7.9 KiB
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 everyRenderJob): 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
Noneand the CPU renders instead: no adapter (CI machines, software-only adapters),LIGHTCRAFT_GPU=0(whole process), theapp.gpu {enabled}command (runtime preference;ui.inspect→perf.gpushows 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 ofRgb32f/Plane/Rgba8data. - 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:
GpuStagesmirrorsStageCache(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 offinishplus 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=1prints 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.
Memory (M5.6)
library.memoryreports what the engine's caches hold (decoded thumbnail / preview / full-size sources, rendered previews) and the GPU renderer's device buffers (allocated, of which pooled and retired);ui.inspect→memoryadds the loupe's stage caches (CPU images, GPU buffers) and the textures.- Heap profile: build
lightcraft-cliwith--features dhat-heap;library.memorythen also reports live/peak heap bytes and the run writesdhat-heap.json(LIGHTCRAFT_DHAT_FILE), whose allocation sites at the peak (t-gmax) show who holds the memory. - Measuring the scenario (import 14 raws from
corpus/raw, open the loupe, step 12 times):/usr/bin/time -l lightcraft-cli snapshot <files> --script steps.jsonl -o out.png→ "maximum resident set size" and "peak memory footprint". Run it several times: the high-water mark is noisy (allocator caching, scheduling). On Apple silicon GPU buffers count in the footprint.
Open items
- Keep the loupe texture on the GPU (render into an
egui-wgputexture 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.