Commit Graph
6 Commits
Author SHA1 Message Date
bflatastic 251397694e Merge PR #1302
# Conflicts:
#	crates/preview/src/tests.rs
2026-10-13 11:04:34 +07:00
dev-null-undefinedandClaude c8f676252f M5.6: with a GPU, a slider drag's preview is drawn in the frame of the drag tick
A drag tick requested the loupe's draft and the frame ended; the draft,
done in 1.5-3 ms on the GPU, was picked up at the start of the next frame,
a frame after the slider moved. Now, in a drag, the loupe waits up to 40 %
of a frame for its draft when the last loupe render took well under that
(not with a render offload, nor zoomed in, where what changes on screen is
the window's draft). A CPU render, which would only make the frame late, is
not waited for.

JobPool::wait waits for the next finished job, which try_recv then hands
out; Renderer::poll's collection of finished jobs is split out so the wait
can turn the draft into the texture.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-13 03:40:23 +02:00
Matthew James SivakandClaude Opus 5.5 d7037d117f M5.6: a view slot renders one job at a time, so a drag's renders don't pile up
The job pool replaced a slot's queued job, but a newer job for a slot whose job was
already running started beside it on another worker. A slider drag submits faster
than renders finish, so one view had several renders on the GPU at once and about
30 % of finished renders were thrown away (61 MP raw, 1:1 Exposure drag). Now a
slot's next job waits until its running one ends (a newer submission still
replaces it in the queue); other slots are not held up, and a job that panics
frees its slot.

Measured on a 61 MP raw at 1:1, 8 s Exposure drags (M4 Max): thrown-away renders
roughly halved, and frames over 20 ms 0 % in every one of 4 runs (one run of the
overlapping pool dropped 10 %).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:20:15 +02:00
hxwandClaude Opus 5.5 5a537d5d39 LR-BEHAV-GPU: no render is inside the GPU driver when the app quits (issue #620)
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>
2026-10-10 00:46:24 -05:00
Brandon ThomasandClaude Opus 5.5 6a0d5346e8 LRC-LIB-PREVIEWS: build standard-sized / 1:1 previews in the background
library.buildPreviews {size: standard (Settings → Performance preview size) | full, ids?,
wait?} renders each photo's grid thumbnail and loupe view into the memory + disk preview cache
(selected photos, else all in view) on a background thread; library.previewProgress /
cancelPreviews. File ▸ Previews: Build Standard-Sized / 1:1, Stop, Discard Preview Cache;
toasts when a build starts and finishes. Also silences the wasm-only unused `threads` warning.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:42:33 -04:00
Brandon ThomasandClaude Opus 5.5 bcecab7d84 M1.5: thumbnail/preview cache (disk + memory LRU, prioritized job pool)
- new crate lightcraft-preview (L3): 128-bit content hashing (SipHash-1-3),
  cost-bounded Lru, DiskCache (JPEG q90 files keyed by content hash +
  settings hash + size + RENDER_CACHE_VERSION; temp+rename writes; LRU prune
  by mtime to 80% of budget; corrupt files dropped), PreviewCache (memory
  LRU over disk), JobPool (per-slot dedupe, priorities, reprioritize/drop,
  inline mode for wasm).
- engine: Session::thumb_job buckets thumbnails to 128/256/384/512 and serves
  them from the cache without decoding the source; decoded thumbnail
  sources now in a 384 MB LRU (was unbounded); library attaches
  <library>/thumbs; library.info cache stats; library.clearPreviews.
- ui-egui: Renderer runs on JobPool; thumbnails scrolled out of the
  prefetch area are dropped from the queue; on-screen thumbnails get
  re-prioritized; ui.inspect reports in-flight renders + thumb textures.
- Demo library (24 photos): grid fully drawn 4.4 s cold -> 0.21 s warm
  (24/24 disk hits, no source decoded).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 23:51:47 -04:00