dtourolle bee5c5866f Erode dehaze's window in one pass per axis, and recover in the second
Dehaze cost 22.9 ms of a 2560x1600 frame on the reference laptop RTX 3050,
and 54.1 ms at 3840x2160, with the memory clock held at 810 MHz by the power
cap (graphics 1762 MHz). It ran five passes: a run and a span erosion along
x, the same along y, and the recovery. At those clocks a detail pass costs
what it reads and writes, not what it taps: a pass with an empty body -
one render-sized rgba16float read and write - measured 4.0 ms, and each
dehaze pass 4.4-4.6 ms, so the taps were about 2 ms of the 22 and the four
hand-offs between passes were the rest.

Each axis is now one pass that takes the minimum over the whole window
directly, and the recovery rides in the y pass, which already holds the
veil and the pixel's own colour. That is 36 texture reads per pixel at
2560x1600 in place of 12, nearly all of them cache hits, and two passes in
place of five.

The picture is the same bits. A minimum is exact in any order, and the
window is the one Split always covered, the surplus pixel on the far side
included (Split::first and Split::width). The veil crossing the removed
hand-offs was already exactly representable in rgba16float - a minimum of
channels read from rgba16float, floored at zero - so storing it between
passes never rounded anything that the fused form now keeps unrounded.

Measured with a scratch probe that renders the synthetic 60 MP frame from
examples/frame_budget.rs, only a detail parameter moving so the fused pass
is reused, 30 frames per scene after six of warm-up, five runs of each
binary alternated, median of the per-run p50:

  scene                   before     after
  dehaze      2560 fit    22.88 ms    9.06 ms
  dehaze      2560 1:1    23.41 ms    9.52 ms
  dehaze      3840 fit    54.09 ms   28.12 ms
  all detail  2560 fit    53.11 ms   39.97 ms  (NR, sharpen, clarity,
  all detail  2560 1:1    67.48 ms   56.42 ms   texture, dehaze)
  every op    2560 fit    57.59 ms   44.19 ms  (with film)
  every op    2560 1:1    71.83 ms   57.93 ms
  controls without dehaze (NR, sharpen, clarity, texture): within +-2%

The rgba8 output hashed identically before and after for every scene -
dehaze alone, all five detail operations, every operation with film, and
each other detail operation alone - at fit and 1:1, at 2560x1600,
3840x2160, 1917x1203 and 333x211: 64 of 64.
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2026-08-26 10:08:51 +02:00
2026-09-26 09:46:32 -04:00
2026-09-26 09:46:32 -04:00

DarkRoom

A non-destructive RAW photo editor and library for Linux and Android, with a GPU develop pipeline, a catalog that syncs between devices, and no account, no telemetry and no cloud of its own.

The library: seventy frames, the timeline beside them, the filter bar above

The manual shows every feature, pictured from the application itself. This page says what it is, how to get it, and what is still missing.

What it does

A library. Point it at a folder — on this machine, on a network mount, or one a Nextcloud client keeps in virtual-files mode, where a placeholder is treated as the photograph rather than as a one-byte file — or at a Nextcloud account directly. The grid is virtualised, ordered by capture time with a timeline beside it, and filtered by rating, flag, colour label, person and whether the file is here. Ratings, colour labels, keywords, collections and a trash that survives a crash mid-operation. Card ingest. Bursts fold. The same RAW catalogued twice — a dated folder and a backup beside it — is found, proved the same, and folded onto one copy with the spares in the trash. Face detection and identity, with the index syncing between devices.

Developing. Eighteen declared operations fused into one compute dispatch, plus the neighbourhood work that cannot be: clarity, texture, capture sharpening, noise reduction, lens correction, spectral film simulation. Crop, straighten and correct converging verticals, spot repair, and local adjustments over masks the model draws — click a subject or a category, then paint, subtract a gradient or keep only where two selections agree, grow or shrink the edge. Focus peaking and a raw histogram for judging what is recoverable. Named presets; XMP sidecars other editors read.

Segmenting an urban scene and choosing the sky as a mask

Panoramas. Select the frames, align, choose a projection, fill the ragged border rather than crop it, and the composite lands beside its sources as a DNG, with a sidecar recording what it was merged from.

Twelve hand-held frames aligned on a cylinder

From the keyboard, and with its manual. Rating, flagging and labelling have keys in the grid and in develop, as do zoom, undo and stepping through a shoot in develop, and none of them is keyboard-only. The help sheet (F1, or ? in develop) lists every key and gesture, generated from the code that binds it, and links them to the sections of the manual that show them — the manual ships with the application and opens offline.

Export. JPEG, PNG, AVIF, JPEG XL, 8- and 16-bit TIFF, with resize, output sharpening, a naming template and a colour space — to a folder here or back into the library.

On both platforms. The same core runs on a desktop and a 12-inch tablet; the interface is one layout, tuned for a wide viewport with touch targets throughout. On both, the develop view draws the compute pass's texture directly — no readback between the GPU and the screen.

Getting it

Platform How State
Arch Linux packaging/PKGBUILD — makepkg -si Built from every release
Android The APK from each CI run, or ./docker/android/package.sh --install Runs on a tablet; F-Droid not yet submitted
Windows DarkRoom-<version>-x86_64-setup.exe, cross-built by CI (windows.md) Verified under Wine only; unsigned
Flatpak packaging/flatpak/ Manifest in tree; choosing a library does not yet work in the sandbox

Or build it. Git LFS is required for the model weights, and the toolchain pins itself to 1.92.0:

git lfs install && git lfs pull
cargo run --release -p darkroom-desktop

Android, through the containerised toolchain (docker/android):

./docker/android/build.sh cargo ndk -t arm64-v8a build --release

CONTRIBUTING.md has the system packages, the four commands CI runs against what you send, and the shortest useful contribution — a develop operation is one YAML file, and it arrives with its controls, its place in the chain and its tests.

Where it stands

0.16.0, twenty-four tagged releases in. 191 numbered requirements in scope, 84% of them claimed by code and traced to it; the rest are written down rather than merely absent.

Not built: plugins (post-v1, D12), compare and survey culling, AI denoise, tiled rendering, HDR merge and focus stacking, importing a Lightroom or darktable catalog, translations beyond the launch screen, most of the Android platform integration beyond running, and the Flatpak's library chooser. The performance targets are half verified: the per-commit benchmark suite §8 requires exists for everything that does not need a frame — the catalog, the scan, the thumbnails — and not yet for the render path, so a regression there fails nothing. outstanding.md is the list, with the reasoning for each.

Documentation

docs/README.md is the index. The short version, for someone using it:

manual Every feature, pictured
gestures.md How it is driven — generated from the code, so it cannot describe a gesture that does not exist

For someone changing it:

CONTRIBUTING.md How to land a first change without reading the rest
requirements.md What the software must do — the numbered register, and the decisions
architecture.md How it is built — crates, the GPU pipeline, the data model, sync
technical-debt.md Compromises taken deliberately, each with the condition that retires it
outstanding.md What is not built, and whether that is a decision or a gap
code-health.md What a contribution costs, per seam, measured
traceability.md Generated: which requirement is claimed by which file

Designs, one per subsystem: segmentation and mask editing · spot removal · panorama · faces · inference · storage and sync · catalog · display and extension · navigation · distribution · windows · benchmarks.

Licence

GPL-3.0-or-later. The photographs in the manual and the test fixtures are the author's and are there to show and test this project, nothing else. The model weights carry their own licences — models/LICENCE.md.

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