lightcraft/docs/gpu-pipeline.md

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GPU develop pipeline (M5.2)

The CPU pipeline (crates/pipeline) is the reference ("oracle"). lightcraft-gpu (crates/gpu, L3) evaluates the same stages with wgpu compute shaders (WGSL) on Metal / Vulkan / DX12. Everything is pure Rust (wgpu, naga); the drivers are the system's. No GL backend is compiled in.

Where it is used

  • lightcraft_engine::media::develop (called by every RenderJob): loupe / before / compare views, render_now (CLI, MCP, control channel renders) and exports render on the GPU when one is available; grid/filmstrip thumbnails (many small jobs in parallel) stay on the CPU.
  • Anything the GPU path cannot do returns None and the CPU renders instead: no adapter (CI machines, software-only adapters), LIGHTCRAFT_GPU=0 (whole process), the app.gpu {enabled} command (runtime preference; ui.inspect → perf.gpu shows the adapter), an output larger than the device's storage-buffer limit, or a device error / panic during a render (the process then stays on the CPU).
  • wasm32: the crate compiles to the CPU fallback (WebGPU needs asynchronous device creation and a device shared with the canvas — open item below).

Structure

  • Shared parameters, so the two implementations cannot drift apart: pipeline::plan (effective settings, frame, output size, stage-cache keys), Frame::sample_plan, local::{wb_matrix_for, nr_params, plane_sigmas, guided_fast_step, airlight_of}, finish::{FinishParams, mask_terms}, masks::brush_dabs; exact tables (tone LUT, sRGB LUT, curve LUTs, resample taps) and the OkLab matrices are uploaded / generated into the WGSL prelude from the CPU values.
  • Buffers, not textures: images are array<f32> with the CPU's interleaved layout (RGB, 1–3 channels), so upload / readback are plain copies of Rgb32f / Plane / Rgba8 data.
  • Kernels (crates/gpu/src/wgsl/): geom (orientation pixel map, bilinear through the crop/straighten/flip affine or the full lens + perspective warp), resize (separable resample with the CPU's taps; Mitchell prefilter, box/bilinear for the fast guided filter), blur (box passes with running sums over pixel chunks; three each way = the CPU's Gaussian), map (log luminance, dark channel, guided-filter steps, white balance, luminance / colour NR, airlight sampling), mask (linear / radial / luminance / colour range / brush shapes, combine, finalize), finish (the whole per-pixel stage) — each mirrors a named CPU function.
  • Per-stage hybrid: defringe and spot removal (rare, CPU-only for now) download the resampled image, run on the CPU and upload; heuristic mask shapes (Sky, Subject, Background, …) and brushes of more than 4096 dabs are evaluated on the CPU and uploaded; sources over the buffer limit are resampled on the CPU.
  • Stage cache: GpuStages mirrors StageCache (same keys: source identity + geo, lin_key, per-plane radii) and lives in it as an extension, so the UI needs no change. The uploaded source is kept per view. A tone / colour / exposure drag re-runs one dispatch of finish plus the readback.
  • One command encoder per render; the only mid-render readback is the airlight samples (dehaze, when the dark channel is recomputed). Dropped buffers are recycled (exact size, ≤ 2 GB pool) once the thread that dropped them has submitted — allocating and zero-filling fresh 100–300 MB buffers per pass cost as much as the passes.
  • LIGHTCRAFT_PROFILE=1 prints GPU stage timings (each stage is then submitted and waited for).

Correctness: CPU oracle and equivalence tests

crates/gpu/tests/equivalence.rs renders the same settings on both and compares 8-bit sRGB: bounds mean |Δ| < 0.5 LSB and max |Δ| ≤ 3 LSB per channel. Measured (Apple M4 Pro, Metal): max 1 LSB, mean ≤ 0.0003 LSB for every case — 26 settings cases (all tone/colour/effects tools, 3 vignette styles, grain, curves, grading, B&W, WB, NR, crop/straighten/flip, lens + perspective, three mask sets incl. CPU-evaluated shapes, spots + defringe), all 8 orientations ± crop, embedded DNG lens data, display-referred sources, draft quality, full-size renders; the 24 MP export in render_bench also differs by max 1 LSB. Cached (slider-drag) GPU renders are bit-identical to fresh ones. The tests skip (pass with a note) when no adapter exists.

Remaining differences come from f32 vs f64 coordinate math, fast-math transcendental functions on Metal and running-sum order in the box filters — all far below one 8-bit step.

Measurements

render_bench on corpus/raw/arw-sony-a7m3-compressed.arw (24 MP; loupe = 2560 px preview → 1920×1280), min of 7 runs, wall clock, on a heavily shared machine (load average 60–110 on 14 cores, so CPU numbers are pessimistic; the GPU numbers are less affected):

scenario CPU GPU
loupe 1920×1280 cold (new photo, incl. upload) 415 ms 32 ms
loupe draft 1152×768 cold 169 ms 21 ms
exposure drag 1920×1280 (warm) 22–42 ms 3.9 ms
highlights drag, draft (warm) 14 ms 3.2 ms
clarity drag, draft (warm) 16–23 ms 3.0 ms
NR drag, draft / 1920×1280 (warm) 186 / 301–471 ms 10 / 18 ms
per-pixel stage 1920×1280, + vibrance/saturation 53–65 ms 5 ms
export render 6000×4000 1037–1414 ms 291–330 ms

GPU timings include the readback of the 8-bit result and the histogram. Device creation + kernel compilation: ~0.4 s once per process — the desktop app starts it on a background thread at launch (lightcraft_gpu::warm_up), so the first loupe render doesn't wait for it; other processes create the device on their first GPU render. lightcraft_gpu::ready() asks without blocking.

Opening a photo (M5.4)

  • The loupe shows a stand-in at once (media::QuickJob): the photo's cached view render for its current settings, else (raws with their import look) the embedded camera JPEG, else a thumbnail-level render; the full render replaces it in place.
  • Raw sources for previews (2560 px) and thumbnails are binned straight from the mosaic (RawImage::develop_binned, 2× for a 24 MP preview); only exports / 1:1 demosaic at full size.
  • The next and previous photos in filmstrip order are prepared in the background once the current one is rendered (decoded source kept, view render cached): stepping through photos shows the developed image in ~50 ms.

Open items

  • Keep the loupe texture on the GPU (render into an egui-wgpu texture on eframe's device instead of reading back); share the device with eframe.
  • WebGPU in the browser build (async init, single device per canvas).
  • Defringe and spot removal kernels; Sky/Subject heuristics (replaced by the segmenter in M12).
  • Tiling for sources / outputs beyond the buffer limit (60 MP+ on smaller adapters): tile with overlap equal to the largest filter radius.
  • Large-radius blurs at full size (dehaze dark channel at 24 MP) dominate the export: a summed-area table or a downsampled dark channel would cut them further.
  • GPU histogram (atomics) to skip the CPU pass over the readback.