//! The LightCraft develop pipeline on the GPU (wgpu compute, WGSL kernels). //! //! The CPU pipeline (`lightcraft-pipeline`) is the reference: every kernel here is a port of a CPU //! stage, both read the same resolved parameters ([`lightcraft_pipeline::Plan`], //! [`lightcraft_pipeline::finish::FinishParams`]), and the equivalence tests (`tests/`) render the //! same settings on both and bound the difference in 8-bit sRGB. Stages without a kernel run on the //! CPU inside the same render (per-stage hybrid); see `docs/gpu-pipeline.md`. //! //! Which backends wgpu may load (DX12 only on Windows; `LIGHTCRAFT_GPU_BACKEND`, `WGPU_BACKEND`) and //! the crash sentinel around device creation: [`backend`] (issue #136). //! //! Use [`render`]: it returns `None` when the GPU is unavailable, disabled (`LIGHTCRAFT_GPU=0`, //! `LIGHTCRAFT_GPU_BACKEND=off` or [`set_enabled`]), the render does not fit the device, or the device reported an error, ran out //! of memory or returned an incomplete image — callers then render on the CPU. [`try_render`] is //! the same call reporting why *this* render fell back ([`Fallback`]); [`unavailable_reason`] and //! [`last_fallback`] (the latest fallback in the process) feed the status displays (`ui.inspect` → //! `perf.gpuReason` / `perf.gpuFallback`). //! The browser build has no GPU path yet (WebGPU device creation is asynchronous): everything here //! compiles to the CPU fallback on wasm32. //! //! Before the process ends: [`begin_shutdown`], then [`wait_idle`] (issue #620, see `exit.rs`). #![forbid(unsafe_code)] #![deny(clippy::unwrap_used, clippy::expect_used, clippy::panic, clippy::unimplemented, clippy::todo, clippy::unreachable)] use std::sync::atomic::{AtomicBool, Ordering}; use std::sync::{Arc, Mutex}; use lightcraft_develop::DevelopSettings; use lightcraft_pipeline::{RenderRequest, Rendered, SourceInfo, StageCache}; use lightcraft_raster::Rgb32f; #[cfg(not(target_arch = "wasm32"))] pub mod backend; #[cfg(not(target_arch = "wasm32"))] mod ctx; #[cfg(not(target_arch = "wasm32"))] mod exit; #[cfg(not(target_arch = "wasm32"))] pub mod faces; #[cfg(all(feature = "denoise", not(target_arch = "wasm32")))] pub mod nn; #[cfg(not(target_arch = "wasm32"))] mod params; #[cfg(not(target_arch = "wasm32"))] mod render; #[cfg(not(target_arch = "wasm32"))] pub use render::GpuStages; static ENABLED: AtomicBool = AtomicBool::new(true); /// Set when a GPU render failed: the process stays on the CPU from then on. static BROKEN: AtomicBool = AtomicBool::new(false); /// Why the GPU stopped being used (the first fatal failure). static BROKEN_REASON: Mutex> = Mutex::new(None); /// The latest render that fell back to the CPU, and why. static LAST_FALLBACK: Mutex> = Mutex::new(None); /// Stop using the GPU for the rest of the process (after a device error). #[cfg_attr(target_arch = "wasm32", allow(dead_code))] fn mark_broken(reason: &str) { let mut r = BROKEN_REASON.lock().unwrap_or_else(|e| e.into_inner()); if r.is_none() { *r = Some(reason.to_string()); } BROKEN.store(true, Ordering::Relaxed); } #[cfg_attr(target_arch = "wasm32", allow(dead_code))] fn record_fallback(reason: String) { *LAST_FALLBACK.lock().unwrap_or_else(|e| e.into_inner()) = Some(reason); } /// Why renders do not use the GPU, or `None` when they do (or will, once the device is created). /// E.g. "disabled by LIGHTCRAFT_GPU=0", "software adapter (llvmpipe …) skipped", "device lost …". /// Never blocks. pub fn unavailable_reason() -> Option { if let Some(why) = env_off_reason() { return Some(why.into()); } if !ENABLED.load(Ordering::Relaxed) { return Some("disabled by the GPU rendering preference (app.gpu)".into()); } if shutting_down() { return Some("LightCraft is closing".into()); } if BROKEN.load(Ordering::Relaxed) { let r = BROKEN_REASON.lock().unwrap_or_else(|e| e.into_inner()).clone().unwrap_or_else(|| "device error".into()); return Some(format!("stopped after a GPU failure: {r}")); } if let Some(r) = broken_here() { return Some(format!("stopped after a GPU failure: {r}")); } #[cfg(not(target_arch = "wasm32"))] { match GPU.get() { Some(Err(e)) => Some(e.clone()), _ => None, } } #[cfg(target_arch = "wasm32")] { Some("the browser build has no GPU path yet".into()) } } /// The latest render in the process that fell back from the GPU to the CPU and why (device limit, /// out of memory, device error, incomplete or blank result), if any. A diagnostic for status /// displays (`ui.inspect` → `perf.gpuFallback`): renders on other threads overwrite it, so a caller /// that wants the reason for *its own* render uses [`try_render`], which returns it. pub fn last_fallback() -> Option { LAST_FALLBACK.lock().unwrap_or_else(|e| e.into_inner()).clone() } /// Why [`try_render`] made no GPU image: the caller renders on the CPU. #[derive(Clone, Debug, PartialEq, Eq)] pub enum Fallback { /// The GPU was not tried: it is unavailable, disabled or closing ([`unavailable_reason`]), or /// the request is one only the CPU renders (high bit depth, soft proof, HDR range overlay). NotTried, /// The render was tried on the GPU and failed, for this reason (the same text /// [`last_fallback`] reports). The CPU renders it instead. Failed(String), } impl Fallback { /// The failure's reason; `None` when the GPU was not tried. pub fn reason(&self) -> Option<&str> { match self { Fallback::NotTried => None, Fallback::Failed(r) => Some(r), } } } /// A simulated GPU failure for the next [`render`] on this thread (tests of the CPU fallback). #[doc(hidden)] #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum Fault { /// A command the device rejects (validation error). Validation, /// The per-pixel stage's work never runs (what a driver that silently drops or resets a /// submission looks like: the readback holds no image). DropWork, /// A storage-buffer limit of this many bytes for this render. Limit(u64), } thread_local! { static FAULT: std::cell::Cell> = const { std::cell::Cell::new(None) }; /// Why a simulated failure ([`inject_fault`]) stopped GPU use on this thread. A simulated /// fatal failure behaves like a real one for the thread that asked for it — [`render`] returns /// `None`, [`available`] is false, [`unavailable_reason`] says why — but leaves the rest of /// the process on the GPU: tests of the fallback run beside other tests rendering on it. static BROKEN_HERE: std::cell::RefCell> = const { std::cell::RefCell::new(None) }; } /// Make the next [`render`] on this thread fail with `f` (tests). A fatal `f` then stops GPU use /// on this thread only, until [`reset_failures`]. #[doc(hidden)] pub fn inject_fault(f: Fault) { FAULT.with(|c| c.set(Some(f))); } #[cfg_attr(target_arch = "wasm32", allow(dead_code))] fn take_fault() -> Option { FAULT.with(|c| c.take()) } /// Stop using the GPU on this thread (a simulated fatal failure). #[cfg_attr(target_arch = "wasm32", allow(dead_code))] fn mark_broken_here(reason: &str) { let _ = BROKEN_HERE.try_with(|b| { let mut b = b.borrow_mut(); if b.is_none() { *b = Some(reason.to_string()); } }); } /// Why a simulated failure stopped GPU use on this thread, if one did. fn broken_here() -> Option { BROKEN_HERE.try_with(|b| b.borrow().clone()).ok().flatten() } /// Use the GPU again on this thread after a simulated failure ([`inject_fault`]; tests). Real /// failures are not undone: the process stays on the CPU, and nothing another thread did changes. #[doc(hidden)] pub fn reset_failures() { let _ = BROKEN_HERE.try_with(|b| *b.borrow_mut() = None); } /// Allow or forbid GPU rendering at runtime (a preference). `LIGHTCRAFT_GPU=0` forbids it for the /// whole process regardless. pub fn set_enabled(on: bool) { ENABLED.store(on, Ordering::Relaxed); } /// Whether GPU rendering is allowed (environment, preference, no earlier failure — real, or /// simulated on this thread). pub fn enabled() -> bool { ENABLED.load(Ordering::Relaxed) && !BROKEN.load(Ordering::Relaxed) && !env_disabled() && broken_here().is_none() } /// The process is about to end: no GPU work starts from now on, on any thread. [`render`] returns /// `None` (callers render on the CPU), the devices are not created and denoise tiles fail over to /// the CPU. There is no way back. Follow it with [`wait_idle`]. pub fn begin_shutdown() { #[cfg(not(target_arch = "wasm32"))] exit::begin_shutdown(); } /// Whether [`begin_shutdown`] was called. pub fn shutting_down() -> bool { #[cfg(not(target_arch = "wasm32"))] { exit::shutting_down() } #[cfg(target_arch = "wasm32")] { false } } /// Wait up to `timeout` for the GPU work in flight on every thread to end. `true`: none is left, /// and after [`begin_shutdown`] none can start, so the process may end; `false`: the deadline /// passed with a render (or a device being created) still inside the driver. pub fn wait_idle(timeout: std::time::Duration) -> bool { #[cfg(not(target_arch = "wasm32"))] { exit::wait_idle(timeout) } #[cfg(target_arch = "wasm32")] { let _ = timeout; true } } /// Why GPU compute that has a device of its own (denoise, faces) is switched off by the user's settings, or `None`: the /// environment switches and the rendering preference, but not a render-device failure (the devices are separate). #[cfg(not(target_arch = "wasm32"))] pub(crate) fn switched_off() -> Option { if let Some(why) = env_off_reason() { return Some(why.into()); } (!ENABLED.load(Ordering::Relaxed)).then(|| "disabled by the GPU rendering preference (app.gpu)".into()) } /// Why the environment switches the GPU off for the whole process (`LIGHTCRAFT_GPU=0` or /// `LIGHTCRAFT_GPU_BACKEND=off`), or `None`. Code with a GPU path of its own (the SAM 3 model on /// Metal) follows it too. pub fn env_off_reason() -> Option<&'static str> { if !env_disabled() { return None; } #[cfg(not(target_arch = "wasm32"))] if backend::env_off() { return Some("disabled by LIGHTCRAFT_GPU_BACKEND=off"); } Some("disabled by LIGHTCRAFT_GPU=0") } /// `LIGHTCRAFT_GPU=0` (or `LIGHTCRAFT_GPU_BACKEND=off`): no GPU for the whole process. fn env_disabled() -> bool { static OFF: std::sync::OnceLock = std::sync::OnceLock::new(); *OFF.get_or_init(|| { let off = std::env::var("LIGHTCRAFT_GPU").is_ok_and(|v| matches!(v.trim(), "0" | "off" | "false" | "no")); #[cfg(not(target_arch = "wasm32"))] let off = off || backend::env_off(); off }) } #[cfg(not(target_arch = "wasm32"))] static GPU: std::sync::OnceLock> = std::sync::OnceLock::new(); #[cfg(not(target_arch = "wasm32"))] pub(crate) fn device() -> Option<&'static ctx::Gpu> { // turned off (preference, environment): don't even load the driver (issue #136) if env_disabled() || !ENABLED.load(Ordering::Relaxed) { return existing_device(); } if let Some(g) = GPU.get() { return g.as_ref().ok(); } // creating the device is a long call into the driver: not once the process is ending let _work = exit::enter()?; GPU.get_or_init(|| { let Some(backends) = backend::compute_backends() else { return Err("disabled by LIGHTCRAFT_GPU_BACKEND=off".into()) }; let r = backend::with_init_marker(backends, || { std::panic::catch_unwind(|| ctx::Gpu::new(backends)).unwrap_or_else(|_| Err("device creation panicked".into())) }); if let Err(why) = &r { log::warn!("gpu: rendering on the CPU: {why}"); } r }) .as_ref() .ok() } /// The device if it has been created (never creates it). #[cfg(not(target_arch = "wasm32"))] pub(crate) fn existing_device() -> Option<&'static ctx::Gpu> { GPU.get().and_then(|g| g.as_ref().ok()) } /// Create the device and compile the kernels on a background thread now (once the window is up), /// so the first render doesn't wait ~0.3–0.4 s for it and the UI thread never does. Does nothing /// while GPU rendering is turned off. pub fn warm_up() { #[cfg(not(target_arch = "wasm32"))] if !env_disabled() && ENABLED.load(Ordering::Relaxed) && GPU.get().is_none() { let _ = std::thread::Builder::new().name("lc-gpu-init".into()).spawn(|| { let _ = device(); }); } } /// Has device creation finished (successfully or not)? Never blocks — for status displays. pub fn ready() -> bool { #[cfg(not(target_arch = "wasm32"))] { env_disabled() || GPU.get().is_some() } #[cfg(target_arch = "wasm32")] { true } } /// Whether a usable GPU adapter exists and GPU rendering is enabled (creates the device on first /// use). pub fn available() -> bool { #[cfg(not(target_arch = "wasm32"))] { enabled() && device().is_some() } #[cfg(target_arch = "wasm32")] { false } } /// The adapter's name and backend, e.g. "Apple M4 Pro (Metal)". pub fn adapter_name() -> Option { #[cfg(not(target_arch = "wasm32"))] { device().map(|g| format!("{} ({:?})", g.info.name, g.info.backend)) } #[cfg(target_arch = "wasm32")] { None } } /// Device buffers held by the renderer. #[cfg(not(target_arch = "wasm32"))] pub use ctx::GpuMemory; /// Device buffers held by the renderer. #[cfg(target_arch = "wasm32")] #[derive(Clone, Copy, Debug, Default, PartialEq, Eq)] pub struct GpuMemory { pub allocated: u64, pub pooled: u64, pub retired: u64, } /// Device memory held by the renderer's buffers (zero without a device). pub fn memory() -> GpuMemory { #[cfg(not(target_arch = "wasm32"))] { ctx::memory() } #[cfg(target_arch = "wasm32")] { GpuMemory::default() } } /// Keep at most `bytes` of recycled buffers in the free pool from now on (trimming it now). pub fn set_pool_limit(bytes: u64) { #[cfg(not(target_arch = "wasm32"))] { ctx::POOL_LIMIT.store(bytes, Ordering::Relaxed); trim_pool(bytes); } #[cfg(target_arch = "wasm32")] let _ = bytes; } /// Free recycled buffers until at most `keep` bytes stay pooled (e.g. when the app goes idle). pub fn trim_pool(keep: u64) { #[cfg(not(target_arch = "wasm32"))] if let Some(g) = existing_device() && let Some(_work) = exit::enter() { if keep == 0 { render::release_shared_source(); } g.trim(keep); } #[cfg(target_arch = "wasm32")] let _ = keep; } /// Device bytes of the one big source (a zoom window's original) shared by every view of the photo. pub fn shared_source_bytes() -> usize { #[cfg(not(target_arch = "wasm32"))] { render::shared_source_bytes() } #[cfg(target_arch = "wasm32")] { 0 } } /// Big sources uploaded to the shared copy so far (a diagnostic: one big photo is uploaded once, not once per window). pub fn source_uploads() -> u64 { #[cfg(not(target_arch = "wasm32"))] { render::source_uploads() } #[cfg(target_arch = "wasm32")] { 0 } } /// Device bytes held by a view's GPU stages (kept with its [`StageCache`]); 0 when it has none. pub fn stage_bytes(stages: &StageCache) -> usize { #[cfg(not(target_arch = "wasm32"))] { stages.peek_extension::().map(|g| g.bytes()).unwrap_or(0) } #[cfg(target_arch = "wasm32")] { let _ = stages; 0 } } /// Render `src` with `s` on the GPU, reusing the device-resident stages kept with `stages` (the /// view's CPU stage cache). `None`: render on the CPU instead. [`try_render`] also says why. pub fn render(src: &Arc, info: &SourceInfo, s: &DevelopSettings, req: &RenderRequest, stages: Option<&StageCache>) -> Option { try_render(src, info, s, req, stages).ok() } /// Whether the GPU renders requests of this kind at all (a given render can still fall back to /// the CPU): the kernel writes 8-bit output, so high-bit-depth exports render on the CPU, and so do /// soft proofs against an output-device profile (`device_proof`: its 3D table is CPU-side) and /// Visualize HDR, which needs the float HDR render. [`try_render`] follows it, and the loupe sizes /// its slider-drag drafts by it (issue #330), so the two can't drift apart. pub fn handles(depth: lightcraft_pipeline::OutputDepth, device_proof: bool, overlay: lightcraft_pipeline::Overlay) -> bool { depth == lightcraft_pipeline::OutputDepth::U8 && !device_proof && overlay != lightcraft_pipeline::Overlay::HdrRange } /// [`render`], reporting why this render made no GPU image: [`Fallback::NotTried`] when the GPU /// was not used (callers can ask [`unavailable_reason`]), [`Fallback::Failed`] with the reason /// when the GPU render failed and the CPU must render it. The reason belongs to this call, unlike /// [`last_fallback`], which the latest render on any thread overwrites. pub fn try_render( src: &Arc, info: &SourceInfo, s: &DevelopSettings, req: &RenderRequest, stages: Option<&StageCache>, ) -> Result { #[cfg(not(target_arch = "wasm32"))] { // sections switched off with their eye render as if at their defaults (issue #316) let effective = s.effective(); let s: &DevelopSettings = &effective; let device_proof = req.proof.is_some_and(|p| lightcraft_pipeline::proof_profile(p.profile).is_some()); if !enabled() || !handles(req.depth, device_proof, req.overlay) { return Err(Fallback::NotTried); } let s = &*lightcraft_pipeline::settings_for(s, req); // in flight until this returns; not tried once the process is ending (issue #620) let _work = exit::enter().ok_or(Fallback::NotTried)?; let gpu = device().ok_or(Fallback::NotTried)?; let ext = stages.map(|c| c.extension::()); let fault = take_fault(); // A simulated failure stops GPU use on this thread only (see `BROKEN_HERE`). let stop = |reason: &str| if fault.is_some() { mark_broken_here(reason) } else { mark_broken(reason) }; let _ = ctx::take_failure(); // nothing left over from an earlier render on this thread let (r, scoped) = { let _scope = ctx::RenderScope::new(gpu); let errors = ctx::ErrorScopes::push(gpu); let r = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| render::render(gpu, src, info, s, req, ext.as_deref(), fault))); (r, errors.pop()) }; // An error the device raised explains the readback failures that follow it; a buffer // over the limit explains the errors its placeholder raises. let failure = match (ctx::take_failure(), scoped) { (Some(f), _) if f.kind == ctx::FailKind::Limit => Some(f), (f, scoped) => scoped.or(f), }; let reason = match (r, failure) { (Err(_), _) => { log::error!("gpu: render failed; using the CPU pipeline from now on"); stop("a GPU render panicked"); "a GPU render panicked; the GPU is not used again".to_string() } (Ok(r), Some(f)) => { // the view's cached device stages may hold results of the failed passes if let Some(e) = &ext { e.clear(); } let what = match &r { Some(r) => format!("{}×{}", r.image.width, r.image.height), None => "GPU render".into(), }; let reason = match f.kind { ctx::FailKind::Fatal => { stop(&f.reason); format!("{what}: {}; the GPU is not used again", f.reason) } ctx::FailKind::OutOfMemory => { gpu.trim(0); format!("{what}: {}", f.reason) } ctx::FailKind::Limit | ctx::FailKind::Blank => format!("{what}: {}", f.reason), }; log::warn!("gpu: rendering on the CPU instead: {reason}"); if render::profiling() { eprintln!(" gpu fallback to the CPU: {reason}"); } reason } // a device error on another thread or a lost device during the render (Ok(Some(_)), None) if BROKEN.load(Ordering::Relaxed) => { format!("device failure during the render: {}", unavailable_reason().unwrap_or_default()) } (Ok(Some(r)), None) => return Ok(r), // every path of `render::render` that gives up records a failure first; should one // not, the CPU renders it rather than nothing (Ok(None), None) => "GPU render: no image came back".to_string(), }; record_fallback(reason.clone()); Err(Fallback::Failed(reason)) } #[cfg(target_arch = "wasm32")] { let _ = (src, info, s, req, stages); Err(Fallback::NotTried) } } #[cfg(test)] mod tests { use lightcraft_pipeline::{OutputDepth, Overlay}; // Given a request the 8-bit kernel can't draw (high bit depth, a soft proof, Visualize HDR), // the GPU doesn't take it; the loupe and diagnostic overlays it can draw stay on the GPU #[test] fn the_gpu_handles_8_bit_unproofed_renders_without_the_hdr_range() { assert!(super::handles(OutputDepth::U8, false, Overlay::None)); assert!(super::handles(OutputDepth::U8, false, Overlay::Spots(50))); assert!(!super::handles(OutputDepth::U16, false, Overlay::None)); assert!(!super::handles(OutputDepth::U8, true, Overlay::None)); assert!(!super::handles(OutputDepth::U8, false, Overlay::HdrRange)); } }