The highlights/shadows base (fast guided filter of log luminance, eps 0.35)
followed thin high-contrast detail, so the per-pixel shift flattened twigs,
lines and texture in bright areas (and dark ones under Shadows); Exposure
kept them.
This changes how every existing edit with Highlights or Shadows renders, so
it ships as a new rendering process (docs/process-versions.md):
- Process::V2 (version 2) is added and made LATEST. New photos and Reset get
it; existing edits stay on V1 until Update to Current Process. Settings
saved without the field still load as V1.
- From V2 the base is the same guided filter of a separable median of log
luminance (radius 0.15 % of the long edge, <= 24 px): fine detail takes its
surroundings' shift and keeps its contrast, region steps stay put (no new
halos). V1's base is untouched: local::tone_base_detail is 0 under V1 and
tone_base then is exactly guided_fast(l, sigma, BASE_EPS), as before.
- CPU (local::prepare) and GPU prepare (median_h / median_v kernels, bit for
bit with the CPU median) both branch on it via PlaneSigmas::base_detail.
- The base plane's cache key is now (sigma, process, median radius)
(local::BaseKey), so a warm cache never serves one process the other's
base. plane_at is shared with the GPU crate.
- finish::base_tone: V2 uses V1's tone map.
Tests: V2 keeps twig/local contrast (>= 0.9 of Exposure's) with no halo; V1
plane sigmas have no median and its base equals guided_fast bit for bit; V1
and V2 render alike without Highlights/Shadows; warm-cache renders across
V1/V2 switches equal fresh ones (fails if the key drops the process); GPU
matches CPU on both processes at 720 and 2400 px, cached and not.
Pentax 645D 2401 at 4000 px: main and V1 renders bit-identical (plain,
Highlights -100, Shadows +100). Highlights -100 bright rel. detail
0.095 (V1) -> 0.147 (V2), Exposure -1: 0.124; Shadows +100 dark rel. detail
0.126 -> 0.148.
RENDER_CACHE_VERSION 54 (adjust at merge).
`export_falls_back_to_the_cpu_when_gpu_work_is_lost` asserted on
`lightcraft_gpu::last_fallback()`, one value for the whole process that
every other engine test's GPU render overwrites between the export and
the assertion (out of device memory under parallel load, once "a GPU
render panicked"). It also switched the GPU off for the whole process
through the injected fault and cleared everyone's state with
`reset_failures()`.
A render now reports its own fallback: `lightcraft_gpu::try_render`
returns `Result<Rendered, Fallback>` (`NotTried` when the GPU was not
used, `Failed(reason)` when it was tried and the CPU must render), and
`render` is a thin `.ok()` over it. `media::develop_reporting` passes
the reason on as `RenderResult::gpu_fallback`, an export carries it as
`Exported::gpu_fallback`, and each file in an `app.export` batch result
has `gpuFallback` when its render fell back. `last_fallback()` stays as
the process-wide diagnostic for `ui.inspect` → `perf.gpuFallback`.
A simulated failure (`inject_fault`) is thread-local, and so are its
consequences now: a fatal injected fault stops GPU use on the injecting
thread only (`available()` false, `unavailable_reason()` set there);
`reset_failures()` clears that and nothing else, so neither reaches the
other tests in the process. Real failures still stop the whole process.
The engine test asserts on its own export's reason and checks that
another thread still has the GPU; `crates/gpu/tests/fallback.rs` uses
`try_render` and checks the same; a new batch test checks `gpuFallback`
lands on the file whose render fell back. Docs: gpu-pipeline.md,
control-protocol.md (app.export result), parity.md.
A render still running on a worker thread while the process exits crashes in the
driver (SIGSEGV in the NVIDIA Vulkan driver on Linux), where neither the panic
hook nor catch_unwind helps: pool workers were detached, the devices are statics
that are never dropped, and nothing on the way out waited for GPU work.
- gpu: every entry into a device (render, device creation, pool trim, denoise
runner and tiles) is counted as work in flight (exit.rs). begin_shutdown()
lets nothing new in; wait_idle(timeout) waits for what is inside.
- preview: JobPool keeps its workers. shutdown(timeout) and Drop discard the
queued jobs and wait, bounded, for the running ones (2 s on drop); never for
the calling thread, and not twice.
- engine: a render job caught by the shutdown gives up instead of rendering on
the CPU, so quitting doesn't wait for it.
- app: on_exit ends with LightcraftApp::shutdown (2 s for everything), after
settings and library are saved; the macOS menu-bar Quit goes through on_exit.
Not changed: the export, merge, denoise and import threads are still detached;
their GPU work goes through the gate, their CPU work is cut off at exit as before.
Tests: pool drop waits / is bounded / survives a panicked job and its own job
dropping it; the gate; GPU renders refused and the device not created after
begin_shutdown; the app's shutdown leaves no render worker. The crash itself
needs Linux + NVIDIA and was not reproduced here (Windows, DX12): 9 of 9 quits
of the app mid-render exit with code 0 in under 0.8 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sensor-clipped pixels are rebuilt at raw decode. The tone map rolls them off to
white at Neutral, so any colour they carry shows only when Highlights, a negative
Exposure or Whites darkens them. They took colour from the nearest unclipped pixel
(dark foliage, lens fringes along branches, pixels demosaiced from clipped samples),
left two clipped channels at their white-balance-scaled clip levels (red or pink),
and were neutral only in camera RGB, not after the colour model (a look fitted to
the camera's JPEG, a camera profile).
- highlight::reconstruct_with: chromaticity only from bright unclipped content away
from edges and from the clip, through a normalised push-pull pyramid; a neutral
estimate blended in where reliable content is scarce at every scale up to a
quarter of the long edge, applied only as far as the pixel lies past the nearest
near-clip unclipped pixels (so a surface still runs into clipping without a
step); clipped pairs keep the estimate's ratio at their clip floors; partly
clipped pixels fade into the clipped neutral on their way from the first channel
clipping to the last; fully clipped pixels become the colour model's neutral.
Pixels without a clipped channel are left exactly as they were.
- engine: the decode colour step as CameraColourModel, with clipped_white, which
keeps the camera's neutral for nearly singular or implausible models.
- Tests in raw (continuity along a ramp through every clip, also as lines 1 to 16
rows thick with no reliable colour, on canvases 32 to 1024 rows), engine
(pipeline renders at Highlights -100, #523's edit and Exposure -2 through the
first clip, over the same sweep; a CC0 ILCE-7RM4 corpus file added to
RAW_SAMPLES) and the GPU equivalence suite.
- Render cache version 27.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keeping a 288 MB upload with each view's stages made them thrash against the stage
budget; not keeping it made every new window (a pan crossing a snap, the first
window of the Before side, any control that invalidates the sampled pixels) upload
and convert the source again, about 64 ms against 6-12 ms. A source too big for a
view's stages is now kept once for all views of the photo (shared_source), outside
the views' stages, and given back when the app idles (trim_pool(0)).
source_uploads and shared_source_bytes expose it for tests and diagnostics.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Profiling a slider drag at 100 % and 400 % found each tick of the window render
taking about 60 ms: the 24 MP source (288 MB) uploaded to the device was kept with
the view's stages, counted against the stage budget, and the stages cleared every
frame, so every tick uploaded and resampled again. A source over 96 MB is now
uploaded for the render only; the stages keep the window's own sampled pixels.
A tick costs 7-12 ms instead. equivalence.rs covers it.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The GPU renderer renders windows (no more CPU fallback): the vignette gets the
window's offset and the whole output's size (VIG_VIEW), the airlight and noise
reduction scale come from the whole frame, and a window grown for spots or
strokes is cut back after the readback. equivalence.rs renders every settings
case as a window plus a corner vignette and a spot reading from outside, within
the existing 1 LSB. Auto Mask strokes join spots in growing the window (they read
the pixel under each dab). An Auto Mask dab's reference pixel is chosen from its
position at f32 precision, like the GPU kernel: an f64 rounding error that
depended on the window's start could put a boundary dab on either pixel.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
#207 let up to two edge pixels differ because the GPU's f32 framing could
fall on the other side of the lens-warp boundary. 'GPU: decide warped-geometry
edges with a CPU coverage mask' (this PR) makes the GPU use the CPU's f64
decision, so every case is back within the plain MAX_LSB check (embedded
lens + perspective: max 1 LSB, was 91 before the mask).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The lens + perspective warp classified source-edge pixels in f32 on the GPU.
A position 0.000035 px outside the edge rounded inside, so the GPU sampled
photo pixels where the CPU reference draws blank canvas (geometry_variants,
"embedded lens + perspective", max 91 LSB). The CPU now evaluates the f64
framing decision into a one-bit-per-pixel mask; sampling and colour stay on
the GPU. The embedded-lens cases move to their own test,
embedded_lens_perspective_edges_match, with the same tolerances.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- paths are built by component, not with a hard-coded '/' (cli, import, rename, find-missing)
- the rename tests' model volume treats both separators as one
- the Local-folder UI tests hide Home when the temp folder lies inside it, and wait for
the worker-thread listing instead of three frames
- the GPU equivalence test tolerates up to two edge pixels where the CPU and the card
fall on different sides of the lens-warp sampling boundary
cargo xtask ci: all 7 steps pass.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A sunny ILCE-7M4 waterfall shot rendered yellow: sunlit rock came out
cream, +4 b* in the brightest fifth of the picture. Camera JPEGs make
shadows up to 1.4x more colourful and bleach highlights to 0.1-0.3x
(a per-channel tone curve), which a luminance-only curve can't do.
- CameraTone gains an 8-node chroma-by-display-luminance curve, fitted
per file (bright pixels included) and kept only when it lowers the
held-out error; applied after the tone map on CPU and GPU, keeping
luminance. Old smart-preview headers load with an identity curve.
- The hue/saturation table gets an sRGB-encoded value axis: dark yellows
had to turn toward orange while bright yellow-greens turned toward
green. It is applied after the baseline exposure, as it is fitted.
- Matrix-only and matrix+table looks are completed (tone, chroma) and
compared in gamma-encoded values; acceptance gates stay linear.
29 local ARWs vs their camera JPEGs: mean dE 4.23 -> 3.54, every file
closer, saturated areas 7.65 -> 6.41. Render cache v10.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A GPU render no longer hands back an image it cannot vouch for:
- set the wgpu device-lost callback (wgpu never reports a lost device as an
error, so a driver reset went unnoticed); readback waits with a timeout and
checks the poll result and map callback instead of blocking forever
- each render runs in OutOfMemory/Validation/Internal error scopes; errors
fail that render (OOM and limit failures for that render only, device
errors for the process) and it is redone on the CPU
- every buffer is checked against the device limit when created (no
validation error, no process-wide disable); LIGHTCRAFT_GPU_LIMITS=webgpu|<MiB>
creates the device with lower limits to reproduce small adapters
- the output buffer is cleared and the per-pixel kernel writes alpha 255:
any unwritten pixel (work silently dropped, the issue's all-black export)
fails the render; an all-black result is re-rendered on the CPU
- renders submit per stage and every 16 M invocations, the per-pixel stage
runs in ~4 MP bands: no long submission for a slow iGPU's watchdog to reset
- ui.inspect perf.gpuReason / perf.gpuFallback, app.gpu reason/lastFallback,
System Info and Settings say why the GPU is off (e.g. llvmpipe skipped) and
why the last render fell back
Tests: crates/gpu/tests/fallback.rs (limit, mid-render limit, validation
error, dropped work, black photo), engine export falls back to the CPU image,
banded 3000x2000 GPU/CPU equivalence.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soft proofing (S in the loupe; S in grids stays Expand/Collapse Stack):
- pipeline Proof {space, destWarning, displayWarning}: gamut-map into the
proof space, show it in the output space; red/blue gamut warnings
(neutral clipping excluded). CPU only; the GPU path declines proofs.
- RenderJob::with_proof; paper-white surround and Proof Preview label;
Soft Proofing strip under the histogram (profile, warnings, Create
Proof Copy = a named virtual copy). view.softProof for control/MCP.
- photo.virtualCopy takes an optional name.
Mask components: MaskComponent.name; mask.component {component, action:
invert|duplicate|delete|rename|op}; right-click / … menu per component,
double-click rename, Intersect button.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Auto Mask strokes weight each dab by similarity (log luminance + chromaticity) to the pixel under
its centre and are refined by a cross guided filter on log luminance (max-combined, never removing
paint). Local Noise smooths small-amplitude luminance detail (negative boosts it) and calms colour
noise; Moiré blends chromaticity towards a blurred plane (appended to the GPU mask buffer);
Defringe desaturates purple/green casts on edges. Pixel tests per slider and for the edge
constraint, CPU/GPU equivalence cases, Auto Mask checkbox and Moiré/Defringe sliders in the panel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The selected mask's evaluated alpha is drawn by the renderer as Overlay::Mask (CPU and GPU share the
alpha the render used; hidden masks are evaluated on demand), kept out of the view-preview cache.
Pins for radial/linear/brush components select their mask on click and move the component on drag;
view.maskPins hides them. CPU/GPU equivalence and headless keyboard/pointer tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RenderRequest gains an output space (default sRGB; previews stay sRGB). The per-pixel stage converts
scene-linear Rec.2020 to the target primaries, gamut-maps into the target gamut and encodes with the
target curve, on CPU and GPU (WGSL finish kernel reads the matrix, luma weights and curve from its
parameter block). sRGB output is byte-identical to before on the CPU. Export embeds our own
generated ICC profile for the space; AVIF stays sRGB. ExportOptions.colorSpace, export dialog and
MCP export schema. Tests: P3 colour survives a P3 export (decoded through the embedded profile),
every space/format round-trips its profile, GPU equivalence per space.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- memory::budget (default min(25% RAM, 1.5 GiB); LIGHTCRAFT_MEMORY_MB, app.memoryBudget):
half for engine caches (sources + rendered previews, LRU across them via a global
use tick; the photo on screen stays), a quarter for decodes in flight (WorkGate:
thumbnails, prefetch and import probes wait; loupe/export loads never wait), an
eighth for the GPU free pool.
- GPU: best-fit buffer reuse (<= 25% slack), buffers released outside a render are
pooled at once (no stranded retired lists), pool trimmed after 3 s idle.
- Decodes drop file bytes and raw samples early, colour/crop/orient in place.
- macOS: apps install malloc_zone_pressure_relief as the release hook (after each
decode, import and idle trim): freed large blocks no longer stay resident.
14 raws + loupe + 12 steps (M4 Pro): peak RSS 1.9-2.3 GB -> 0.83-0.99 GB, footprint
2.5-2.6 GB -> 0.91-0.96 GB, heap peak 930 -> 656 MB; stepping median ~13 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Overlay::Spots(threshold): luminance minus its Gaussian blur (sigma relative to the long edge,
so the same specks show at any preview size), thresholded to white/black; the threshold slider
(0..100) raises sensitivity. Runs after either renderer like the other overlays (equivalence:
share of differing pixels, since the view is binary). Remove panel: Visualize Spots checkbox +
Threshold slider; UI command view.visualizeSpots (A) opens the Remove tool with the view on or
toggles it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
pipeline::redeye: inside the user's ellipse the pupil is found on the source image (a fixed
grid in normalized coordinates, so previews and exports agree): weighted centroid and area of
red-dominant pixels (or, for pet eyes, of the brightest ones). Pupil Size scales the detected
disc; rendering in scene-linear light after white balance neutralizes the red where it is red
(iris and catchlights stay) and darkens it. CPU (lin stage) and GPU kernel redeye_k with an
equivalence test (both the GPU and the CPU scene-linear paths). Indexed controls
redEye.<i>.pupilSize/darken, redeye.add/delete commands, the Red Eye panel (selected eye's
sliders, delete) and the loupe tool (drag an ellipse, click to select).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Up to 8 OkLCh samples (pointColor.pick samples the colour after the mixer on a proxy render);
per sample hue/saturation/luminance shift, variance (compress/expand the spread around the
sample) and an overall + per-axis range with soft edges, applied after the colour mixer in
ColorOps and its WGSL twin (equivalence case). Indexed control specs
(pointColor.<i>.hueShift …) so develop.set/controls/MCP address each sample. Visualize range
is a render overlay (RenderRequest::overlay) drawn after either renderer: the sample's own
edit is left out and colours outside the range turn grey. Point Color flyout in the Color
section with swatches, eyedropper, sliders, visualize and delete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
curve.refineSaturation (0..100, default 100 = the curve's own saturation): after the tone
curves, the chroma around luma is rescaled so saturation moves from the curve's towards the
pre-curve value, keeping the curve's tone. CPU (finish::refine_saturation) and GPU twin,
equivalence case, slider under the curve editor, crs:CurveRefineSaturation import.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
White-preserving primaries matrix (OkLCh hue rotation / chroma scale of each Rec.2020
primary) plus a luminance-preserving green/magenta shadows tint, applied in scene-linear
light before the tone map. CPU (colorops::calibrate) and GPU (finish.wgsl) with an
equivalence case; seven control specs (calibration.*), a settings group, crs: import
(ShadowTint, Red/Green/BlueHue/Saturation) and a Calibration section at the bottom of the
Edit panel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The source is uploaded once per view (kept with the GPU stages) and resampled on
the device: orientation as an integer pixel map, the Mitchell area prefilter
with the CPU's exact taps, then one bilinear resample through the
crop/straighten/flip affine or through the full warp (inverse perspective,
manual distortion, embedded DNG WarpRectilinear per plane, lateral CA, manual
and embedded vignetting gain, blank outside the source). `Frame::sample_plan`
(new) decides prefilter size and mode for both renderers; sources larger than
the device's buffer limit are still resampled on the CPU.
Equivalence: all 8 orientations with and without crop/straighten/flip, embedded
lens + perspective: max 1 LSB.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Linear and radial gradients, luminance and colour ranges and brush strokes are
evaluated by a WGSL kernel per component, combined (add/subtract/intersect,
component and mask invert, amount) into one device buffer of alpha planes that
the per-pixel stage reads directly. Brushes use the CPU's dabs
(`masks::brush_dabs`, shared with the rasterizer) and the closed form of the
flow accumulation (1 − Π(1 − a·flow), capped at density). Sky / Subject /
Background and other heuristic shapes, and brushes of more than 4096 dabs, are
evaluated on the CPU inside the same render and uploaded.
New equivalence case with CPU-evaluated shapes, subtract/intersect and amount;
all cases stay at max 1 LSB.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L3 crate `lightcraft-gpu`: a wgpu device (Metal/Vulkan/DX12; none on wasm32),
WGSL kernels compiled once, buffer/dispatch/readback helpers, and a renderer that
runs the per-pixel stage (tone map, highlights/shadows, clarity/texture/sharpen,
dehaze, local mask terms, OkLCh colour ops, grading, vignette, gamut map, sRGB
encode, curves, grain) on the device. Earlier stages still run on the CPU and are
uploaded (per-stage hybrid). Stage results are cached per view next to the CPU
StageCache (new `StageCache::extension`).
The CPU pipeline stays the oracle and shares its resolved parameters with the
kernels: `finish::FinishParams` / `mask_terms`, `pipeline::plan` (stage-cache keys),
`local::plane_sigmas` / `nr_params` / `wb_matrix_for`, exact LUTs and OkLab
matrices exported for the shader prelude. Equivalence tests (skip without an
adapter): mean |d| < 0.5 LSB, max <= 3 LSB; measured max 1 LSB on Apple M4 Pro.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>