# GPU develop pipeline (M5.2) The CPU pipeline (`crates/pipeline`) is the reference ("oracle"). `lightcraft-gpu` (`crates/gpu`, L3) evaluates the same stages with wgpu compute shaders (WGSL) on Metal / Vulkan / DX12. Everything is pure Rust (wgpu, naga); the drivers are the system's. No GL backend is compiled in. ## Where it is used - `lightcraft_engine::media::develop` (called by every `RenderJob`): loupe / before / compare views, `render_now` (CLI, MCP, control channel renders) and exports render on the GPU when one is available; grid/filmstrip thumbnails (many small jobs in parallel) stay on the CPU. - Anything the GPU path cannot do returns `None` and the CPU renders instead: no adapter (CI machines, software-only adapters), `LIGHTCRAFT_GPU=0` (whole process), the `app.gpu {enabled}` command (runtime preference; `ui.inspect` → `perf.gpu` shows the adapter), a buffer larger than the device's storage-buffer limit, or a render the device did not complete correctly (see [Limits, failures and the CPU fallback](#limits-failures-and-the-cpu-fallback)). - wasm32: the crate compiles to the CPU fallback (WebGPU needs asynchronous device creation and a device shared with the canvas — open item below). ## Structure - Shared parameters, so the two implementations cannot drift apart: `pipeline::plan` (effective settings, frame, output size, stage-cache keys), `Frame::sample_plan`, `local::{wb_matrix_for, nr_params, plane_sigmas, guided_fast_step, airlight_of}`, `finish::{FinishParams, mask_terms}`, `masks::brush_dabs`; exact tables (tone LUT, sRGB LUT, curve LUTs, resample taps) and the OkLab matrices are uploaded / generated into the WGSL prelude from the CPU values. - Buffers, not textures: images are `array` with the CPU's interleaved layout (RGB, 1–3 channels), so upload / readback are plain copies of `Rgb32f` / `Plane` / `Rgba8` data. - Kernels (`crates/gpu/src/wgsl/`): `geom` (orientation pixel map, bilinear through the crop/straighten/flip affine or the full lens + perspective warp), `resize` (separable resample with the CPU's taps; Mitchell prefilter, box/bilinear for the fast guided filter), `blur` (box passes with running sums over pixel chunks; three each way = the CPU's Gaussian), `map` (log luminance, dark channel, guided-filter steps, white balance, luminance / colour NR, airlight sampling), `mask` (linear / radial / luminance / colour range / brush shapes, combine, finalize), `finish` (the whole per-pixel stage) — each mirrors a named CPU function. - Per-stage hybrid: defringe and spot removal (rare, CPU-only for now) download the resampled image, run on the CPU and upload; heuristic mask shapes (Sky, Subject, Background, …) and brushes of more than 4096 dabs are evaluated on the CPU and uploaded; sources over the buffer limit are resampled on the CPU. - Stage cache: `GpuStages` mirrors `StageCache` (same keys: source identity + `geo`, `lin_key`, per-plane radii) and lives in it as an extension, so the UI needs no change. The uploaded source is kept per view. A tone / colour / exposure drag re-runs one dispatch of `finish` plus the readback. - One command encoder per render; the only mid-render readback is the airlight samples (dehaze, when the dark channel is recomputed). Dropped buffers are recycled (exact size, ≤ 2 GB pool) once the thread that dropped them has submitted — allocating and zero-filling fresh 100–300 MB buffers per pass cost as much as the passes. - `LIGHTCRAFT_PROFILE=1` prints GPU stage timings (each stage is then submitted and waited for). ## Limits, failures and the CPU fallback Issue #78: on an Intel UHD (ICL GT1) iGPU with Mesa/Vulkan, exports from the desktop app came out as valid JPEGs that were entirely black, while previews, `lightcraft-cli render` and `LIGHTCRAFT_GPU=0` were fine — and the GPU export took ~15 s against ~3 s on the CPU. The readback returned a buffer the per-pixel stage had never written, with no error. The likeliest cause: the whole export was recorded as one command submission lasting seconds on that GPU, and the driver reset it (GPU hang check / preemption timeout — the app's own window keeps the GPU busy, the CLI doesn't) without the error reaching wgpu. wgpu also reports a lost device only through the device-lost callback, which was not set. So a GPU render now refuses to hand back anything it cannot vouch for: - **Short submissions.** A render submits after every stage and every 16 M kernel invocations (`FLUSH_INVOCATIONS`); the per-pixel stage runs in bands of ~4 MP. Every submission on a slow iGPU stays short enough to be preempted and never trips a watchdog (Windows TDR ~2 s, i915). Buffers released by earlier stages are reused by later ones, lowering peak device memory. - **Error scopes.** Each render runs inside out-of-memory, validation and internal error scopes (thread-local in wgpu): errors fail that render instead of disappearing into the uncaptured handler. The device-lost callback and the uncaptured handler (other threads) stop GPU use. - **Readback.** The wait has a timeout (60 s); a failed wait, map error or missing map callback fails the render (before, a lost device left the readback waiting forever). - **Limits.** The device is created with the adapter's limits; every buffer is checked against `min(max_storage_buffer_binding_size, max_buffer_size)` when it is created. A render with a buffer over the limit (24 MP RGB f32 = 275 MiB; a 128 MiB WebGPU-default device; many masks) falls back for that render, without a device error. Dispatches stay under 65535 workgroups per dimension (`groups1` folds 1-D kernels onto two axes). Exports over the limit are not tiled: most stages need neighbourhoods tens to hundreds of pixels wide (guided filters at clarity / base radius, dehaze dark channel) and some need global values (airlight percentile), so tiles would need wide overlaps and a two-pass plan — the CPU renders those exports instead. - **Sanity checks on the result.** The output buffer is cleared before the per-pixel stage, which writes alpha 255 everywhere: any pixel without it means work did not run, and the GPU is not used again (`incomplete image`). An entirely black result (n ≥ 4096 pixels) is re-rendered on the CPU for that render only — a really black photo costs one extra CPU render, nothing else; there are no false positives because the CPU result is what is returned. | failure | this render | later renders | |---|---|---| | buffer over the device limit | CPU | GPU | | out of device memory | CPU (buffer pool emptied) | GPU | | entirely black result | CPU | GPU | | validation / internal error, device lost, readback failure or timeout, incomplete image, panic | CPU | CPU (whole process) | **Diagnosing.** `ui.inspect` → `perf.gpu` (adapter in use), `perf.gpuReason` (why renders don't use the GPU, e.g. `"disabled by LIGHTCRAFT_GPU=0"`, `"software adapter (llvmpipe (LLVM 21.1.8, 256 bits)) skipped: …"`, `"stopped after a GPU failure: device lost …"`), `perf.gpuFallback` (the latest render redone on the CPU and why, e.g. `"6000×4000: the GPU returned an incomplete image (24000000 of 24000000 pixels unwritten); the GPU is not used again"`). The same in `app.gpu` (`reason`, `lastFallback`), Help ▸ System Info and Settings ▸ Performance. `LIGHTCRAFT_PROFILE=1` prints the fallback with the stage timings; `RUST_LOG=warn` logs it. **Reproducing a smaller GPU:** `LIGHTCRAFT_GPU_LIMITS=webgpu` (or `downlevel`) creates the device with 128 MiB storage bindings / 256 MiB buffers, `LIGHTCRAFT_GPU_LIMITS=` with n MiB / 2n MiB. Tests inject failures with `lightcraft_gpu::inject_fault` (`crates/gpu/tests/fallback.rs`, `export_falls_back_to_the_cpu_when_gpu_work_is_lost`). ## Correctness: CPU oracle and equivalence tests `crates/gpu/tests/equivalence.rs` renders the same settings on both and compares 8-bit sRGB: bounds **mean |Δ| < 0.5 LSB and max |Δ| ≤ 3 LSB** per channel. Measured (Apple M4 Pro, Metal): **max 1 LSB, mean ≤ 0.0003 LSB** for every case — 26 settings cases (all tone/colour/effects tools, 3 vignette styles, grain, curves, grading, B&W, WB, NR, crop/straighten/flip, lens + perspective, three mask sets incl. CPU-evaluated shapes, spots + defringe), all 8 orientations ± crop, embedded DNG lens data, display-referred sources, draft quality, full-size renders; the 24 MP export in `render_bench` also differs by max 1 LSB. Cached (slider-drag) GPU renders are bit-identical to fresh ones. The tests skip (pass with a note) when no adapter exists. Remaining differences come from f32 vs f64 coordinate math, fast-math transcendental functions on Metal and running-sum order in the box filters — all far below one 8-bit step. ## Measurements `render_bench` on `corpus/raw/arw-sony-a7m3-compressed.arw` (24 MP; loupe = 2560 px preview → 1920×1280), min of 7 runs, wall clock, on a heavily shared machine (load average 60–110 on 14 cores, so CPU numbers are pessimistic; the GPU numbers are less affected): | scenario | CPU | GPU | |---|---|---| | loupe 1920×1280 cold (new photo, incl. upload) | 415 ms | 32 ms | | loupe draft 1152×768 cold | 169 ms | 21 ms | | exposure drag 1920×1280 (warm) | 22–42 ms | 3.9 ms | | highlights drag, draft (warm) | 14 ms | 3.2 ms | | clarity drag, draft (warm) | 16–23 ms | 3.0 ms | | NR drag, draft / 1920×1280 (warm) | 186 / 301–471 ms | 10 / 18 ms | | per-pixel stage 1920×1280, + vibrance/saturation | 53–65 ms | 5 ms | | export render 6000×4000 | 1037–1414 ms | 291–330 ms | GPU timings include the readback of the 8-bit result and the histogram. Device creation + kernel compilation: ~0.4 s once per process — the desktop app starts it on a background thread at launch (`lightcraft_gpu::warm_up`), so the first loupe render doesn't wait for it; other processes create the device on their first GPU render. `lightcraft_gpu::ready()` asks without blocking. ## Opening a photo (M5.4) - The loupe shows a stand-in at once (`media::QuickJob`): the photo's cached view render for its current settings, else (raws with their import look) the embedded camera JPEG, else a thumbnail-level render; the full render replaces it in place. - Raw sources for previews (2560 px) and thumbnails are binned straight from the mosaic (`RawImage::develop_binned`, 2× for a 24 MP preview); only exports / 1:1 demosaic at full size. - The next and previous photos in filmstrip order are prepared in the background once the current one is rendered (decoded source kept, view render cached): stepping through photos shows the developed image in ~50 ms. ## Memory (M5.6) - `library.memory` reports what the engine's caches hold (decoded thumbnail / preview / full-size sources, rendered previews) and the GPU renderer's device buffers (allocated, of which pooled and retired); `ui.inspect` → `memory` adds the loupe's stage caches (CPU images, GPU buffers) and the textures. - Heap profile: build `lightcraft-cli` with `--features dhat-heap`; `library.memory` then also reports live/peak heap bytes and the run writes `dhat-heap.json` (`LIGHTCRAFT_DHAT_FILE`), whose allocation sites at the peak (`t-gmax`) show who holds the memory. - Measuring the scenario (import 14 raws from `corpus/raw`, open the loupe, step 12 times): `/usr/bin/time -l lightcraft-cli snapshot --script steps.jsonl -o out.png` → "maximum resident set size" and "peak memory footprint". Run it several times: the high-water mark is noisy (allocator caching, scheduling). On Apple silicon GPU buffers count in the footprint. - Imports read raw headers only (`lightcraft_raw::probe_info`): no pixel data is decompressed. - One budget (`memory::budget`, default min(25 % of RAM, 1.5 GiB); `LIGHTCRAFT_MEMORY_MB` or `app.memoryBudget {mb}`): half for the engine caches (decoded thumbnail / preview / full sources and rendered previews, evicted least recently used *across* them; the photo on screen stays), a quarter for decodes in flight (`memory::work_gate`: grid thumbnails, neighbour prefetch and import probes wait for room, loupe and export loads never wait), an eighth for the GPU buffer pool (reuse by best fit within 25 %; freed after 3 s idle). - Decodes free the file's bytes and the raw samples as soon as they are consumed and colour / crop / orient in place. macOS keeps freed large blocks resident ("reusable") until the system is short of memory, so the resident size climbed with every photo decoded; the apps install `malloc_zone_pressure_relief` as `memory::set_release_hook`, called after each decode, import and idle trim. - Result (M4 Pro, 14 raws, loupe, 12 steps): peak RSS 1.9–2.3 GB → 0.83–0.99 GB, peak footprint 2.5–2.6 GB → 0.91–0.96 GB, heap peak 930 → ~600 MB; stepping median ~13 ms (unchanged). ## Open items - Keep the loupe texture on the GPU (render into an `egui-wgpu` texture on eframe's device instead of reading back); share the device with eframe. - WebGPU in the browser build (async init, single device per canvas). - Defringe and spot removal kernels; Sky/Subject heuristics (replaced by the segmenter in M12). - Tiling for sources / outputs beyond the buffer limit (24 MP+ on WebGPU-default limits, 60 MP+ on most desktop adapters; these render on the CPU now): tile with overlap equal to the largest filter radius, with global values (airlight) from a first pass. - Integrated GPUs much slower than the CPU (issue #78's GT1): a measured per-device choice of the faster path for exports. - Large-radius blurs at full size (dehaze dark channel at 24 MP) dominate the export: a summed-area table or a downsampled dark channel would cut them further. - GPU histogram (atomics) to skip the CPU pass over the readback.