Engine: spot.select / spot.update (move target or source, size, feather, opacity, mode) /
spot.refreshSource (next-best source away from the current one) / spot.delete (selected spot);
spot.add resolves the automatic source (so it has a pin and stays put at every size) and selects
the new spot. Remove tool: pins for targets and the selected spot's source, click to select, drag
to move; Size/Feather/Opacity sliders edit new and selected spots; ⌫ deletes the selected spot
(never the photo), / refreshes its source, [ ] size and Shift+[ ] feather (Masking brush too).
Command tests and headless pointer/keyboard tests.
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>
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>
Photo.copy_of / copy_name. photo.virtualCopy (Cmd+') clones the photo with
independent settings and history, names it "Copy N" (numbered per master),
adds it to the original's albums and stacks it (expanded) right after the
original; one undo step for several copies (Session::merge_undo). Copies
never write XMP sidecars. "Copy N" badge in the grid, Info panel line,
copy:yes search token. Also: Info panel stars laid out in a row.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Stack entity in the catalog (AddStack/RemoveStack/SetStack ops with
inverses, validation, snapshot + journal replay property test). Helpers
build ops for group (merging stacks), ungroup, remove, set top, collapse,
and stack_with_ops() for future merge results. Views arrange stack members
together and collapse to the top. Commands stack.* (Cmd+G, Cmd+Shift+G, S,
Shift+S, expand/collapse all, stack.auto with preview); grid/filmstrip
count badges (click to toggle), context menu, Auto-Stack dialog.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Album.smart holds Filter rules (rating, flag, label, kind, edited, keyword,
camera, lens, capture date range, text, album); SetAlbumRules op with
inverse, validation (no nested smart albums, no deleted), journal replay
property test. album.createSmart (from the current view or explicit rules),
album.setRules; New Smart Album dialog, smart icon, live counts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`media::develop` renders on the GPU when available (views, render_now, exports;
thumbnails stay on the CPU) and falls back to the CPU otherwise. `app.gpu
{enabled?}` toggles it at runtime, `LIGHTCRAFT_GPU=0` disables it for the process,
`ui.inspect` reports the adapter under perf.gpu.
Performance: dropped device buffers are recycled once their thread has submitted
(fresh 100-300 MB allocations per pass cost as much as the passes), Gaussian
passes ping-pong between two buffers and read all channels of a pixel at once,
and long box radii slide over longer chunks. LIGHTCRAFT_PROFILE prints real GPU
stage timings. render_bench prints CPU and GPU columns and the CPU/GPU difference.
24 MP ARW, loaded machine, min of 7: cold loupe 415 -> 32 ms, exposure drag
22-42 -> 3.9 ms, NR drag (1920) 301+ -> 18 ms, export render 1037+ -> 291 ms;
max 1 LSB difference. docs/gpu-pipeline.md describes the implementation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>