Conflicts:
- xtask/src/main.rs: upstream's runners (cargo test or nextest, no
examples, doctests apart, one wasm `cargo check --keep-going`) with
#2302's `ci --quick` on top: test_selected builds the same targets
(--lib --bins --tests), the wasm check takes the changed crates in one
call, the full test step is upstream's.
- apps/lightcraft/src/control_server.rs: upstream's `before` closure, with
the batch's no-delay sockets kept.
- docs/parity-checklist.md: LR-BEHAV-ACCESS from main (tests/it path),
LR-BEHAV-LOCALE / LR-BEHAV-LOCALIZE from the batch (Polish).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* CI: dev profile keeps line tables for workspace crates and no debug info for dependencies
* Control server tests: persistent_requests_and_slow_replies_outlive_the_idle_read_timeout no longer races the idle timeout
Each request (and the closing half-shutdown) reaches the socket before the
worker reads, so on a slow machine only the reply waits outlast the 100 ms
idle timeout, as the test intends. The idle test sends its input the same
way, and the no-frames test allows 5 s instead of 2 s to give up.
* CI: one integration-test binary per crate
Each crate's tests/*.rs become modules of tests/it/main.rs (51 test files
into 13 binaries, plus 6 that stay their own). Inner #![cfg] attributes
move to the mod lines. Files that change state for the whole process keep
a binary of their own: codecs jxl_tail_heap and raw sr2_heap (dhat global
allocator), gpu shutdown, shutdown_first and memory, ui-egui shutdown.
Docs, comments and the GPU probe name the new paths and targets
(--test it <module>::); the CI report names an it binary's skips after
the crate.
* CI: tests under nextest, doctests apart, one wasm check
xtask ci runs the tests with cargo nextest run --lib --bins --tests when
cargo-nextest is installed, else cargo test with the same targets and a
one-line notice; doctests run after them with cargo test --workspace --doc.
The heif and hardware GPU steps use the same runner. Examples stay out of
the test build (clippy --all-targets still checks them). Concurrent tests
under nextest follow the RUST_TEST_THREADS cap (NEXTEST_TEST_THREADS).
The wasm check is one cargo check --keep-going over the same crates, and
clippy runs with --keep-going.
* CI: tests run under cargo test by default, nextest with LIGHTCRAFT_NEXTEST=1 (per-process scene cache)
- docs/parity-checklist.md, docs/gaps.md, docs/target-app-parity.md: rows two PRs both
changed had been kept twice by the doc resolution. Each row is now upstream main's row
plus every merged PR's own edit (3-way against the PR's merge base), so main's newer
text is kept (LR-LIB-FLAG #1013, Lanczos-3 in LR-MERGE-HDR / -PANO, LR-EXP-DIM #1620,
gaps 8 and 10) and the PRs' additions too; LR-BEHAV-LOCALE / -LOCALIZE take main's
Georgian and #1846's Polish. `cargo xtask parity --write` refreshed the summary.
- #1313 added "Show Frame Rate", a switch; #2195 names switches for what they show
(menubar::tests::toggles_are_named_for_the_thing_not_show): now "Frame Rate".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A max-pool, a channel-copy 2x2 transposed convolution (mode 1) and the
channel-copy 1x1 layer give an exact answer, so a store fault in mode 1
can't hide in tolerance (CodeRabbit review of #2380).
On the GTX 1070 this test passes even without mode 1's stepped stores:
FXC merges them the same way, but the driver runs that store right, so
only mode 0 was shown wrong. Mode 1 keeps the stepped stores as a
precaution; the shader comment and docs/gpu-pipeline.md now say so.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On DX12, FXC merged the conv kernel's four output stores (modes 0 and 1)
into one 16-byte store_raw. The DXBC is valid and aligned, but NVIDIA's
driver ran it wrong on a GTX 1070: every second pixel's channels came
out shifted, so AI Denoise on the GPU was silently wrong on Windows.
DXC and Vulkan were right on the same card.
The stores now step by `1 + p.zero` (the always-0 uniform, renamed from
`pad`), which FXC cannot fold, so it keeps them apart. A two-layer
channel-copy network checks the stores exactly; it fails on that card
without the fix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GPU handles(): only output-device proofs stay on the CPU; Show All Masks now renders zoom windows (upstream); proof-boundary tolerance in the GPU equivalence test; device-profile draft test.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
On an Intel Mac with an AMD Radeon Pro 5300M the Metal compiler crashes
on candle's mlx_gemm kernel, candle-metal-kernels panics on the compile
error, and the worker reported "the AI model failed unexpectedly" and
loaded the model on Metal again for every next job, so AI masks never
worked there.
The worker now retries a job that fails on the GPU (a panic or a candle
error) once on the CPU, after freeing the model. When that works, the
model stays on the CPU for the session and the job's outcome carries a
notice that segment_poll shows once; when the CPU fails too, the GPU
was not the cause and the next job uses it again. Missing or damaged
model files, render and remote-worker errors are not retried. Only
builds with a GPU path (macOS) retry; LIGHTCRAFT_GPU=0 and
LIGHTCRAFT_GPU_BACKEND=off now keep SAM 3 on the CPU from the start
(lightcraft_gpu::env_off_reason), like AI Denoise and the face models.
lightcraft-segment: Sam3::load_cpu, GPU_BUILD; text_logits returns the
crate's Error so Describe failures are classified like clicks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A debugging toggle (`view.frameRate`, `{show?}`, a checked item in a new Help ▸ Debug
submenu; LIGHTCRAFT_FPS=1 starts with it on; never saved). In the window's top-right
corner it draws frames per second and the worst over the last second, each frame's UI
CPU time against its time spent waiting (vsync, or the GPU), the latest whole-frame
and zoom-window render times, the render queue, renders thrown away as superseded
(Renderer::discarded), the GPU adapter and its memory, and a graph of the last frames
with a tick where a render arrived. It keeps the window repainting while shown and
logs the same numbers once a second (`fps-hud:`), so scripted drags can be measured.
Perf::host_frame_ms (the frame's CPU time as eframe reports it) is added as #1009
adds it, identically.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The idle trim (3 s without renders) released the shared device copy of the original a zoom
window is cut from, so pausing between pans made the next pan upload it again: 800 MB for a
64 MP raw, ~1.4 s of "gpu sample" measured (5 ms when it is still there). While a Detail window
texture is held the renderer is not idle; once the windows are gone (zoomed out, another photo,
or another view, which now frees the Detail view's windows) the trim runs as before.
First non-Apple GPU verification: 16 tests / 135 cases pass, 124 at
max 1 LSB, 10 bit-identical, one at max 2 LSB (0.0002% of pixels), worst
mean 0.0003 LSB. Recorded in gpu-pipeline.md, hardware-parity.md and
gaps.md. Also as_chunks in spots.rs for the newer clippy lint.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Visualize Spots, Point Color range and Visualize HDR are drawn on the
loupe's 1:1-8:1 window like mask overlays: the range and HDR views act
per pixel, the spots high pass reads within the window's margin. New
pipeline test: each overlay's window equals the whole-frame render's
pixels. The GPU finish kernel now soft-proofs output-space proofs
(destination and display gamut warnings) like the CPU; an output-device
profile's table still renders on the CPU. New GPU equivalence test.
Stacked on pr/zoom-detail (#1027).
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>
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>
`probe_info` (every file an import adds) ran the whole Nikon Huffman
decode on a compressed NEF because `nef::decode` had no header mode and
the masked-trailing-column test wanted the samples: 386 ms per 24 MP
file, the full decode time, where every other format probes in < 1 ms.
The header has no source for those columns (the D5100 and D7000 write 8
masked columns at value 0, compressed and uncompressed alike, with no
CropArea or other maker-note tag), so the probe cannot skip the test.
Instead both modes now judge the active width from the first 128 rows
(`nef::MASK_ROWS`) against the nominal white level: the header probe
decodes only those rows (`nefc::decode_rows`, the stream is sequential;
uncompressed files read only the strips holding them) and the full
decode uses the same rule, so `probe_info == RawImage::info` still
holds. On every corpus NEF/NRW the answer is the same for 8 to 512 rows
as for the whole frame. The whole-image size and truncation checks still
apply in both modes; the "lossy after split" end-of-strip rule is only
checked when the whole strip is decoded.
Release, same files: probe 66 -> 3.4 ms (D5100 lossless), 72 -> 3.2 ms
(D7000 lossy 12), 88 -> 3.1 ms (D7500 lossless 12), 92 -> 3.7 ms (Z f
lossless), 23 -> 1.5 ms (D5100 uncompressed), 54 -> 2.7 ms (B700 NRW).
Tests: a synthetic lossless NEF whose stream is cut off after two
thirds of the rows probes to the same info as the whole file while the
full decode reports the truncation; synthetic uncompressed NEFs with
masked columns in the top rows, lower rows, all or none give the same
active area in both modes. Both failed before the fix. Docs: the
`probe_info` doc comment, docs/parity.md (LR-IMP-FORMATS),
docs/gpu-pipeline.md.
`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>
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>
With Shader Cache Size disabled in NVIDIA Control Panel, the driver walks
the whole system drive inside D3D12CreateDevice (traced by the reporter
to NvMemMapStoragex.dll!TotalDiskUsage), before the window's first
frame; Driver Default fixes it (confirmed in #374, PhotoCraft too). The
launch-argument walk found on the way was fixed in #394.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01912WaK6Rmew3wxZuPyX7E8
`--help`, the module doc and the README promise that a `--memory` session
"writes nothing", and the desktop app broke that in two places:
- `PrefsWriter` saved `ui.json` whenever the UI state changed (issue #164),
so a throwaway session's `thumbSize`, window layout or language replaced
the user's saved settings — the README showcase script does exactly that.
- The GPU crash sentinel from #136 armed itself in every session except
`LIGHTCRAFT_NO_PREFS` (issue #169); `with_init_marker` creates the
settings folder to hold `gpu-init.marker`, removes the marker and leaves
the folder, so a `--memory` run on a fresh home left an empty
`Library/Application Support/LightCraft` behind.
Now `PrefsWriter` carries its target path (`None` for `--memory`,
`LIGHTCRAFT_NO_PREFS` or no home folder) and writes nothing without one; it
also writes nothing while the session is the one offered when the library
can't be opened (the question window and Continue Without Saving, which
`docs/control-protocol.md` already describes as writing nothing) and
resumes when `app.openLibrary` ends it. `gpu_crash_check(in_memory)` neither
arms the sentinel nor removes a marker in a `--memory` session; it still
reads one (new `read_init_marker`), so GPU rendering starts off there too
and the next ordinary launch reports and clears it. A `--memory` session
still reads `ui.json`, but a damaged one is reported and left in place
rather than set aside. Normal launches are unchanged.
Tests: `prefs_writer_writes_nothing_in_a_memory_or_temporary_session`,
`memory_session_leaves_the_gpu_marker_and_folder_alone`,
`memory_session_leaves_a_damaged_ui_json_alone` (apps/lightcraft), and
`read_init_marker` coverage in the gpu crate's marker test.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The coverage mask from 94fe300 evaluated the f64 warp for every output
pixel. coverage_mask now asks Warp::block_coverage for each 32 x 16 block
(the shared warp formulas evaluated with outward-rounded intervals, no
edge margin) and evaluates only undecided blocks near the edge per pixel
with Warp::covers; the bits are unchanged
(coverage_mask_matches_per_pixel_decision, incl. partial words and
padding bits; coverage_mask_with_the_horizon_in_view, a perspective
denominator exactly 0 inside the image, so the clamp and
undecided-division paths go through block_coverage and the mask).
Measured (release, synthetic source, embedded lens warp + CA +
perspective as in embedded_lens_perspective_edges_match):
6000x4000 ~30 ms -> 2.7 ms (32 threads, 11x), ~580 ms -> 24.5 ms
(1 thread, 24x); 2048x1365 3.6 ms -> 1.0 ms (3.5x), 67.5 ms -> ~5 ms
(12-14x). Rotate270 the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The lens + perspective warp classified source-edge pixels in f32 on the GPU.
A position 0.000035 px outside the edge rounded inside, so the GPU sampled
photo pixels where the CPU reference draws blank canvas (geometry_variants,
"embedded lens + perspective", max 91 LSB). The CPU now evaluates the f64
framing decision into a one-bit-per-pixel mask; sampling and colour stay on
the GPU. The embedded-lens cases move to their own test,
embedded_lens_perspective_edges_match, with the same tolerances.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
wgpu loads the driver of every backend in an instance's set while it
enumerates adapters. The compute device (crates/gpu) hard-coded
Backends::PRIMARY (Vulkan + DX12 + Metal) and ignored WGPU_BACKEND, and
was created from LightcraftApp::new on a background thread at launch, so
a crashing Vulkan driver (Intel UHD 630, igvk64.dll) killed the process
before the window appeared; the window (egui-wgpu) also listed Vulkan.
- lightcraft_gpu::backend: DX12 only on Windows (Metal on macOS, as before
on Linux) for both the compute device and the window;
LIGHTCRAFT_GPU_BACKEND=dx12|vulkan|metal|gl|auto|off, else WGPU_BACKEND;
backends missing from the build fall back to the default.
- The device is created only when GPU rendering is enabled, after the
first frame; the preference is applied before the window opens.
- Crash sentinel: gpu-init.marker in the settings folder around device
creation; if left behind, the next launch starts with GPU rendering off
and a notice saying how to turn it back on.
- Tests: backend parsing/selection, sentinel, window defaults, headless
snapshot with LIGHTCRAFT_GPU=0 / LIGHTCRAFT_GPU_BACKEND=off.
- Docs: gpu-pipeline.md (backends, env vars, troubleshooting), whats-new,
parity LR-BEHAV-GPU.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A GPU render no longer hands back an image it cannot vouch for:
- set the wgpu device-lost callback (wgpu never reports a lost device as an
error, so a driver reset went unnoticed); readback waits with a timeout and
checks the poll result and map callback instead of blocking forever
- each render runs in OutOfMemory/Validation/Internal error scopes; errors
fail that render (OOM and limit failures for that render only, device
errors for the process) and it is redone on the CPU
- every buffer is checked against the device limit when created (no
validation error, no process-wide disable); LIGHTCRAFT_GPU_LIMITS=webgpu|<MiB>
creates the device with lower limits to reproduce small adapters
- the output buffer is cleared and the per-pixel kernel writes alpha 255:
any unwritten pixel (work silently dropped, the issue's all-black export)
fails the render; an all-black result is re-rendered on the CPU
- renders submit per stage and every 16 M invocations, the per-pixel stage
runs in ~4 MP bands: no long submission for a slow iGPU's watchdog to reset
- ui.inspect perf.gpuReason / perf.gpuFallback, app.gpu reason/lastFallback,
System Info and Settings say why the GPU is off (e.g. llvmpipe skipped) and
why the last render fell back
Tests: crates/gpu/tests/fallback.rs (limit, mid-render limit, validation
error, dropped work, black photo), engine export falls back to the CPU image,
banded 3000x2000 GPU/CPU equivalence.
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>
- Once the current photo's loupe render is done, the next and previous photos in filmstrip
order get a background loupe job (Slot::Prefetch, priority below on-screen thumbnails,
once per settings): the decoded 2560 px source is kept in the engine's bounded preview
LRU and the view render is cached, so stepping to a neighbour shows its developed image
in ~50 ms and then re-renders only on the GPU.
- lightcraft_gpu::warm_up (called when the app is created) builds the device and kernels on
a background thread; gpu::ready() answers without blocking and ui.inspect uses it, so the
UI thread never waits for device creation.
- docs/gpu-pipeline.md: opening-a-photo section.
Stepping through 24 MP raws in the loupe (real app): full render 220–580 ms → 45–62 ms.
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>