Reuse tile scratch and tone tables across rendering work. Skip fully masked
adjustments and identity float curves. Previous-path tests preserve output
across sample depths, masks and clipping.
A pixel layer with nothing clipped to it is read from its tiles a row at a
time and blended straight onto the backdrop, instead of being copied into a
tile-sized buffer first (a megabyte per layer per 256² render tile). Normal
RGB rows go through a branch-free kernel over blocks of 8 pixels that the
compiler vectorizes; few-band renders also run their bands in parallel.
Bit for bit the same: the row kernel is tested against the scalar loop (NaN,
infinities, subnormals, signed zeros), the row path against the tile copy at
8/16/32-bit with every kind of mode, fill and mask, and the whole GPU parity
suite's CPU references (1620 renders) are unchanged.
P60 on the CPU compositor: 627 -> 530 ms (the render without effects
300 -> 199 ms).
* Blend modes: Fill below 100% works inside the blend for Photoshop's special eight
In Photoshop, Fill and Opacity are the same for most blend modes, but not
for eight: Color Burn, Linear Burn, Color Dodge, Linear Dodge (Add),
Vivid Light, Linear Light, Hard Mix and Difference. PhotoCraft treated
Fill as Opacity for all of them, so a Difference layer at 50% Fill gave
(150,90,110) where Photoshop gives (150,60,10).
Measured on Photoshop 27.11 (scripted, 24 cases at Fill 25/50/75% with
two colour pairs): below 100% Fill, Photoshop pulls the layer's colour
toward the mode's neutral colour (black for Color Dodge, Linear Dodge,
Difference; white for Color Burn, Linear Burn; 50% gray for Vivid and
Linear Light) and blends that at full strength; Hard Mix becomes
clamp((b - f(1 - t)) / (1 - f)). Opacity still mixes the result in.
That reproduces 31 of 32 values within 1 level (Hard Mix at 75%: 3).
CPU (psblend::composite_fill, the final blend of plain pixel, shape and
type layers) and GPU (Kernel::Blend takes Fill in the spare uniform slot)
agree; Dissolve keeps Fill as coverage. Layers with effects, adjustment
layers and groups keep the old behaviour for now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* GPU: composite_fill with a single blend_rgb call, so fs_blend stays small
The first version added a third inlined copy of blend_rgb (every blend
mode) to fs_blend: composite_g's two plus blend_rgb_fill's. Windows CI
(software WARP adapter) then timed out rendering the UI in
arbitrary_rotation_preview, which passes on main; a larger shader
compiles noticeably slower there.
composite_fill now handles every case itself with one blend_rgb call
(Fill as coverage for normal modes, the special-eight blend, Lab Normal
mixing, the text gamma space) and is fs_blend's only composite path,
leaving it with fewer inlined copies than on main. Same results: the 35
GPU parity tests pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
- Hue, Saturation, Color and Luminosity no longer clip 32-bit documents to 0..1, so values above 1 survive in the CPU compositor (blend_rgb_hdr now uses blend_rgb_within at f32::MAX) and in the GPU shader (under the existing F_HDR flag). 8/16-bit results are unchanged apart from rounding at white.
- ClipColor returns the grey when the luminosity is outside the in-gamut range, instead of dividing by max − lum rounding noise. The old formula turned colours inside out (Luminosity of a grey of 2 over (0.5, 0.25, 0.125) gave (1.0, 2.32, 2.99)), and CPU and GPU disagreed (Hue over a grey of 2: CPU 1.0, GPU 2.82).
- Tests: 8/16-bit inputs match the ISO 32000 formula, HDR cases in compose, psblend::with_hdr nesting, and a CPU/GPU parity test across depths.
Co-authored-by: hideoneric <hideoneric@users.noreply.github.com>
- Linear Dodge (Add) and Divide keep values above 1 in 32-bit float documents, clipped only at f32::MAX. Integer depths still clip at 1.
- CPU: add psblend::HDR and generic::blend_rgb_hdr / blend_channel_hdr; render sets the flag per document depth.
- GPU: add the F_HDR pass flag, and compose.wgsl uses it for the same clip bound.
- Non-separable modes are unchanged.
- Tests: colour unit tests, compose depth tests, and the GPU parity test float_documents_blend_past_white.
Co-authored-by: hideoneric <hideoneric@users.noreply.github.com>
Rendering set the thread-local LAB_MIX to the document's value around each
tile, then set it to false. A nested rayon job (a gradient fill, say) can
let the same thread render another tile in the middle of an outer one;
clearing the flag there made the rest of the outer Lab tile mix in sRGB.
The issue's reproduction (a 4096 px Lab document with a gradient fill and
two 50 % fills, 60 renders, RAYON_NUM_THREADS=4) showed whole 256 px tiles
differing between identical renders.
psblend::with_lab_mix sets the flag, runs the closure, and restores the
previous value with a drop guard, as with_cmyk_space does for the CMYK
space. The three set/clear pairs in render_tiled_with use it.
The new test sets the flag, renders Lab and RGB documents on the single-
and multi-tile paths, and checks the flag is what it was. It failed before
the fix. The issue's reproduction, run twice each way on macOS with four
threads: before, 6 and 2 of 60 renders had one whole tile wrong (65536 px);
after, 0 of 60 both times.
blend_text_gamma_setting switched the compositor's process-wide text gamma
(psblend::set_text_gamma) to 1.0 and back while other engine unit tests ran
in parallel threads. turns_at_every_depth_and_mode flattens a document with
a type layer before a turn and again after edit.undo; when the toggle landed
between the two flattens, anti-aliased glyph edges blended under different
gammas and the bit-exact comparison failed (seen once on Windows CI).
Move the gamma test to crates/engine/tests/text_gamma.rs (its own process),
document the hazard on set_text_gamma, and make the undo assertion report
the turn, depth, mode, differing pixel count, max difference and first pixel.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
CI's `cargo fmt --all -- --check` has failed on every run because the
repo had no rustfmt config and was never formatted. Use the same settings
as EffectCraft/FilmCraft (max_width 160, use_small_heuristics Max), which
also keeps the churn small. Formatting only; no code changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>