Activations stay on the device between layers (net/program.rs lowers the graph; every
operator is a WGSL kernel, one submission and read-back per run); faces of a photo go
in batches of up to 16; Settings > Faces shows each model's device and a CPU-only
switch (faces.gpu); the scan's pace limits GPU use; the GPU check is an activity row.
YuNet 58 -> 21 ms, SFace 40 -> 9.6 ms, AuraFace 295 -> 71 ms (heavily loaded machine).
Sources: own design.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
An accelerator hook in the face interpreter takes Conv nodes; lightcraft-gpu implements it with a WGSL
implicit-GEMM convolution (any stride, padding, grouping; split-K for small maps; a direct kernel for depthwise
layers), each model's weights resident on a device of its own. After loading, detection and recognition check
the GPU in the background (agreement within 1e-3 and faster than the CPU) and otherwise stay on the CPU, which
remains the reference; the first GPU error drops it. Sources: own design.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Grid thumbnails looked much more denoised than the loupe. `nr_params` sized
the radii from the output's scale relative to the source buffer it was given,
not the original: a 256-px cell drawn from the 512-px thumbnail level used
half the full-size radius on pixels that each average ~23 sensor pixels, and
below 0.4x (0.35x for colour) the radius stopped shrinking at all. The
guided filter's eps (the variance treated as noise) also stayed at its
full-size value although downscaling divides the noise variance by 1/scale²,
so texture in small previews was flattened as noise.
- `SourceInfo::native_long` (filled by the engine from the catalog's photo
size, kept when the decoder supplies its own facts, carried to web
workers) and `Plan::detail_scale` = output pixels per original pixel
(from `px_per_long`, so a crop no longer changes it).
- `nr_params(s, scale)`: radii x scale with no floor, eps x scale². Below
1 px the smallest blur the box Gaussian makes is blended in by the ratio
of variances (`blur::box_sigma`); a fade under 1% skips the filter.
At scale 1 the parameters are unchanged: 1:1 views and full-size exports
render as before. The GPU takes the same parameters.
- RENDER_CACHE_VERSION 63: cached thumbnails are redrawn.
Measured on a 1536x1024 noisy synthetic scene (tests_nr_scale.rs), error
of the preview against the full-size render scaled down, as a fraction of
leaving NR off, luminance NR 50 at preview scales 0.5 / 0.33 / 0.25 /
0.167 / 0.1 / 0.05: before 0.53 / 0.70 / 1.04 / 2.26 / 3.87 / 6.07, after
0.28 / 0.37 / 0.66 / 0.90 / 0.99 / 1.00. A 256-px render from the 512-px
level now matches one from the original (mean 0.07 LSB vs 0.71 before).
For Overlay::AllMasks, the masks buffer already holds each visible mask's
alpha back-to-back in the same order the single-mask overlay uses
(cx.slice(all, mi*n, n)). Read the whole buffer once with cx.read instead
of one synchronous read_plane per mask, then split it into per-mask Planes
on the CPU. Same bytes, but the pipeline stalls once instead of N times.
- view.maskOverlayAll: Cmd+O clashed with library.open; rebind to Cmd+Shift+O
- Masking panel tooltip now derives the key label from the binding (platform
aware: Cmd vs Ctrl) instead of hardcoding Ctrl+O; base string localized
- gpu/render.rs: rewrite the AllMasks alpha gather as a for-loop so it passes
cargo fmt --check (max_width 150)
- docs/parity-checklist.md: add LR-MASK-OVERLAYALL row
- locales: add 'Show All Mask Overlays' and 'Show all overlays' to de, es, fr,
ja, pt-br, ru, uk, zh-hans, zh-hant
`cargo xtask ci` points each test step at target/ci/skips-<step>.jsonl,
then probes the machine: OS, CPUs, RAM, toolchain, corpus and craft-fonts,
and the GPU through the ignored `gpu_probe` test of lightcraft-gpu (run
right after the workspace tests with --workspace, so it reuses their build;
xtask stays without wgpu). The run ends with the skips grouped by need and
reason and writes target/ci/report.json (schema 1: commit, dirty flag,
machine, capabilities, step results and times, skips) and
target/ci/summary.md for a PR (`--summary-md` prints it). `--hardware`
also runs the lightcraft-gpu tests once per backend that has a hardware
adapter. Nothing is uploaded; reasons are cut free of the workspace root
and home directory.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
libtest has no skipped status and hides the output of passing tests, so a
test that returns early without a GPU, a corpus file, a craft-fonts face or
a model passed silently. `lightcraft-testkit` (the testkit slot the layering
table already reserves, dev-dependency only, std only) adds
`skip!(Need, "reason")`: it prints the note as before and, when
LIGHTCRAFT_SKIP_LOG names a file, appends one JSON line (need, reason, test,
binary, file:line). Plain `cargo test` is unchanged. The 61 existing skip
sites use it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brush strokes record a pen pressure (0..1) per point from egui touch
force while Brush > Pen Pressure is on (default). Each dab's radius goes
from a tenth to all of the brush, and its flow is proportional to the
pressure, in the committed stroke and the live preview alike. A mouse
stroke stores no pressure, so documents and renders are unchanged. The
GPU mask kernel leaves pressure strokes to the CPU. mask.brushStroke takes
`pressure`; bad lists are refused. Also satisfies clippy 1.99's
chunks_exact_to_as_chunks in spots.rs.
Sources: own design.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The horizontal box pass gave each thread 16+ consecutive pixels to slide
a running sum over, so a workgroup's threads read pixels 16 apart. On a
Radeon 780M (DX12) that pass took 9-15x as long as the vertical one, and
it sits under every GPU Gaussian and guided filter (NR, texture, dehaze,
clarity/base). Each thread now sums one pixel's 2r+1 window: adjacent
threads read adjacent pixels. Same 64x4 workgroups, parameters and
bindings; box_v unchanged.
Measured on the Radeon 780M (6000x4000): guided filter at sigma 1.75
828 -> 146 ms, colour-NR Gaussian 495 -> 104 ms. Full-size heavy-edit
export of the CC0 Sony ARW: GPU 3.6-4.0 s -> 1.9-2.0 s (CPU 1.9-2.1 s);
GPU-vs-CPU output distance unchanged.
Adds gaussian_matches_cpu (GPU blur vs lightcraft_raster::blur::gaussian,
1-3 channels, partial workgroups, windows wider than the image) and
per-pass rows to bench_kernels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The loupe sized its slider-drag drafts by its own copy of try_render's
"CPU only" list (soft proof, HDR range). A new CPU-only overlay added to
try_render (e.g. #995's sharpening mask) would have left the loupe
drafting full size on the CPU for its first drag. lightcraft_gpu::handles
is now the single rule: try_render returns NotTried by it and the loupe
asks it, so the two can't drift apart.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On some Windows machines FXC fails to compile egui's own shaders on DX12
("The parameter is incorrect. (0x80070057)" in egui_pipeline) and wgpu's
default error handler panicked. Each renderer (DX12, Vulkan, GL, glow) is
now probed with error scopes and a logging error handler before the window
opens; the one that works is remembered; a start that dies leaves a marker
and relaunches with the next renderer. LIGHTCRAFT_GPU_BACKEND=glow added.
Sources: own design.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Previously the masking overlay showed only the selected mask's region
(toggled by O). This adds a new Overlay::AllMasks variant that paints
the evaluated alpha of every visible mask that has components in one
tint, wired to a new "Show All Mask Overlays" command (Ctrl+O on
Windows/Linux, Cmd+O on macOS) reachable from the View menu, the
masking panel header (stack icon), and the keyboard shortcut.
Both the CPU and GPU render paths evaluate all visible masks and hand
their alpha planes to visualize::apply, which layers each mask's
region so multiple masks are visible at once. The all-masks overlay
takes precedence over the single-mask overlay so the shortcut is not
shadowed by the always-on per-mask view.
The highlights/shadows base (fast guided filter of log luminance, eps 0.35)
followed thin high-contrast detail, so the per-pixel shift flattened twigs,
lines and texture in bright areas (and dark ones under Shadows); Exposure
kept them.
This changes how every existing edit with Highlights or Shadows renders, so
it ships as a new rendering process (docs/process-versions.md):
- Process::V2 (version 2) is added and made LATEST. New photos and Reset get
it; existing edits stay on V1 until Update to Current Process. Settings
saved without the field still load as V1.
- From V2 the base is the same guided filter of a separable median of log
luminance (radius 0.15 % of the long edge, <= 24 px): fine detail takes its
surroundings' shift and keeps its contrast, region steps stay put (no new
halos). V1's base is untouched: local::tone_base_detail is 0 under V1 and
tone_base then is exactly guided_fast(l, sigma, BASE_EPS), as before.
- CPU (local::prepare) and GPU prepare (median_h / median_v kernels, bit for
bit with the CPU median) both branch on it via PlaneSigmas::base_detail.
- The base plane's cache key is now (sigma, process, median radius)
(local::BaseKey), so a warm cache never serves one process the other's
base. plane_at is shared with the GPU crate.
- finish::base_tone: V2 uses V1's tone map.
Tests: V2 keeps twig/local contrast (>= 0.9 of Exposure's) with no halo; V1
plane sigmas have no median and its base equals guided_fast bit for bit; V1
and V2 render alike without Highlights/Shadows; warm-cache renders across
V1/V2 switches equal fresh ones (fails if the key drops the process); GPU
matches CPU on both processes at 720 and 2400 px, cached and not.
Pentax 645D 2401 at 4000 px: main and V1 renders bit-identical (plain,
Highlights -100, Shadows +100). Highlights -100 bright rel. detail
0.095 (V1) -> 0.147 (V2), Exposure -1: 0.124; Shadows +100 dark rel. detail
0.126 -> 0.148.
RENDER_CACHE_VERSION 54 (adjust at merge).
On a 2015 MacBook Pro (Intel Iris/Metal), 0.5.0 never opened its window, even with
LIGHTCRAFT_GPU=0: wgpu's indirect-call validation builds an internal compute pipeline when the
window's device is created, Metal's compiler fails on it ("Compiler encountered an internal
error"), the device is lost and eframe exits. That validation only guards indirect draws and
dispatches, which neither LightCraft nor egui issue.
backend::instance_flags clears InstanceFlags::VALIDATION_INDIRECT_CALL for every instance
LightCraft creates (the window's, Gpu::new and the denoise device), unless
WGPU_VALIDATION_INDIRECT_CALL asks for it. Tests: the flag rule, and that the window's instance
descriptor goes without it.
`export_falls_back_to_the_cpu_when_gpu_work_is_lost` asserted on
`lightcraft_gpu::last_fallback()`, one value for the whole process that
every other engine test's GPU render overwrites between the export and
the assertion (out of device memory under parallel load, once "a GPU
render panicked"). It also switched the GPU off for the whole process
through the injected fault and cleared everyone's state with
`reset_failures()`.
A render now reports its own fallback: `lightcraft_gpu::try_render`
returns `Result<Rendered, Fallback>` (`NotTried` when the GPU was not
used, `Failed(reason)` when it was tried and the CPU must render), and
`render` is a thin `.ok()` over it. `media::develop_reporting` passes
the reason on as `RenderResult::gpu_fallback`, an export carries it as
`Exported::gpu_fallback`, and each file in an `app.export` batch result
has `gpuFallback` when its render fell back. `last_fallback()` stays as
the process-wide diagnostic for `ui.inspect` → `perf.gpuFallback`.
A simulated failure (`inject_fault`) is thread-local, and so are its
consequences now: a fatal injected fault stops GPU use on the injecting
thread only (`available()` false, `unavailable_reason()` set there);
`reset_failures()` clears that and nothing else, so neither reaches the
other tests in the process. Real failures still stop the whole process.
The engine test asserts on its own export's reason and checks that
another thread still has the GPU; `crates/gpu/tests/fallback.rs` uses
`try_render` and checks the same; a new batch test checks `gpuFallback`
lands on the file whose render fell back. Docs: gpu-pipeline.md,
control-protocol.md (app.export result), parity.md.
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>
- Light panel: HDR switch, headroom limit and an SDR Rendition flyout
(shown with HDR on); Visualize HDR beside the switch.
- `Overlay::HdrRange` / `view.visualizeHdr`: the SDR render dimmed to grey,
with pixels the HDR rendition puts above SDR white painted in four bands by
stops above it. Rendered on the CPU from the float HDR render.
- Export dialog: "HDR output" for JPEG (gain map) and 32-bit TIFF.
- Parity (Q. HDR 2 ✅ 3 🟡, LR-EDIT-HDR-MODE ✅, LR-EXP-HDR 🟡), README, ROADMAP.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- `DevelopSettings.hdr`: enabled, headroom limit (`max_ev`) and SDR-rendition
offsets (brightness, contrast, highlights, shadows, whites, clarity), with
control specs (`hdr.maxEv`, `hdr.sdr*`) and copied with the Light group.
- `ToneMap::hdr` / `display_hdr`: the SDR curve through the midtones, with
highlights lifted up to `2^max_ev`; identical to the SDR tables at peak 1.
- `OutputDepth::F32Hdr`: unclamped linear output up to the peak. The finish
stage carries the peak through highlight desaturation, gamut mapping,
encoding, curves, grain and LUT profiles; with HDR off every branch is the
SDR code path, bit for bit.
- `settings_for`: every non-HDR render (CPU and GPU) uses the SDR rendition.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sensor-clipped pixels are rebuilt at raw decode. The tone map rolls them off to
white at Neutral, so any colour they carry shows only when Highlights, a negative
Exposure or Whites darkens them. They took colour from the nearest unclipped pixel
(dark foliage, lens fringes along branches, pixels demosaiced from clipped samples),
left two clipped channels at their white-balance-scaled clip levels (red or pink),
and were neutral only in camera RGB, not after the colour model (a look fitted to
the camera's JPEG, a camera profile).
- highlight::reconstruct_with: chromaticity only from bright unclipped content away
from edges and from the clip, through a normalised push-pull pyramid; a neutral
estimate blended in where reliable content is scarce at every scale up to a
quarter of the long edge, applied only as far as the pixel lies past the nearest
near-clip unclipped pixels (so a surface still runs into clipping without a
step); clipped pairs keep the estimate's ratio at their clip floors; partly
clipped pixels fade into the clipped neutral on their way from the first channel
clipping to the last; fully clipped pixels become the colour model's neutral.
Pixels without a clipped channel are left exactly as they were.
- engine: the decode colour step as CameraColourModel, with clipped_white, which
keeps the camera's neutral for nearly singular or implausible models.
- Tests in raw (continuity along a ramp through every clip, also as lines 1 to 16
rows thick with no reliable colour, on canvases 32 to 1024 rows), engine
(pipeline renders at Highlights -100, #523's edit and Exposure -2 through the
first clip, over the same sweep; a CC0 ILCE-7RM4 corpus file added to
RAW_SAMPLES) and the GPU equivalence suite.
- Render cache version 27.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Previews were always sRGB, which wide-gamut monitors show oversaturated.
Settings > Display > Choose Profile... (and the UI command
app.displayProfile) now shows photos through the monitor's ICC profile,
matrix/TRC or LUT-based.
- codecs: DisplayProfile (moxcms): the display's primaries (colorant tags,
or measured through the A2B tables of a LUT-only profile), the proxy ->
device correction (per-channel curve tables for matrix/TRC profiles, a
CMS transform for LUT profiles) and sRGB <-> display transforms.
- pipeline: DisplaySpace / RenderRequest::display: the per-pixel stage
renders into the display's primaries and gamut maps into its gamut
(CPU and GPU: only to_out / out_luma change). Soft proofing's display
gamut warning uses the display's gamut.
- engine: RenderJob::with_display; display::present converts sRGB
results (thumbnails, cached previews, embedded JPEGs). Histograms and
the preview caches stay sRGB; exports are unchanged.
- ui: the loupe, Before, Compare, hover and second window render for the
display; everything else is converted on the render workers. Settings >
Display tab, ui.json setting, file picker opening in the system's ICC
folder.
Tests: profile parsing and transforms (sRGB, P3, gamma 2.2, a synthetic
LUT-only profile, corrupted files), display renders equal 8-bit renders
into the matching output space, sampled histograms, and a headless UI test
of the whole flow. docs/display-profiles.md describes the design.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WEuxxPyG8t6KcADbZSEAUj
wgpu's default DX12 compiler (Auto) loads whichever dxcompiler.dll the DLL
search path finds first. LightCraft ships none, so it picked up another
program's copy; one without dxil.dll beside it (e.g. DXC 1.7) warns that
the DXIL is unsigned, wgpu treats that as a compile error, its
indirect-validation pipelines fail, the device is lost and the window
never opens ("Parent device is lost", exit code 1).
Every wgpu instance (window and both compute devices) now uses
lightcraft_gpu::backend::backend_options(): wgpu's env options with the
DX12 compiler pinned to FXC (d3dcompiler_47.dll, part of Windows), unless
WGPU_DX12_COMPILER asks for another.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Renders a raw's DNG ProfileGainTableMap (Apple ProRAW's local tone mapping)
when the photo's Profile option "Camera local tone mapping" is on
(`profile.camera_local_tone`, off by default: Lightroom Classic renders
ProRAW without it). Built on #427's parser; supersedes the decode-time
applier of the first version of #273.
- raw/gaintable: GainTableMap::gain / evaluator (GainEval) per DNG 1.7.1:
bilinear between tables with edges replicated, input clamp(weights .
(R,G,B,min,max))^gamma in linear ProPhoto after the baseline exposure,
index input x MapPointsN clamped to the last point. Saturating cell
math; maps whose sizes don't match their gains aren't evaluated.
SourcePlacement: where a developed source sits in the active area.
- pipeline/local_tone: the gain per output pixel in the scene-linear
stage, before the white balance, mapped back through the frame (crop,
user orientation, warp) and the EXIF orientation. lin_needs_cpu routes
the stage to the CPU when it's on (CPU and GPU match); lin_key includes
it. SourceInfo::local_tone carries the map from the decoder.
- develop: Profile::camera_local_tone (omitted from JSON when off, so
existing settings and their hashes are unchanged); Profile row checkbox
when the source has a map; translations.
- RENDER_CACHE_VERSION 17. Docs: parity row and What's New as an opt-in.
Off renders pixel-identical to main on two iPhone 15 Pro ProRAWs (12 and
48 MP). On adds ~60-75 ms to the scene-linear stage at 1536x2048 on a
2-core VM, the same for both files (cost follows output pixels).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VFqow2P1EtDxt6nRjjQoTA
One config-dir helper (engine::config::config_dir; camera_profiles re-exports it) with both
the face-models and denoise-models defaults; hosts set up both model folders; Settings has
Faces and AI Denoise tabs; both command sets registered; both model dialogs; locale entries
from both; one [features] table per app manifest; Cargo.lock regenerated by cargo; the
DecodedSource cache cost counts both segmentation mattes and the denoised twin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>