloff", &self.falloff)
.field("morphology", &self.morphology)
.field("active_ops", &self.active_ops().count())
.finish()
}
}
impl PartialEq for MaskLayer {
fn eq(&self, other: &Self) -> bool {
self.id == other.id
&& self.name == other.name
&& self.source == other.source
&& self.invert == other.invert
&& self.opacity == other.opacity
&& self.enabled == other.enabled
&& self.feather == other.feather
&& self.falloff == other.falloff
&& self.morphology == other.morphology
&& self.morph_radius == other.morph_radius
&& self.params().eq(other.params())
}
}
impl MaskLayer {
/// A new layer over `source`, with every adjustment at neutral.
pub fn new(id: impl Into<String>, source: MaskSource) -> Self {
Self {
id: id.into(),
name: String::new(),
source,
invert: false,
opacity: 1.0,
enabled: true,
// A small default rather than zero. A watershed boundary is exact
// to the pixel, and an adjustment that stops dead on one looks
// pasted on — the first thing anyone would reach for, so it is
// where the control starts.
feather: DEFAULT_FEATHER,
falloff: Falloff::default(),
morphology: Morphology::default(),
morph_radius: 0.0,
ops: layer_chain(),
}
}
/// The name to show, falling back to the source kind.
pub fn display_name(&self) -> &str {
if self.name.is_empty() {
self.source.kind()
} else {
&self.name
}
}
/// Whether this layer would change any pixel.
///
/// A layer with a mask but no adjustment is not inactive in the UI — it is
/// a selection the user is still working on — but it contributes nothing
/// to the shader and is omitted from it.
pub fn is_active(&self) -> bool {
self.enabled && self.opacity > 0.0 && self.active_ops().next().is_some() && self.covers()
}
/// Whether this mask could cover any pixel at all.
///
/// Only a brush can answer no, and it matters more than the slot it saves.
/// An unpainted mask is empty, [`Self::invert`] turns empty into
/// everything, and a layer created with invert already set would apply its
/// adjustment to the whole photograph before a single stroke was made —
/// the loud, wrong-looking failure this codebase avoids everywhere else a
/// mask can go missing.
fn covers(&self) -> bool {
match &self.source {
MaskSource::Brush { strokes } => strokes.iter().any(|s| !s.erase && !s.is_empty()),
_ => true,
}
}
/// The operations in this layer's chain that reach the shader.
///
/// Neighbourhood operations are excluded, and not as an oversight. A
/// layer's chain is *fused into the point-operation pass* and multiplied
/// by the mask afterwards; the detail stage runs once, over the whole
/// frame, after that pass has finished (see [`crate::detail`]). There is
/// nowhere in that arrangement for a sharpening confined to one mask to
/// happen, so a detail operation in a layer would contribute an empty
/// block, count towards [`Self::is_active`], and cost a mask rasterisation
/// to change nothing. Dropping it here means the layer reports honestly
/// that it has no adjustment rather than appearing to have one.
pub fn active_ops(&self) -> impl Iterator<Item = &dyn Operation> {
self.ops
.iter()
.map(|o| o.as_ref())
.filter(|o| o.is_active() && o.detail().is_none())
}
/// Whether this layer's region ids belong to a different segmentation.
///
/// Applying it anyway would produce a confidently wrong mask, so callers
/// should offer to recompute rather than render it.
pub fn is_stale(&self, current: u64) -> bool {
match self.source {
MaskSource::Regions { signature, .. } | MaskSource::Subject { signature, .. } => {
signature != current
}
// A gradient is geometry in normalised coordinates. It means the
// same thing whatever was or was not detected, so nothing about a
// new run can invalidate it. Painted strokes are the same: they are
// where the user put them, not where a model thought something was.
MaskSource::Linear { .. } | MaskSource::Radial { .. } | MaskSource::Brush { .. } => {
false
}
}
}
/// The strokes on this layer, empty for any other kind of mask.
pub fn strokes(&self) -> &[Stroke] {
self.source.strokes()
}
/// How many stroke points this layer is holding. See [`MAX_LAYER_POINTS`].
pub fn stroke_points(&self) -> usize {
self.strokes().iter().map(Stroke::len).sum()
}
/// Start a stroke, returning whether there was room for it.
///
/// The interaction layer calls this on press, [`Self::extend_stroke`] for
/// every position the pointer reports, and [`Self::end_stroke`] on release.
/// Nothing in between needs to reach the GPU by any route other than the
/// stack itself: the rasteriser reads the strokes each time it runs.
pub fn begin_stroke(&mut self, erase: bool, radius: f32, hardness: f32, flow: f32) -> bool {
let full = self.stroke_points() >= MAX_LAYER_POINTS;
let MaskSource::Brush { strokes } = &mut self.source else {
log::warn!("layer {} is a {} mask, not a brush", self.id, self.source.kind());
return false;
};
if full {
log::warn!(
"brush layer is full ({MAX_LAYER_POINTS} points); refusing to start another stroke"
);
return false;
}
strokes.push(Stroke::new(erase, radius, hardness, flow));
true
}
/// Add a position to the stroke in progress, returning whether it was kept.
///
/// A position may be dropped for being too close to the last one, which is
/// ordinary and not a failure. When the stroke in progress fills up the
/// gesture continues in a new one starting at the same point, so the swept
/// path has no gap in it — see [`MAX_STROKE_POINTS`].
pub fn extend_stroke(&mut self, x: f32, y: f32) -> bool {
let room = MAX_LAYER_POINTS.saturating_sub(self.stroke_points());
let MaskSource::Brush { strokes } = &mut self.source else {
return false;
};
let Some(current) = strokes.last_mut() else {
return false;
};
if room == 0 {
return false;
}
if current.is_full() {
// Simplified here rather than in `end_stroke`, which only ever sees
// the last stroke of a gesture: a continuation closes the one
// before it for good, and an unsimplified stroke would reach the
// sidecar at full sampling — the one place the saving matters most,
// since a gesture long enough to split is a long line of text.
current.simplify();
let mut next = Stroke::new(
current.erase,
current.radius,
current.hardness,
current.flow,
);
if let Some(&joint) = current.points.last() {
next.points.push(joint);
}
strokes.push(next);
}
strokes
.last_mut()
.expect("a stroke was just ensured")
.push_point(x, y)
}
/// Finish the stroke in progress, simplifying it.
///
/// A stroke that recorded nothing is dropped rather than kept as an empty
/// one: a press with no movement still records its first point, so an empty
/// stroke can only be a press that never reached the model, and leaving it
/// would put a stroke in the sidecar that draws nothing.
pub fn end_stroke(&mut self) {
let MaskSource::Brush { strokes } = &mut self.source else {
return;
};
match strokes.last_mut() {
Some(s) if s.is_empty() => {
strokes.pop();
}
Some(s) => s.simplify(),
None => {}
}
}
/// Remove the most recent stroke, returning it.
///
/// The undo history already snapshots the whole graph, so this is not how
/// undo works — it is for the interaction layer to abandon a stroke it has
/// begun, when a gesture turns out to be a pinch or is cancelled.
pub fn drop_last_stroke(&mut self) -> Option<Stroke> {
match &mut self.source {
MaskSource::Brush { strokes } => strokes.pop(),
_ => None,
}
}
pub fn descriptors(&self) -> Vec<&'static OpDescriptor> {
self.ops.iter().map(|o| o.descriptor()).collect()
}
/// TRACES: FR-DEV-3a | FR-DEV-3c
/// The controls for this layer's adjustments.
///
/// The same shape [`crate::EditGraph::capabilities`] returns, so a panel
/// that can render the global chain renders a mask layer with no new code
/// — which is the practical payoff of a layer holding a real chain rather
/// than a handful of special-cased sliders.
///
/// Framing is absent, and that is the one real difference: a crop changes
/// the output's dimensions, so it is a property of the photograph and not
/// of a region within it. There is no such thing as cropping part of an
/// image.
///
/// The neighbourhood operations are absent for the same reason, and this
/// filter is the visible half of the one [`Self::active_ops`] already
/// applies. A layer's chain is fused into the point-operation pass; the
/// detail stage runs once, afterwards, over the whole frame, so there is
/// no seam through which a mask could reach it (see [`crate::detail`]).
/// Offering the controls anyway would put a sharpening slider on a mask
/// that moves and does nothing — which is worse than the control being
/// absent, because absence is legible and a dead slider is not.
pub fn capabilities(&self) -> Vec<crate::graph::OpCapability> {
self.ops
.iter()
.filter(|op| op.detail().is_none())
.map(|op| {
let desc = op.descriptor();
crate::graph::OpCapability {
id: desc.id,
label: desc.label,
active: op.is_active(),
params: desc
.params
.iter()
.map(|p| crate::graph::ParamCapability {
id: p.id,
label: p.label,
kind: p.kind.clone(),
default: p.default,
value: op.param(p.id),
facet: p.facet,
})
.collect(),
presentation: op.presentation(),
attributes: desc.attributes,
}
})
.collect()
}
/// Reset every adjustment, keeping the selection.
///
/// The selection is the expensive half — it took a click and a scroll to
/// arrive at — so "start this layer's edit again" must not throw it away.
pub fn reset_adjustments(&mut self) {
for op in &mut self.ops {
for p in op.descriptor().params {
op.set_param(p.id, p.default);
}
}
}
pub fn set_param(&mut self, op: &str, param: ParamId, value: f32) {
if let Some(o) = self.ops.iter_mut().find(|o| o.descriptor().id.0 == op) {
let clamped = o
.descriptor()
.param(param)
.map_or(value, |d| d.clamp(value));
o.set_param(param, clamped);
}
}
/// Every non-default parameter, for the sidecar.
pub fn params(&self) -> impl Iterator<Item = (&'static str, &'static str, f32)> + '_ {
self.ops.iter().flat_map(|o| {
let id = o.descriptor().id.0;
o.descriptor().params.iter().filter_map(move |p| {
let v = o.param(p.id);
(v != p.default).then_some((id, p.id.0, v))
})
})
}
/// The two uniforms the generated shader reads for this layer.
fn uniforms(&self) -> [f32; LAYER_UNIFORM_FIELDS] {
[if self.invert { 1.0 } else { 0.0 }, self.opacity]
}
}
/// The ordered stack of local adjustments.
#[derive(Debug, Clone, Default, PartialEq)]
pub struct MaskStack {
layers: Vec<MaskLayer>,
}
impl MaskStack {
pub fn new() -> Self {
Self::default()
}
pub fn layers(&self) -> &[MaskLayer] {
&self.layers
}
pub fn layers_mut(&mut self) -> &mut [MaskLayer] {
&mut self.layers
}
pub fn is_empty(&self) -> bool {
self.layers.is_empty()
}
pub fn len(&self) -> usize {
self.layers.len()
}
pub fn get(&self, id: &str) -> Option<&MaskLayer> {
self.layers.iter().find(|l| l.id == id)
}
pub fn get_mut(&mut self, id: &str) -> Option<&mut MaskLayer> {
self.layers.iter_mut().find(|l| l.id == id)
}
/// Add a layer, returning whether there was room for it.
///
/// Refuses past [`MAX_LAYERS`] rather than dropping the oldest: a stack at
/// its limit is a thing to tell the user about, and silently discarding
/// work they can see on screen is the wrong way to handle it.
pub fn push(&mut self, layer: MaskLayer) -> bool {
if self.layers.len() >= MAX_LAYERS {
log::warn!("mask stack is full ({MAX_LAYERS} layers); refusing to add another");
return false;
}
self.layers.push(layer);
true
}
pub fn remove(&mut self, id: &str) -> Option<MaskLayer> {
let i = self.layers.iter().position(|l| l.id == id)?;
Some(self.layers.remove(i))
}
/// Reorder, since later layers composite over earlier ones.
pub fn move_to(&mut self, id: &str, index: usize) {
let Some(from) = self.layers.iter().position(|l| l.id == id) else {
return;
};
let layer = self.layers.remove(from);
self.layers.insert(index.min(self.layers.len()), layer);
}
/// The layers that will appear in the shader, in composite order.
///
/// The index within *this* sequence is the texture-array layer the
/// rasteriser must write, which is why both sides call this rather than
/// indexing `layers` — an inactive layer occupies no mask slot, and the
/// two halves disagreeing about that shows as an edit applied through the
/// wrong mask.
pub fn active(&self) -> impl Iterator<Item = &MaskLayer> {
self.layers.iter().filter(|l| l.is_active())
}
pub fn active_count(&self) -> usize {
self.active().count()
}
/// Whether any layer changes any pixel.
pub fn is_neutral(&self) -> bool {
self.active_count() == 0
}
/// Generate a fresh layer id that does not collide with an existing one.
pub fn next_id(&self) -> String {
(1..).map(|n| format!("m{n}")).find(|id| self.get(id).is_none()).expect("infinite range")
}
}
/// One layer's contribution to the generated shader.
pub(crate) struct LayerShader {
pub uniform_fields: String,
pub uniform_values: Vec<f32>,
pub body: String,
pub helpers: Vec<crate::operation::Helper>,
}
/// Emit the WGSL for every active layer.
///
/// `slot` is the layer's index in the mask texture array, matching
/// [`MaskStack::active`].
pub(crate) fn compose_layers(stack: &MaskStack) -> LayerShader {
let mut out = LayerShader {
uniform_fields: String::new(),
uniform_values: Vec::new(),
body: String::new(),
helpers: Vec::new(),
};
if stack.active().next().is_some() {
out.helpers.push(MASK_SAMPLER);
}
for (slot, layer) in stack.active().enumerate() {
let prefix = format!("mask{slot}");
let _ = writeln!(
out.uniform_fields,
" // mask {slot}: {}\n {prefix}_invert: f32,\n {prefix}_opacity: f32,",
layer.display_name()
);
out.uniform_values.extend_from_slice(&layer.uniforms());
let _ = writeln!(
out.body,
"\n // ======== mask {slot}: {} ({}) ========",
layer.display_name(),
layer.source.kind()
);
let _ = writeln!(out.body, " {{");
// **`uv_src`, not `gid.xy`.** The mask array is rasterised in *source*
// space, and `uv_src` is the source position this output pixel came
// from — after the crop, the zoom, the pan, the straightening and the
// flips. Sampling by output pixel instead, as this once did, pins the
// mask to the viewport: zooming in slides the photograph under a mask
// that stays where it was, and cropping moves the adjustment to a
// different part of the picture.
//
// Doing it this way also means the framing map exists in exactly one
// place. A second copy here would be a second thing to keep in step
// with `Framing::wgsl_prologue`, and the failure would be a mask that
// is subtly wrong only when straightened.
let _ = writeln!(
out.body,
" var m = sample_mask(uv_src, {slot});"
);
let _ = writeln!(
out.body,
" m = select(m, 1.0 - m, u.{prefix}_invert > 0.5);"
);
let _ = writeln!(
out.body,
" m = clamp(m * u.{prefix}_opacity, 0.0, 1.0);"
);
// Skipping the work where the mask is empty is most of the point of a
// local adjustment: a mask covering a tenth of the frame should cost
// about a tenth of the shader. Safe as non-uniform control flow —
// nothing inside samples with derivatives or synchronises.
let _ = writeln!(out.body, " if (m > 0.0) {{");
// `masked` is the outer-scope carrier: op fragments write to a `c`
// they expect to own, so the inner block shadows `c` and copies the
// result back out. Assigning the outer `c` from inside is not possible
// precisely because it is shadowed.
let _ = writeln!(out.body, " var masked = c;");
let _ = writeln!(out.body, " {{");
let _ = writeln!(out.body, " var c = masked;");
for op in layer.active_ops() {
let id = op.descriptor().id.0;
let op_prefix = format!("{prefix}_{}", crate::operation::sanitise(id));
let op_uniforms = op.uniforms();
if !op_uniforms.is_empty() {
let _ = writeln!(out.uniform_fields, " // mask {slot}: {id}");
}
for u in &op_uniforms {
let _ = writeln!(out.uniform_fields, " {op_prefix}_{}: f32,", u.name);
out.uniform_values.push(u.value);
}
for h in op.helpers() {
if !out.helpers.iter().any(|e| e.name == h.name) {
out.helpers.push(*h);
}
}
let mut fragment = op.wgsl_body();
for u in &op_uniforms {
fragment = crate::operation::rewrite_uniform(
&fragment,
u.name,
&format!("u.{op_prefix}_{}", u.name),
);
}
let _ = writeln!(out.body, " // ---- {id} ----");
let _ = writeln!(out.body, " {{");
for line in fragment.lines() {
let _ = writeln!(out.body, " {line}");
}
let _ = writeln!(out.body, " }}");
}
let _ = writeln!(out.body, " masked = c;");
let _ = writeln!(out.body, " }}");
let _ = writeln!(out.body, " c = mix(c, masked, m);");
let _ = writeln!(out.body, " }}");
let _ = writeln!(out.body, " }}");
}
out
}
/// A stable fingerprint of a segmentation, for [`MaskSource::Regions`].
///
/// Built from the things that change what a region id *means* — the proxy
/// size, the region count, and the options the watershed ran with. Deliberately
/// **not** a hash of the label field: that would be a readback on a path that
/// must not have one (ARCH §6.1), and would also make the signature depend on
/// float arithmetic whose cross-vendor determinism is exactly the open
/// question (docs/segmentation.md §6, M5).
pub fn segmentation_signature(width: u32, height: u32, regions: u32, tuning: u64) -> u64 {
// FNV-1a over the four fields. Small, dependency-free, and adequate: this
// guards against accidental mismatch, not against a forged sidecar.
let mut h: u64 = 0xcbf2_9ce4_8422_2325;
for word in [width as u64, height as u64, regions as u64, tuning] {
for byte in word.to_le_bytes() {
h ^= byte as u64;
h = h.wrapping_mul(0x1000_0000_01b3);
}
}
h
}
#[cfg(test)]
mod tests {
use super::*;
use crate::descriptor::ParamId;
fn regions(ids: &[u32]) -> MaskSource {
MaskSource::Regions {
signature: 7,
level: 300,
ids: ids.to_vec(),
}
}
fn lit_layer(id: &str, ev: f32) -> MaskLayer {
let mut layer = MaskLayer::new(id, regions(&[1, 2]));
layer.set_param("exposure", ParamId("exposure"), ev);
layer
}
#[test]
fn a_layer_with_no_adjustment_is_not_in_the_shader() {
let layer = MaskLayer::new("m1", regions(&[1]));
assert!(!layer.is_active(), "a bare selection changes no pixel");
let mut stack = MaskStack::new();
stack.push(layer);
assert!(stack.is_neutral());
assert_eq!(compose_layers(&stack).body, "");
}
#[test]
fn a_disabled_layer_is_omitted_but_kept() {
let mut stack = MaskStack::new();
let mut layer = lit_layer("m1", 1.0);
layer.enabled = false;
stack.push(layer);
assert_eq!(stack.active_count(), 0, "disabled layers do not render");
assert_eq!(stack.len(), 1, "but they are not deleted");
}
#[test]
fn a_layer_offers_only_the_operations_it_can_actually_apply() {
// A layer's adjustments are fused into the colour dispatch and then
// multiplied by the mask. A neighbourhood operation cannot take that
// route: it is a dispatch of its own, run after the fused pass and
// after the masks are already applied, so there is nowhere to hand it
// one layer's mask.
//
// The panel builds itself from `capabilities()` and names no
// operation, so anything left in this chain becomes a control. One
// that cannot work is worse than one that is missing: it moves, the
// picture does not change, and nothing says why.
let layer = lit_layer("m1", 1.0);
let ids: Vec<&str> = layer.capabilities().iter().map(|c| c.id.0).collect();
let global = crate::ops::chain();
for op in &global {
let id = op.descriptor().id.0;
assert_eq!(
ids.contains(&id),
op.detail().is_none(),
"{id} is offered as a local adjustment but cannot be one, \
or is a point operation and has gone missing from a layer"
);
}
assert!(
ids.len() < global.len() || global.iter().all(|o| o.detail().is_none()),
"the filter dropped nothing, so either it is not running or the \
chain has no neighbourhood operation left to drop"
);
// And a clone must rebuild the same chain: it copies parameters across
// by position, so a chain built one way and rebuilt another would
// silently apply each value to the wrong operation.
let cloned: Vec<&str> = layer
.clone()
.capabilities()
.iter()
.map(|c| c.id.0)
.collect();
assert_eq!(ids, cloned);
}
#[test]
fn zero_opacity_is_inactive() {
let mut layer = lit_layer("m1", 1.0);
layer.opacity = 0.0;
assert!(!layer.is_active());
}
#[test]
fn the_generated_block_reads_its_own_mask_slot() {
let mut stack = MaskStack::new();
stack.push(lit_layer("m1", 1.0));
stack.push(lit_layer("m2", -1.0));
let shader = compose_layers(&stack);
assert!(shader.body.contains("sample_mask(uv_src, 0)"));
assert!(shader.body.contains("sample_mask(uv_src, 1)"));
assert!(shader.body.contains("u.mask0_opacity"));
assert!(shader.body.contains("u.mask1_opacity"));
}
/// The slot a layer renders through must follow `active()`, not the raw
/// index — otherwise disabling layer 0 silently shifts every mask.
#[test]
fn slots_follow_active_order_not_stack_order() {
let mut stack = MaskStack::new();
let mut off = lit_layer("m1", 1.0);
off.enabled = false;
stack.push(off);
stack.push(lit_layer("m2", -1.0));
let shader = compose_layers(&stack);
assert!(
shader.body.contains("sample_mask(uv_src, 0)"),
"the one active layer must use slot 0, not slot 1"
);
assert!(!shader.body.contains("sample_mask(uv_src, 1)"));
}
#[test]
fn each_layer_gets_its_own_uniforms() {
let mut stack = MaskStack::new();
stack.push(lit_layer("m1", 1.0));
stack.push(lit_layer("m2", -1.0));
let shader = compose_layers(&stack);
assert!(shader.uniform_fields.contains("mask0_exposure_"));
assert!(shader.uniform_fields.contains("mask1_exposure_"));
assert_eq!(
shader.uniform_values.len(),
shader.uniform_fields.lines().filter(|l| l.trim_start().starts_with("mask")).count(),
"one value per emitted field"
);
}
#[test]
fn the_inner_block_shadows_c_and_copies_back() {
let mut stack = MaskStack::new();
stack.push(lit_layer("m1", 1.0));
let body = compose_layers(&stack).body;
assert!(body.contains("var masked = c;"));
assert!(body.contains("var c = masked;"));
assert!(body.contains("masked = c;"));
assert!(body.contains("c = mix(c, masked, m);"));
}
#[test]
fn a_full_stack_refuses_rather_than_dropping_work() {
let mut stack = MaskStack::new();
for i in 0..MAX_LAYERS {
assert!(stack.push(lit_layer(&format!("m{i}"), 1.0)));
}
assert!(!stack.push(lit_layer("overflow", 1.0)));
assert_eq!(stack.len(), MAX_LAYERS);
assert!(stack.get("overflow").is_none());
}
#[test]
fn ids_do_not_collide() {
let mut stack = MaskStack::new();
assert_eq!(stack.next_id(), "m1");
stack.push(MaskLayer::new("m1", regions(&[1])));
assert_eq!(stack.next_id(), "m2");
}
#[test]
fn a_layer_from_another_segmentation_is_stale() {
let layer = MaskLayer::new("m1", regions(&[1]));
assert!(!layer.is_stale(7), "same signature is fine");
assert!(layer.is_stale(8), "a retuned segmentation invalidates ids");
// A gradient has no region ids, so nothing can go stale about it.
let grad = MaskLayer::new(
"m2",
MaskSource::Linear { centre: (0.5, 0.5), angle: 0.0, width: 0.2 },
);
assert!(!grad.is_stale(999));
}
#[test]
fn signatures_separate_what_changes_a_region_id() {
let base = segmentation_signature(1600, 1067, 6730, 2);
assert_eq!(base, segmentation_signature(1600, 1067, 6730, 2));
assert_ne!(base, segmentation_signature(1600, 1067, 6730, 5), "tuning");
assert_ne!(base, segmentation_signature(800, 1067, 6730, 2), "proxy size");
assert_ne!(base, segmentation_signature(1600, 1067, 42, 2), "region count");
}
#[test]
fn cloning_copies_parameters_not_handles() {
let layer = lit_layer("m1", 1.5);
let mut copy = layer.clone();
assert_eq!(copy, layer);
copy.set_param("exposure", ParamId("exposure"), -1.0);
assert_ne!(copy, layer, "the clone edits independently");
}
#[test]
fn params_reports_only_what_moved() {
let layer = lit_layer("m1", 1.25);
let moved: Vec<_> = layer.params().collect();
assert_eq!(moved, vec![("exposure", "exposure", 1.25)]);
}
fn painted(id: &str) -> MaskLayer {
let mut layer = MaskLayer::new(id, MaskSource::brush());
layer.set_param("exposure", ParamId("exposure"), 1.0);
layer
}
/// A gesture: press, drag along `path`, release.
fn paint(layer: &mut MaskLayer, erase: bool, radius: f32, path: &[(f32, f32)]) {
layer.begin_stroke(erase, radius, 0.5, 1.0);
for &(x, y) in path {
layer.extend_stroke(x, y);
}
layer.end_stroke();
}
#[test]
fn a_brush_layer_is_never_stale() {
let mut layer = painted("m1");
paint(&mut layer, false, 0.05, &[(0.2, 0.2), (0.8, 0.8)]);
assert!(
!layer.is_stale(12345),
"strokes are where the user put them, not where a model found something"
);
}
/// The failure this prevents is loud and total: `invert` turns an empty
/// mask into the whole frame, so an unpainted layer that rendered would
/// apply its adjustment to the entire photograph.
#[test]
fn an_unpainted_brush_layer_is_not_active() {
let mut layer = painted("m1");
assert!(!layer.is_active(), "nothing has been painted yet");
paint(&mut layer, false, 0.05, &[(0.5, 0.5)]);
assert!(layer.is_active(), "one dab is a mask");
}
#[test]
fn a_layer_of_nothing_but_erasing_is_not_active() {
let mut layer = painted("m1");
paint(&mut layer, true, 0.05, &[(0.5, 0.5)]);
assert!(
!layer.is_active(),
"erasing an unpainted layer takes nothing away"
);
}
/// A press with no movement is a tap, and a tap paints one dab. Dropping
/// it as "no path" would make a brush that ignores the shortest stroke
/// there is.
#[test]
fn a_tap_is_a_stroke() {
let mut layer = painted("m1");
paint(&mut layer, false, 0.05, &[(0.5, 0.5)]);
assert_eq!(layer.strokes().len(), 1);
assert_eq!(layer.strokes()[0].points, vec![(0.5, 0.5)]);
}
/// A finger held still reports position after position at the same place.
/// Left in, they would fill the stroke and be rasterised every frame until
/// the gesture ended.
#[test]
fn a_stationary_finger_does_not_fill_the_stroke() {
let mut layer = painted("m1");
layer.begin_stroke(false, 0.05, 0.5, 1.0);
for _ in 0..200 {
layer.extend_stroke(0.5, 0.5);
}
layer.end_stroke();
assert_eq!(layer.strokes()[0].len(), 1);
}
#[test]
fn simplifying_keeps_the_shape_and_drops_the_rest() {
let mut straight = Stroke::new(false, 0.1, 0.5, 1.0);
let mut bent = Stroke::new(false, 0.1, 0.5, 1.0);
for i in 0..=10 {
let t = i as f32 / 10.0;
straight.points.push((t, 0.5));
// A corner at the halfway point, far enough out to matter.
bent.points.push((t, 0.5 + (0.5 - (t - 0.5).abs()) * 0.5));
}
straight.simplify();
assert_eq!(
straight.points,
vec![(0.0, 0.5), (1.0, 0.5)],
"a straight line is two points however finely it was sampled"
);
bent.simplify();
assert_eq!(bent.len(), 3, "the corner survives");
assert!(
bent.points[1].0 > 0.4 && bent.points[1].0 < 0.6,
"and it is the corner that survived, not an arbitrary midpoint: {:?}",
bent.points
);
}
/// Tolerance follows the radius, because a swept disc cannot express
/// detail finer than its own edge — so a fat brush may throw away wobble a
/// fine one has to keep.
#[test]
fn a_fat_brush_simplifies_harder_than_a_fine_one() {
let wobble: Vec<(f32, f32)> = (0..=20)
.map(|i| {
let t = i as f32 / 20.0;
(t, 0.5 + if i % 2 == 0 { 0.004 } else { -0.004 })
})
.collect();
let mut fine = Stroke::new(false, 0.005, 0.5, 1.0);
fine.points = wobble.clone();
fine.simplify();
let mut fat = Stroke::new(false, 0.2, 0.5, 1.0);
fat.points = wobble;
fat.simplify();
assert!(
fat.len() < fine.len(),
"fat {} should keep fewer than fine {}",
fat.len(),
fine.len()
);
assert_eq!(fat.len(), 2, "the wobble is far inside a fat brush's edge");
}
/// A gesture longer than one stroke holds must continue, not stop. A brush
/// that quietly stops recording under the finger is the failure a painter
/// notices first.
#[test]
fn a_long_gesture_continues_in_another_stroke() {
let mut layer = painted("m1");
layer.begin_stroke(false, 0.001, 0.5, 1.0);
for i in 0..(MAX_STROKE_POINTS + 40) {
let t = i as f32 / (MAX_STROKE_POINTS + 40) as f32;
layer.extend_stroke(t, 0.5);
}
layer.end_stroke();
let strokes = layer.strokes();
assert!(strokes.len() > 1, "the gesture should have continued");
assert!(strokes[0].len() <= MAX_STROKE_POINTS);
assert_eq!(
strokes[0].points.last(),
strokes[1].points.first(),
"the continuation starts where the last one ended, so the swept \
path has no gap in it"
);
}
/// Refusing rather than dropping the oldest strokes, the same way the layer
/// stack refuses a ninth layer: work already on screen must not vanish.
#[test]
fn a_full_brush_layer_refuses_more_paint() {
let mut layer = painted("m1");
layer.begin_stroke(false, 0.0005, 0.5, 1.0);
// A zigzag, so simplification cannot quietly make room by throwing the
// path away — this test is about the cap, not about the tolerance.
for i in 0..(MAX_LAYER_POINTS * 4) {
let t = i as f32 / (MAX_LAYER_POINTS * 4) as f32;
layer.extend_stroke(t, if i % 2 == 0 { 0.49 } else { 0.51 });
}
layer.end_stroke();
assert!(layer.stroke_points() <= MAX_LAYER_POINTS);
assert!(
!layer.begin_stroke(false, 0.05, 0.5, 1.0),
"a full layer says so rather than making room"
);
}
#[test]
fn strokes_snap_to_the_stored_grid() {
let mut layer = painted("m1");
paint(&mut layer, false, 0.0512345, &[(0.1234567, 0.7654321)]);
let stroke = &layer.strokes()[0];
assert_eq!(stroke.points[0], (0.1235, 0.7654));
assert_eq!(stroke.radius, 0.0512);
}
/// Beginning a stroke on a gradient would be a brush painting into a mask
/// that has nowhere to put it, and silently discarding the gesture is how
/// a mode bug looks like a broken digitiser.
#[test]
fn a_stroke_on_a_layer_that_is_not_a_brush_is_refused() {
let mut layer = MaskLayer::new(
"m1",
MaskSource::Linear {
centre: (0.5, 0.5),
angle: 0.0,
width: 0.2,
},
);
assert!(!layer.begin_stroke(false, 0.05, 0.5, 1.0));
assert!(!layer.extend_stroke(0.5, 0.5));
assert!(layer.strokes().is_empty());
}
#[test]
fn an_abandoned_stroke_can_be_taken_back() {
let mut layer = painted("m1");
paint(&mut layer, false, 0.05, &[(0.2, 0.2)]);
layer.begin_stroke(false, 0.05, 0.5, 1.0);
layer.extend_stroke(0.8, 0.8);
assert_eq!(layer.strokes().len(), 2);
assert!(layer.drop_last_stroke().is_some());
assert_eq!(layer.strokes().len(), 1, "the first gesture is untouched");
}
#[test]
fn reordering_moves_a_layer_within_the_stack() {
let mut stack = MaskStack::new();
stack.push(lit_layer("m1", 1.0));
stack.push(lit_layer("m2", 1.0));
stack.push(lit_layer("m3", 1.0));
stack.move_to("m3", 0);
let order: Vec<&str> = stack.layers().iter().map(|l| l.id.as_str()).collect();
assert_eq!(order, ["m3", "m1", "m2"]);
}
#[test]
fn a_layer_offers_no_control_it_cannot_honour() {
// A layer's chain is fused into the point-operation pass, and the
// detail stage runs once afterwards over the whole frame — so a
// neighbourhood operation inside a mask has nowhere to run.
// `active_ops` has always dropped them; this is the other half, which
// stops the panel drawing a sharpening slider on a mask that would
// move and change nothing.
let layer = lit_layer("m1", 1.0);
let global: Vec<&str> = crate::EditGraph::default_chain()
.capabilities()
.iter()
.map(|c| c.id.0)
.collect();
let scoped: Vec<&str> = layer.capabilities().iter().map(|c| c.id.0).collect();
let detail: Vec<&str> = crate::ops::chain()
.iter()
.filter(|o| o.detail().is_some())
.map(|o| o.descriptor().id.0)
.collect();
assert!(
!detail.is_empty(),
"the chain has neighbourhood operations, or this proves nothing"
);
for id in detail {
assert!(global.contains(&id), "{id} is missing from the chain");
assert!(
!scoped.contains(&id),
"{id} cannot run inside a mask and must not be offered there"
);
}
}
}