Files
DarkRoom/core/dr-gpu/src/detail.rs
T
dtourolleandClaude Opus 5 bff95e25ad Let clarity's base be computed where it is still fully determined
Clarity's Gaussian sigma is 1.2% of the frame's shorter edge, so its radius
is a property of the viewport: 52 render pixels at 4K, two separable passes
of 105 taps each over 8.3 M pixels. That measured 33.9 ms — seven times the
entire fused point chain, for one slider — and is docs/technical-debt.md TD-4.

A detail pass may now declare `output_scale`, and clarity's base is computed
on a grid a quarter the size on each axis.

The pass that combines needs the blur *and* the full-resolution colour, and a
colour that has been through a quarter-scale target is no longer full
resolution. So a scaled pass cannot simply join the ping-pong: there are two
chains now. The full-resolution one carries the colour and no scaled pass
touches it; the reduced one carries the base and reaches the combining pass
through a second binding as `reduced_at()`.

The reduce is a dispatch of its own rather than something the first blur half
does on the way past, and that is the whole difference between this and the
strided kernel the module documentation rules out. A stride samples an image
that is not band-limited and aliases high-frequency content down into the
base, which is then subtracted, and arrives in the output as mottling across
smooth gradients. This band-limits first and samples after. What is discarded
is content the base could not represent at any resolution, because a Gaussian
at sigma = 26 px holds nothing above one cycle per 26 px and the quarter-scale
grid carries one per 8 — so the reduced base is not an approximation of the
full-resolution one, it is the same function sampled where it is still
determined.

Which is also why the scale belongs to the band rather than to the stage.
Texture's sigma is a decade finer, so the reduce pass's own box would be wider
than the Gaussian it was prefiltering; texture never reduces. And clarity
steps 4 -> 2 -> 1 as sigma falls, because a quarter of a small sigma is not a
Gaussian either — the case that gives up is the one that was already cheap.

`radius` stays in each pass's own pixels and `ComposedDetail::radius` multiplies
it back up, so 13 reduced pixels at scale 4 still report the 52 render pixels a
tile would have to be grown by. The halo a scheduler sees does not move.

The halo tests pass unchanged, which was TD-4's stated bar; they render at
1024 px and so exercise the reduced path rather than stepping around it. Added
`crossing_the_reduction_threshold_does_not_change_the_picture`, because
nothing yet compared the reduced form against a *less* reduced one — every
other test measures one form against itself. It renders the same edit either
side of the 4 -> 2 step-down and holds the peak excursion to 0.03 stops and
the reach to 2% of the frame.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-29 13:12:29 +02:00

632 lines
26 KiB
Rust

//! The detail stage — running `dr-pipeline`'s neighbourhood passes.
//!
//! Where [`crate::AdjustPass`] fuses every point operation into one dispatch,
//! this runs the operations that cannot be fused because they read pixels they
//! are not writing: sharpening, noise reduction, clarity, texture, dehaze,
//! spot removal (FR-DEV-3, FR-DEV-8). `dr_pipeline::detail` decides *what* they
//! are and generates their WGSL; this compiles it, finds it somewhere to
//! write, and dispatches it.
//!
//! # Nothing round-trips
//!
//! Every intermediate here is a `wgpu::Texture` and none of them is ever
//! mapped. The chain is `demosaiced -> fused -> f16 -> f16 -> ... -> rgba8`,
//! all of it on the device, and the last write lands in the same texture the
//! compositor was already being handed. ARCH §6.1 and FR-DEV-4 are satisfied
//! by there being no code here that could violate them, which is the only
//! guarantee worth having.
//!
//! # Following the mask pass rather than inventing a second pattern
//!
//! `mask.rs` established how multi-target work is done in this crate, and this
//! copies it deliberately:
//!
//! - **One encoder for the whole chain.** The mask pass rasterises every layer
//! into one command buffer and submits once; this does the same for every
//! pass. Submission order is the only synchronisation either needs, because
//! both write and then read through the same queue.
//! - **Textures reallocated on size change, never per frame.** `ensure_array`
//! there, [`Intermediates::ensure`] here. Steady-state rendering at one
//! viewport size allocates nothing.
//! - **An allocation counter that exists to be asserted on.** Reallocating per
//! frame instead of per resize costs a great deal of bandwidth and shows up
//! nowhere in the output, which is exactly the kind of regression that needs
//! a test that can see it.
//! - **Pipelines cached by structure hash**, as `AdjustPass` caches its own.
//! Moving a slider re-uploads a uniform buffer; it does not recompile.
//!
//! # The ping-pong, and why there are at most three textures
//!
//! Slot 0 holds what the fused colour pass wrote. It is kept **across frames**,
//! which is what makes [`dr_pipeline::Affects::Detail`] mean something: when
//! only a detail parameter has moved, the colour key is unchanged, the fused
//! dispatch is skipped, and dragging a sharpening slider costs the detail
//! passes alone (FR-DEV-3d).
//!
//! The remaining passes alternate between slots 1 and 2, and the last one
//! writes the display texture directly rather than an intermediate — so a
//! chain of *N* passes costs *N* dispatches and not *N* + 1, and there is no
//! resolve pass to pay for. That leaves the allocation at `1 + min(N-1, 2)`
//! textures: one for a single-pass operation, two for a separable blur, three
//! however long the chain gets after that.
//!
//! # The reduced chain, and why a second one was needed
//!
//! A pass may declare [`dr_pipeline::detail::DetailPass::output_scale`] and
//! write a target a fraction of the render size — clarity's base does, which
//! is what TD-4 bought back. Such a pass cannot be part of the ping-pong
//! above, and the reason is the shape of an unsharp mask rather than anything
//! about textures: the pass that *combines* needs the blur **and** the
//! full-resolution colour, and a colour that has been through a quarter-scale
//! target is no longer full resolution. If the scaled passes wrote into the
//! main chain they would destroy the very thing the last pass is going to
//! subtract from.
//!
//! So there are two chains. The full-resolution one carries the colour and is
//! untouched by a scaled pass; the reduced one carries the base. A scaled pass
//! reads the reduced chain if anything has been written to it and the
//! full-resolution chain otherwise — which is exactly "read what the pass
//! before you wrote", the same rule as before. A full-resolution pass always
//! reads the full-resolution chain, and sees the reduced one through binding 4
//! as `reduced_at()`.
//!
//! One reduced buffer, not one per operation. Two operations both wanting a
//! reduced base in the same frame would need more, and nothing does: clarity
//! is the only caller and texture's band is a decade finer, so it must stay at
//! full resolution. A `debug_assert` in [`DetailRunner::encode`] holds that
//! claim rather than leaving it as a comment.
use std::collections::HashMap;
use dr_pipeline::detail::{ComposedDetail, ComposedDetailPass};
use wgpu::util::DeviceExt as _;
use crate::{GpuContext, GpuError};
/// The format every intermediate carries.
///
/// The same `Rgba16Float` the demosaicer produces and the same one ARCH §5.2
/// names as the working precision (FR-DEV-2). It is not a free choice: the
/// stage exists between the colour pass and the output transform precisely so
/// that a kernel runs on linear values at full internal precision, and an
/// 8-bit intermediate would quantise twice and convolve display-encoded
/// numbers — which is how sharpening comes to band a clear sky.
pub const INTERMEDIATE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// One linear working texture.
struct Slot {
#[allow(dead_code)]
texture: wgpu::Texture,
view: wgpu::TextureView,
}
/// The pool of linear intermediates, sized to the chain and the viewport.
struct Intermediates {
slots: Vec<Slot>,
width: u32,
height: u32,
allocations: usize,
}
impl Intermediates {
fn new() -> Self {
Self {
slots: Vec::new(),
width: 0,
height: 0,
allocations: 0,
}
}
/// Make sure `count` textures of this size exist.
///
/// Grows but never shrinks within a size: an edit that briefly had a
/// three-pass chain and then a one-pass one keeps the spare texture rather
/// than freeing and reallocating it the next time the user turns the
/// operation back on. A size change drops the lot, because none of them
/// fits any more.
fn ensure(&mut self, ctx: &GpuContext, count: usize, width: u32, height: u32) {
if self.width != width || self.height != height {
self.slots.clear();
self.width = width;
self.height = height;
}
while self.slots.len() < count {
let texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("detail-intermediate"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: INTERMEDIATE_FORMAT,
// STORAGE_BINDING to be written by a compute pass and
// TEXTURE_BINDING to be read by the next one. Nothing else:
// no RENDER_ATTACHMENT, because unlike the adjust pass's
// output these are never handed to a compositor, and no
// COPY_SRC, because nothing reads them back — that is the
// point (ARCH §6.1).
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&Default::default());
self.slots.push(Slot { texture, view });
self.allocations += 1;
}
}
}
/// Runs the detail stage.
///
/// Owned by [`crate::AdjustPass`] rather than standing alone, because the two
/// halves are one render: the fused pass writes slot 0, this reads it, and the
/// last pass writes the adjust pass's own output texture. Splitting them into
/// two objects with two lifetimes would mean a caller could hold a stale
/// intermediate against a fresh colour result and never be told.
pub(crate) struct DetailRunner {
ctx: GpuContext,
/// Layout for a pass writing another linear intermediate.
to_linear: Layout,
/// Layout for the last pass, which writes the display texture.
to_output: Layout,
/// Compiled pipelines by pass structure hash.
cache: HashMap<u64, wgpu::ComputePipeline>,
pool: Intermediates,
/// The reduced chain — see the module documentation. Its own pool rather
/// than more slots in `pool`, because its textures are a different size
/// and [`Intermediates::ensure`] drops the lot when the size changes.
reduced: Intermediates,
/// See [`placeholder_instances`].
no_instances: wgpu::Buffer,
/// See [`placeholder_reduced`].
no_reduced: wgpu::TextureView,
}
struct Layout {
bind_group: wgpu::BindGroupLayout,
pipeline: wgpu::PipelineLayout,
}
/// What binding 3 holds for a pass that declared no instance list.
///
/// One zeroed element, allocated once. Zero-length storage buffers cannot be
/// bound, and the passes that read this binding are exactly the ones that
/// uploaded something of their own, so nothing ever reads the placeholder's
/// contents — it exists to keep one bind group layout serving both kinds of
/// pass.
fn placeholder_instances(ctx: &GpuContext) -> wgpu::Buffer {
ctx.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("detail-instances-placeholder"),
contents: bytemuck::cast_slice(&[[0.0f32; 4]]),
usage: wgpu::BufferUsages::STORAGE,
})
}
/// What binding 4 holds for a pass that never calls `reduced_at`.
///
/// The same trick as [`placeholder_instances`], for the same reason: one bind
/// group layout has to serve a pass that reads the reduced chain and a pass
/// that has never heard of it, and a binding cannot be left unbound. 1x1 and
/// allocated once, so the cost of the arrangement is four bytes for the life
/// of the runner.
fn placeholder_reduced(ctx: &GpuContext) -> wgpu::TextureView {
ctx.device
.create_texture(&wgpu::TextureDescriptor {
label: Some("detail-reduced-placeholder"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: INTERMEDIATE_FORMAT,
usage: wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
.create_view(&Default::default())
}
impl DetailRunner {
pub(crate) fn new(ctx: &GpuContext) -> Self {
Self {
ctx: ctx.clone(),
to_linear: Layout::new(ctx, INTERMEDIATE_FORMAT, "detail-linear"),
to_output: Layout::new(ctx, crate::AdjustPass::FORMAT, "detail-output"),
cache: HashMap::new(),
pool: Intermediates::new(),
reduced: Intermediates::new(),
no_instances: placeholder_instances(ctx),
no_reduced: placeholder_reduced(ctx),
}
}
/// The view the fused colour pass should write, given a chain of `passes`.
///
/// Slot 0, always — it is the one that survives between frames so that a
/// detail-only change can skip the colour dispatch entirely.
pub(crate) fn colour_target(
&mut self,
passes: usize,
width: u32,
height: u32,
) -> &wgpu::TextureView {
// One for the colour pass's result, then one per hand-off between
// detail passes, capped at two because a ping-pong needs no more: the
// last pass writes the display texture rather than an intermediate.
let needed = 1 + passes.saturating_sub(1).min(2);
self.pool.ensure(&self.ctx, needed, width, height);
&self.pool.slots[0].view
}
/// Encode every pass of `chain`, the last one writing `output`.
///
/// The caller must already have run the fused colour pass into
/// [`Self::colour_target`] — or established that a previous frame's is
/// still valid, which is the whole point of keeping slot 0.
pub(crate) fn encode(
&mut self,
encoder: &mut wgpu::CommandEncoder,
chain: &ComposedDetail,
output: &wgpu::TextureView,
width: u32,
height: u32,
) -> Result<usize, GpuError> {
for pass in &chain.passes {
self.compile(pass)?;
}
// The reduced chain's size, allocated once for the whole chain.
//
// One scale per chain, so the first scaled pass names the only scale
// there is — see the module documentation for why one buffer is
// enough, and the assertion for what would have to change.
if let Some(scale) = chain
.passes
.iter()
.map(|p| p.output_scale)
.find(|&scale| scale > 1)
{
debug_assert!(
chain
.passes
.iter()
.all(|p| p.output_scale == 1 || p.output_scale == scale),
"two reduced scales in one chain, and the runner holds one \
reduced buffer"
);
// Two, for the ping-pong the reduce and the two blur halves need.
// A separable blur cannot read the texture it is writing.
self.reduced.ensure(
&self.ctx,
2,
width.div_ceil(scale).max(1),
height.div_ceil(scale).max(1),
);
}
// Where each chain last wrote. `full` starts at slot 0 — what the
// fused colour pass left there — and `carried` starts empty, which is
// what makes the first scaled pass read the colour rather than an
// uninitialised base.
let mut full = 0usize;
let mut full_writes = 0usize;
let mut carried: Option<usize> = None;
let mut reduced_writes = 0usize;
for pass in chain.passes.iter() {
let scaled = pass.output_scale > 1;
// The last pass carries the output transform into the display
// texture, which is the render size by definition. A scaled pass
// there would bind a shader dispatching over a quarter-size grid
// to a full-size target and write a quarter of the picture — a
// wrong image rather than a validation failure, so it is caught
// here and named.
if scaled && pass.writes_output {
return Err(GpuError::ShaderCompilation(format!(
"detail pass {} declares output_scale {} and is last in \
the chain; the output transform is written at the render \
size",
pass.label, pass.output_scale
)));
}
let (dispatch_w, dispatch_h) = if scaled {
(
width.div_ceil(pass.output_scale).max(1),
height.div_ceil(pass.output_scale).max(1),
)
} else {
(width, height)
};
// Read what the previous pass in *this pass's own chain* wrote;
// write the next slot of it, or the display texture if this is the
// last pass. Alternating slots is what stops a pass reading the
// texture it is writing — on a compute pass that is not an error
// the driver reports, merely a picture that depends on scheduling.
let source = match (scaled, carried) {
(true, Some(slot)) => &self.reduced.slots[slot].view,
_ => &self.pool.slots[full].view,
};
let destination = if pass.writes_output {
output
} else if scaled {
&self.reduced.slots[reduced_writes % 2].view
} else {
&self.pool.slots[1 + (full_writes % 2)].view
};
// Binding 4. Present for every pass, because one bind group layout
// serves both kinds; a pass that never calls `reduced_at` gets the
// 1x1 placeholder and never reads it.
let reduced_source = match carried {
Some(slot) => &self.reduced.slots[slot].view,
None => &self.no_reduced,
};
let layout = if pass.writes_output {
&self.to_output
} else {
&self.to_linear
};
let params = self
.ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("detail-params"),
contents: bytemuck::cast_slice(&pass.uniforms),
usage: wgpu::BufferUsages::UNIFORM,
});
// TRACES: FR-DEV-8
// The instance list, uploaded only by the passes that have one. A
// kernel pass — which is every pass that is a convolution — is
// handed the placeholder allocated once in `new`, because a storage
// buffer of length zero is not bindable and allocating a fresh
// sixteen bytes per pass per frame is the per-frame allocation this
// module's documentation exists to refuse.
let instances = (!pass.storage.is_empty()).then(|| {
self.ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("detail-instances"),
contents: bytemuck::cast_slice(pass.storage.as_slice()),
usage: wgpu::BufferUsages::STORAGE,
})
});
let instances = instances.as_ref().unwrap_or(&self.no_instances);
let bind_group = self
.ctx
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("detail-bg"),
layout: &layout.bind_group,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(source),
},
wgpu::BindGroupEntry {
binding: 1,
resource: params.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(destination),
},
wgpu::BindGroupEntry {
binding: 3,
resource: instances.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::TextureView(reduced_source),
},
],
});
let pipeline = self
.cache
.get(&pass.structure_hash)
.expect("compiled above");
let mut compute = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some(pass.label.as_str()),
timestamp_writes: None,
});
compute.set_pipeline(pipeline);
compute.set_bind_group(0, &bind_group, &[]);
compute.dispatch_workgroups(dispatch_w.div_ceil(8), dispatch_h.div_ceil(8), 1);
drop(compute);
if pass.writes_output {
// Nothing downstream to hand anything to.
} else if scaled {
carried = Some(reduced_writes % 2);
reduced_writes += 1;
} else {
full = 1 + (full_writes % 2);
full_writes += 1;
// A full-resolution pass consumes the reduced chain. It is the
// combine — the base has been subtracted and now lives in the
// colour — so a later operation must not be handed a base
// belonging to this one.
carried = None;
}
}
Ok(chain.passes.len())
}
/// Compile one pass, or leave the cached pipeline in place.
///
/// A validation error here is a codegen bug rather than anything the user
/// did, so it is caught in an error scope and returned with the generated
/// source and the pass's label attached — a line number against code
/// nobody wrote, from one of several passes, is otherwise close to
/// unactionable.
fn compile(&mut self, pass: &ComposedDetailPass) -> Result<(), GpuError> {
if self.cache.contains_key(&pass.structure_hash) {
return Ok(());
}
let scope = self
.ctx
.device
.push_error_scope(wgpu::ErrorFilter::Validation);
let module = self
.ctx
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(pass.label.as_str()),
source: wgpu::ShaderSource::Wgsl(pass.source.as_str().into()),
});
let layout = if pass.writes_output {
&self.to_output
} else {
&self.to_linear
};
let pipeline = self
.ctx
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some(pass.label.as_str()),
layout: Some(&layout.pipeline),
module: &module,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
if let Some(err) = pollster::block_on(scope.pop()) {
return Err(GpuError::ShaderCompilation(format!(
"detail pass {}: {err}\n\n--- generated source ---\n{}",
pass.label,
crate::adjust::numbered(&pass.source)
)));
}
self.cache.insert(pass.structure_hash, pipeline);
Ok(())
}
/// How many distinct detail pipelines are compiled. For tests asserting
/// that slider movement does not recompile.
pub(crate) fn cached_pipelines(&self) -> usize {
self.cache.len()
}
/// How many intermediate textures have been allocated since this pass was
/// created. For tests — see [`crate::MaskPass::allocations`] for the
/// regression this shape of counter exists to catch.
pub(crate) fn allocations(&self) -> usize {
// Both pools. A reduced buffer reallocated every frame is exactly the
// regression this counter exists to catch, and counting only the
// full-resolution one would hide it.
self.pool.allocations + self.reduced.allocations
}
}
/// A read-only storage buffer entry, as `mask.rs` declares its strokes.
fn storage_entry(binding: u32) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
impl Layout {
fn new(ctx: &GpuContext, format: wgpu::TextureFormat, label: &str) -> Self {
let bind_group = ctx
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some(label),
entries: &[
// The previous stage's result.
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
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,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
// TRACES: FR-DEV-8
// The instance list, for a pass whose work is a list rather
// than a kernel (`DetailPass::storage`). Every other pass
// gets `Intermediates`' placeholder here — one entry on both
// layouts rather than two more layouts, since a convolution
// that never reads the buffer costs nothing for it being
// bound.
storage_entry(3),
// The reduced chain, for a pass that calls `reduced_at`.
// Bound on every layout for the same reason binding 3 is:
// a pass that never reads it costs nothing for it being
// there, and two more layouts would cost a great deal more
// than that.
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
});
let pipeline = ctx
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some(label),
bind_group_layouts: &[Some(&bind_group)],
immediate_size: 0,
});
Self {
bind_group,
pipeline,
}
}
}