diff --git a/crates/render/src/three_d/bokeh.rs b/crates/render/src/three_d/bokeh.rs index 12bcbcf37..098f095d0 100644 --- a/crates/render/src/three_d/bokeh.rs +++ b/crates/render/src/three_d/bokeh.rs @@ -289,16 +289,24 @@ pub fn progressive_blur(img: &Image, iris: &Iris, radius: &[f32]) -> Image { return bokeh_blur(img, iris, levels[0] as f64); } let (lo, hi, n) = (levels[0], levels[levels.len() - 1], levels.len()); - let blurred: Vec = levels.par_iter().map(|&r| bokeh_blur(img, iris, r as f64)).collect(); + // A pixel blends only the two levels around its radius, so the levels are made in order and + // only that pair is held: peak memory stays a few images whatever the level count, rather + // than one image per level. Each level's blur is parallel over its rows. let mut out = Image::new(img.width, img.height); - out.data.par_iter_mut().enumerate().for_each(|(i, o)| { - let r = radius[i]; - let f = ((r - lo) / (hi - lo) * (n - 1) as f32).clamp(0.0, (n - 1) as f32); - let k = (f.floor() as usize).min(n - 2); - let t = f - k as f32; - let (a, b) = (blurred[k].data[i], blurred[k + 1].data[i]); - *o = [0, 1, 2, 3].map(|c| a[c] + (b[c] - a[c]) * t); - }); + let mut below = bokeh_blur(img, iris, lo as f64); + for (k, &r) in levels.iter().enumerate().skip(1) { + let above = bokeh_blur(img, iris, r as f64); + out.data.par_iter_mut().enumerate().for_each(|(i, o)| { + let f = ((radius[i] - lo) / (hi - lo) * (n - 1) as f32).clamp(0.0, (n - 1) as f32); + let kk = (f.floor() as usize).min(n - 2); + if kk + 1 == k { + let t = f - kk as f32; + let (a, b) = (below.data[i], above.data[i]); + *o = [0, 1, 2, 3].map(|c| a[c] + (b[c] - a[c]) * t); + } + }); + below = above; + } out } diff --git a/crates/render/src/three_d/compose.rs b/crates/render/src/three_d/compose.rs index 3a24b1976..ed1debc0f 100644 --- a/crates/render/src/three_d/compose.rs +++ b/crates/render/src/three_d/compose.rs @@ -294,8 +294,10 @@ fn dof_radii(cam: &CameraState, dof: &super::camera::Dof, world: Mat4, buf: &Buf } /// Pixels a padded blur buffer may have: the ~16 million layer buffers are held to -/// ([`crate::Renderer::raster_scale`]), so a blur never needs more memory than a large layer; -/// twice the buffer when that is larger, so a big buffer can still be blurred. +/// ([`crate::Renderer::raster_scale`]), or twice the buffer when that is larger, so a big buffer +/// can still be blurred. The blur holds a few images of this size at once whatever its level +/// count ([`super::bokeh::progressive_blur`]), so blurring a small plane costs no more memory than +/// blurring a large layer. const DOF_PAD_BUDGET: f64 = 16.0e6; /// Comp pixels per buffer pixel below which a plane isn't blurred. Such a plane covers almost no