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>