Commit Graph
146 Commits
Author SHA1 Message Date
aiongg 576ba0e02b Integration: track t12
# Conflicts:
#	contributors/people.toml
#	crates/compose/src/lib.rs
#	crates/compose/src/tests.rs
#	crates/engine/src/print_cmds.rs
#	crates/engine/src/print_cmds/tests.rs
#	docs/target-app-parity.md
2026-10-22 15:38:33 +00:00
aiongg f72c3c2187 Integration: track t08
# Conflicts:
#	crates/ui-egui/src/camera_raw_ui.rs
#	crates/ui-egui/src/jobs_ui.rs
#	crates/ui-egui/src/widgets.rs
#	docs/file-format-parity.md
#	docs/gaps.md
2026-10-22 15:38:23 +00:00
aiongg 446b74a8de Integration: track t07
# Conflicts:
#	crates/ui-egui/src/i18n/cs.tsv
#	crates/ui-egui/src/i18n/de.tsv
#	crates/ui-egui/src/i18n/el.tsv
#	crates/ui-egui/src/i18n/es.tsv
#	crates/ui-egui/src/i18n/fr.tsv
#	crates/ui-egui/src/i18n/hu.tsv
#	crates/ui-egui/src/i18n/id.tsv
#	crates/ui-egui/src/i18n/it.tsv
#	crates/ui-egui/src/i18n/ja.tsv
#	crates/ui-egui/src/i18n/ko.tsv
#	crates/ui-egui/src/i18n/nl.tsv
#	crates/ui-egui/src/i18n/pl.tsv
#	crates/ui-egui/src/i18n/pt-br.tsv
#	crates/ui-egui/src/i18n/ru.tsv
#	crates/ui-egui/src/i18n/sr.tsv
#	crates/ui-egui/src/i18n/tr.tsv
#	crates/ui-egui/src/i18n/uk.tsv
#	crates/ui-egui/src/i18n/vi.tsv
#	crates/ui-egui/src/i18n/zh-hans.tsv
#	crates/ui-egui/src/i18n/zh-hant.tsv
#	crates/ui-egui/src/layer_shortcut_tests.rs
2026-10-22 15:38:21 +00:00
aiongg 0e80156397 Integration: track t16
Resolutions: CLI usage, flag lists and flag parsing carry both --tiff-compression (t15) and
--jpeg-format (t16); file.saveACopy, batch, imageProcessor and layersToFiles param specs carry
both tiffCompression and jpegFormat; file_cmds keeps tiff_compression_param and
jpeg_format_param; atn_cmds keeps flag_set/applies_at_canvas_bounds (t15) and UNHOLDABLE (t16),
edit.transform uses the pixel_target guard (t15) with layer_ref(p)? (t16); ui-egui open paths
build ImportOptions (t16) and apply raw_defaults (t15); docs headers/rows unioned; atn tests keep
both sides; tr.tsv "Keep Using CPU" kept once.
2026-10-22 15:38:13 +00:00
aiongg dc0094fa78 Merge PR #5781: 32-bit Hue/Saturation as the reference app does it: unclipped saturation and Colorize (two rgb32 oracles pass)
crates/io/tests/corpus.rs: kept main's pass_floor 188 (the PR's 187 would lower it; not re-measured here)
docs/file-format-parity.md: kept main's header and PSD/PSB rows; added the PR's change-log row without its floor figure
docs/gaps.md: kept main's header and evidence line; added the PR's change-log row without its floor figure
docs/scorecard.md: ours
2026-10-22 15:37:35 +00:00
aiongg d8865fc682 Merge PR #7638: Map the bevel's shading through its gloss contour, not its light (#7360)
crates/compose/src/effects.rs: kept main's par_units row loop in bevel_maps and ported the PR's change into it: k maps shade and the flat-face level through the gloss contour (lut_at), and the closure returns (hi, sh) without the apply_contour pair.
2026-10-22 02:27:06 +00:00
aiongg b43ba11beb Merge PR #8109: Compose: Color Balance works out each channel's curve once, not per pixel 2026-10-22 02:23:07 +00:00
aiongg 2b3af0f815 Merge PR #3193: fix(compose): resolve Dissolve coverage across adjustment, effects, a…
Conflicts:
crates/compose/src/tests.rs: appended tests, kept both
crates/gpu/tests/parity.rs: appended tests, kept both
2026-10-22 02:23:06 +00:00
aiongg ec663f4981 Merge PR #7204: Layer effects in Dissolve mode speckle, as in the reference app (#6995) 2026-10-22 02:22:05 +00:00
aiongg 1bc45862cb Merge PR #6813: A layer that doesn't fit in GPU memory no longer breaks GPU drawing: older pages are freed and the layer is retried 2026-10-21 21:56:21 +00:00
aiongg 94d28535d3 Merge PR #6464: Survive a lost window GPU device: draw nothing, save unsaved work for recovery, close (#3438, #1215) 2026-10-21 18:15:02 +00:00
aiongg 77557d75f1 Merge PR #8229: Integration batch: 8 PRs on main
# Conflicts:
#	crates/engine/src/layer_style.rs
#	crates/io/src/psd_export.rs
#	crates/io/src/smart_map.rs
#	docs/file-format-parity.md
2026-10-21 15:45:07 +00:00
Branch Sync d5d937ac3e Merge remote-tracking branch 'refs/remotes/upstream/main' into HEAD 2026-10-21 11:17:09 -04:00
David Mann 86811ddeee Merge PR #6002: Stroke: keep Overprint (overprint)
# Conflicts:
#	crates/engine/src/layer_style.rs
#	crates/ui-egui/src/layer_style.rs
#	docs/file-format-parity.md
2026-10-21 11:36:58 +02:00
xsvm aab9cdc045 Compose: Color Balance works out each channel's curve once, not per pixel
color_balance_channel recomputed the folded black point, white point and midtone gamma, and four of the five powf calls of the gamma > 1 Hermite join, for every sample. Those depend only on the sliders, so BalanceCurve works them out once per channel and the per-sample step is the clamp and one powf (or the Hermite polynomial). The CPU compositor builds the three curves once per buffer and the GPU plan once per LUT (it sampled color_balance_channel 3 x 4096 times). Results are bit-identical: a new test compares the curve against the per-sample formula it replaced, to the bit, over 123 slider settings, both Preserve Luminosity modes and a 1/1024 ramp.
2026-10-21 10:10:57 +08:00
Higgs32584andClaude Opus 5.5 ac1a7443a9 GPU compositor: pass the timer and batch runs in the OOM retry (main changed submit_batch and run_cell)
main added a GPU timer argument to submit_batch and the batch runs to run_cell,
so the OOM submit-and-retry path no longer compiled after the merge. Also add
the admission-evicted bytes to the flush counter with saturating arithmetic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 21:09:52 -04:00
Higgs32584 57948f1155 Merge remote-tracking branch 'upstream/main' into fix/6563-layer-texture-oom 2026-10-20 21:09:26 -04:00
aiongg d4576a0c5a Merge PR #5110: Performance: brush dab on a CMYK document within budget (#5108) 2026-10-21 01:06:11 +00:00
Higgs32584andClaude Opus 5.5 1b84acd2e3 GPU compositor: on a layer page OOM, submit and wait before the last retry
Pages dropped to make room can still be held by the work recorded since the
last submit, so the immediate retry may fail although the memory is about to
be freed. render now submits, waits for the GPU and runs the cell once more
before sending the refresh to the CPU (encode, which can't submit, still goes
to the CPU). Bytes dropped to admit pages also count towards the
intermediate-submit threshold.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 20:52:51 -04:00
David MannandClaude Opus 5.5 627bb8f1bf Integration: merge main, resolve conflicts (#6002)
docs/file-format-parity.md: both sides added revision-history rows; keep both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 00:11:01 +02:00
David Mann 651c32b9eb Merge PR #7566: perf(compose, gpu): many-layer composites, P60/P61 on the GPU 111 -> 28 ms 2026-10-20 22:39:26 +02:00
Akos Arinton e4c2867494 fix(gpu): batch runs no longer depend on the prefix cache
`batch_runs` cut a run at the pass where the render captured its prefix checkpoint, so a cached
render grouped plain layers differently from an uncached one. On D3D12 with FXC a layer's bits
batched and drawn alone differ by about 1 ULP, so reuse stopped being exact there (#5286):
prefix_follows_an_edit_up_the_stack_and_stays_exact and
chunks_keep_their_own_checkpoint_after_a_partial_refresh failed on an RTX 5070 Ti.

The runs now depend on the plan alone and are computed once per render. `run_starts` marks the
passes a run starts at, and the prefix cache captures and resumes only at checkpoints there, so a
resumed render draws the passes above in the same runs as an uncached one. It may resume up to
three layers lower than before, one more batched pass.

The cache tests give their layers a reveal-all mask so each draws alone and keeps a checkpoint;
prefix_follows also runs on batched layers and checks that a capturing render batches like an
uncached one, which fails on the old executor on any backend.

Claude-Session: https://claude.ai/code/session_01Aab8aPCQgoN1sYrWPk8Kr6
2026-10-20 20:05:27 +03:00
Nigel Ihza Firdausy f0aae59938 Merge upstream main and retain CPU/GPU Dissolve parity coverage 2026-10-20 19:44:22 +07:00
David Mann c2f3e23a40 Merge PR #5477: perf: chisel bevel size changes, CPU passes on threads and GPU fields share their sharp edges (results unchanged) 2026-10-19 16:51:22 +02:00
David MannandClaude Opus 5.5 0604f39d97 Performance: hand single-part tiles to put without a copy (#5108)
Only CMYK and Lab tiles are split into bands; every other format's one part
went through concat, an extra allocation and copy per tile on the UI thread
(8-bit RGBA, 64 tiles: 2.7 -> 3.3 ms). Now it passes straight through.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 09:43:36 +02:00
Hector VillarrealandClaude Opus 5.5 a42e831698 Map the bevel's shading through its gloss contour, not its light (#7360)
The gloss contour was applied to the highlight and shadow amounts after
the lighting split, so a contour that starts high (Rolling Slope -
Descending) turned every unlit pixel into a full highlight: a bevelled
glyph's flat face painted (255, 40, 42) over its (151, 22, 23) fill. It
now maps the shading before the split, with the flat face's mapped
shading as the neutral, on the CPU and the GPU. Linear is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 23:01:11 -06:00
Ni-zavandVikram Bhaskaran a221622ad4 fix(compose): cover clipped Dissolve adjustments
Port the clipped-adjustment coverage path from #4711 and verify depth, alpha, masks, and document-coordinate GPU parity.

Co-authored-by: Vikram Bhaskaran <vikram.bhaskaran@outlook.com>
2026-10-19 07:18:54 +07:00
Nigel Ihza FirdausyandNi-zav 21871dd40e refactor(gpu): branch explicitly on Dissolve effect-stack coverage 2026-10-19 07:18:54 +07:00
Nigel Ihza FirdausyandNi-zav 61724b49f0 fix(gpu): match CPU Dissolve coverage for adjustment, clipping and effects 2026-10-19 07:18:53 +07:00
00xJ0 4615a8bc26 Survive a lost window GPU device: draw nothing, save unsaved work for recovery, close (#3438, #1215)
When the window's own wgpu device was lost (a driver reset, e.g. after sleep), egui-wgpu could
not draw another frame: a frame with shapes panicked inside it ("Failed to create staging buffer
for index data", #1215, exit 101, unsaved work lost), and a frozen window's close button opened
an unsaved-changes prompt nobody could see (#3438). The #243 fallback only covered the canvas.

- DeviceHealth::device_lost (wgpu reported the loss, not a recorded fault) and ::probe (a
  non-blocking poll that keeps running after a recorded fault).
- RecoveryStore::flush: finish queued autosaves and wait for them.
- gpu_status::check_window, at the end of every frame: once the window's device is lost the
  frame draws nothing; the first time every unsaved document is written to crash recovery
  (Services::flush_autosaves) and the app closes without asking. The next launch reopens them.
- The app watches the window device on the CPU canvas too; ui.gpu.simulateLoss {destroy: true}
  destroys the real device to drive the path.

Verified on an RX 6900 XT, Vulkan and DX12: destroying the device in the running app exited 101
with the egui-wgpu panic before, and now exits 0 with the document recovered on the next launch.
2026-10-18 12:53:48 -07:00
Akos Arinton 33dd5f0103 perf(gpu): blend plain layers several to a pass, P60/P61 111 -> 28 ms
- LayerBlend: a plain layer is blended straight from its texture in one pass
  instead of a Content pass to a scratch chunk and a Blend pass.
- fs_layerbatch: runs of up to four plain layers that only feed each other
  are drawn as one pass, reading and writing the chunk once (the uniform
  record grows to its 256-byte stride to hold the extra layers).
- Drop shadows and outer glows alone: the merge builds the layer from its
  shape (F_LAYER_SHAPE), and nothing is copied back when the effect region
  covers the canvas. Such a layer takes 3 passes instead of 6.
- fs_layerbatch_normal: runs of Normal layers use a shader with Normal's code
  alone. Per-pass timestamps showed the batch spent 80% of its time on the
  register cost of carrying every blend mode, not on the arithmetic; Normal
  goes through the same function in every shader, so a layer gives the same
  bits whichever pass draws it.

P60 / P61 with the GPU compositor (8 GB budget, M4 Pro): 111 / 113 ms ->
28.2 / 28.1 ms. With the app's default Memory Usage these documents still
fall back to the CPU compositor on unified memory, so the budgets stay
unenforced.

Output: over the GPU parity suite (1620 renders) 1038 are bit-identical to
before and the rest differ by at most 1e-4/255, except one pixel one 8-bit
step apart where an adjustment rounds at .5; the mean difference from the CPU
reference is unchanged. New parity tests cover runs of every mode, Normal
runs at 8/16/32-bit and Lab, and exterior effects at any fill.
2026-10-18 22:26:06 +03:00
skylar taylor-barrickandGitHub 5c7c847923 perf(canvas): report how long the GPU spends on a composite (#7275)
`composite_ms` measures encoding and submitting a composite, not running it: on
a 24 MP refresh it read 7.7 ms for work the GPU spent ~171 ms on, so nothing in
the app could see a regression that moved work onto the GPU.

A timestamp is written on the GPU timeline at the start and end of every command
encoder a refresh submits, and the spans are summed and read back
asynchronously. Nothing waits, so a measurement arrives a frame or two later and
carries the pixel count of the refresh it belongs to. It is reported as a new
`Option<f64>` `perf.gpu_ms`; `composite_ms` keeps its meaning, so its consumers
are untouched. At 24 MP it reports 83.9 ms against a waited wall clock of
88.4 ms, where the app previously said 3.1 ms.

What it leaves out, documented in the module: queue-level uploads, which wgpu
runs in its own command buffer ahead of ours, and the end-of-batch writeback
after the last timestamp. That is ~5 % of the reported time here and
proportional to the composite, against the ~22x of the number it replaces.

Unavailable rather than wrong: without TIMESTAMP_QUERY and
TIMESTAMP_QUERY_INSIDE_ENCODERS the timer is never built and `gpu_ms` is None —
on older drivers, the CPU compositor, wasm, and Apple silicon, whose GPUs
support counter sampling only at stage boundaries. `PHOTOCRAFT_NO_GPU_TIMING`
suppresses both the timer and the feature request.

Pass-boundary timestamps would cover Apple silicon and need only
TIMESTAMP_QUERY, but they capture 70-78 % of the encoder-level span here and
the shortfall grows with document size, so they were measured and rejected.

D3D12 is exercised: device creation, a 100 ns/tick period and the full
write/resolve/map round-trip succeed with no validation errors, including
across a flushed three-buffer refresh. Numbers throughout are from an
integrated Intel GPU on Mesa/Vulkan and a software D3D12 adapter; no vendor
Windows driver and no Apple hardware was tested.
2026-10-18 10:41:35 -06:00
Michael HigginsandGitHub 7ce7a347f8 Merge branch 'main' into fix/6563-layer-texture-oom 2026-10-18 10:15:26 -04:00
866e7bfe4e Upload 16-bit layer masks as R16Float instead of R32Float (#6845)
Fixes #6534

Co-authored-by: Claude Haiku 5.5 <noreply@anthropic.com>
2026-10-18 03:34:37 -04:00
175bdce659 GPU: a group's effect cache follows its vector mask and children's Blend If (#5706) (#5707)
* GPU: a group's effect cache follows its vector mask and children's Blend If (#5706)

group_key, which decides when a styled group's effect shape and distance
fields are rebuilt on the GPU, hashed the group's children and layer mask
but not the group's own vector mask, nor each child's Blend If and
Advanced Blending. A group's Stroke or Drop Shadow kept the old outline
after those changed. Hash them, as the CPU's layer_identity does.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* GPU: pass the pin callback in the group key test after main's signature change

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 03:32:53 -04:00
Korg1ch e0d90b2896 fix(compose): layer effects in Dissolve mode speckle instead of painting as Normal (#6995) 2026-10-18 02:57:44 +03:00
d213273c74 GPU composite: lower-stack cache chunks have no texture view (#5423)
The prefix cache's chunk textures are only copied to and from
(COPY_SRC | COPY_DST), but went through Tex::new, which always creates
a default view. Vulkan rejects a view on an image with no sampled,
storage or attachment usage (VUID-VkImageViewCreateInfo-image-04441);
wgpu doesn't check it, so it only shows with the validation layers on,
once per new chunk while painting. The view was never used. Chunks now
hold a bare wgpu::Texture. No rendering change.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 19:19:53 -06:00
Higgs32584andClaude Opus 5.5 3e373ddef8 GPU canvas: count pages evicted to admit a layer texture in render stats (#6563)
Admission now evicts before creating a page, so the post-cell evict found
nothing over budget and Stats::evicted stayed 0 (pages_are_evicted_under_the_budget).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 19:43:00 -04:00
wwewandGitHub 93f6376c5e docs: write product name as PhotoCraft in package descriptions and comments (#5615) 2026-10-16 16:59:41 -06:00
Higgs32584andClaude Opus 5.5 257f0a0d31 GPU canvas: a layer that doesn't fit GPU memory evicts and retries instead of breaking the GPU (#6563)
Compositor::sync created each pc_compose_layer page texture with a bare
create_texture: nothing checked the new bytes against the resident budget
(eviction ran only after each cell) and an Out of Memory error went
uncaptured, invalidating every later texture in the pass.

Now least recently used pages are evicted to admit the new page's bytes
before creating it; creation runs in error scopes (first_error) on native,
and on Out of Memory every page the current cell doesn't use is dropped and
creation is retried once. If it still fails the refresh returns
Unsupported(OVER_BUDGET) so that refresh draws on the CPU and the next one
tries the GPU again; the captured error no longer reaches the health
callbacks. The LRU admission logic is a pure function with a unit test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:34:59 -04:00
David MannandClaude Opus 5.5 43ade8be26 Merge main into perf/p33-cmyk-dab
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 22:32:33 +02:00
Tanish MankuandGitHub 6d3443c098 GPU memory: discrete cards aren't charged for the document; GPU Memory preference; GPU Memory Full status (#5973)
* GPU memory: a graphics card's own memory isn't charged for the document; GPU Memory preference; GPU Memory Full in the status bar

Many layers hit a cliff: past what the GPU memory budget leaves for layer pages, every edit
that redraws the whole document (opacity, visibility, a nudge) goes to the CPU compositor.
Measured on 3000x2000 full-canvas layers (RTX 5090, 31 GB RAM, Memory Usage 8 GB): 150
layers took 2.6 s per such edit, 300 layers 6 s. The budget was Memory Usage minus the
document's pixels and History, which is right where the GPU shares system memory, but a
discrete card's memory doesn't hold the document, so 150 layers of 6 MP (3.6 GB) squeezed
the budget below what they needed.

- Automatic budget: discrete adapters are no longer charged for the document's pixels
  (integrated and software adapters still are). 150 layers: 2.6 s -> 25 ms.
- Preferences › Performance › GPU Memory (MB, 0 = Automatic; performance.gpuMemoryMb) sets
  the budget outright. 300 layers with 12 GB: 6 s -> 45-72 ms.
- The status bar shows "GPU Memory Full" while the active document's layers don't fit
  (both status bar styles); hovering gives the numbers, clicking opens Preferences ›
  Performance. Its Graphics rows show the budget and what the layers need. The slow CPU
  redraw notice gives the numbers and points at GPU Memory.
- Headless: the preference is a normal pref (prefs.set), and ui.state's perf.timings
  reports gpuLayerFit {doc, needed, budget} next to gpuBudgetMb.

Next (owner-approved plan): after #5370, read the card's real limit from the driver
(wgpu memory budget thresholds) and shrink on out-of-memory; then redraw the visible
area on the GPU first when layers still don't fit.

* GPU memory: typed discrete check; the status and budget follow a GPU Memory change at once (measure_fit); perf rows P60/P61 for whole-document edits among 150 full-canvas layers under the app's budget

* GPU memory on top of #5234: memory_budget takes the card's memory (vram) and the GPU Memory value; the document's pixels are charged unless the card's own memory is known; a set GPU Memory is capped at the card's share; benches use video_memory
2026-10-15 21:22:46 -07:00
David MannandGitHub ecaa81b42a Merge branch 'main' into perf/p33-cmyk-dab 2026-10-15 15:57:57 +02:00
xsvm 9009683671 refactor(gpu): bevel fields are asked for, windowed and checked as one pair
- the bevel program asks for both fields with B::bevel_fields, so they always come with the
  same reach;
- field and bevel_fields share one windowing (fields_in_windows: one window, or bands on wasm),
  so wasm pairs them per band instead of taking a separate path;
- compose's bevel_height and bevel_distance_fields share bevel_dists;
- sync_fx recomputes the pair together and returns Unsupported when the two are not over the
  same rectangle at the same reach, instead of falling back to one at a time.

Test: paired_bevel_fields_equal_the_fields_one_at_a_time also checks the banded path.
2026-10-15 15:34:03 +08:00
xsvm 5a93e93a44 perf(gpu): a chisel bevel's two fields find their sharp edges once
On the GPU canvas a bevel size change recomputes BevelInside and BevelOutside on the CPU, one
distance_field call each, and each call ran sharp_edges (edge pixels and refined normals) on the
same window again; the CPU compositor already shares them (bevel_height). sharp_edges was ~17% of
the CPU time of those size changes.

When both fields are recomputed over the same rectangle at the same reach (a size change, a new
shape), sync_fx now computes them together: compose::effects::bevel_distance_fields finds the
sharp edges once and returns both. Same window, same functions, so both fields are bit for bit
the ones computed one at a time; the chamfer fields, wasm and a single bevel field keep the old
path.

Test: paired_bevel_fields_equal_the_fields_one_at_a_time (reach 3, 9, 40; whole region and two
parts; bit-equal to field() of each kind).
2026-10-15 15:34:03 +08:00
varanus-salvatorandClaude Opus 5.5 3227bf8366 Stroke: keep Overprint (overprint)
Photoshop stores Stroke › Overprint as `overprint` in the FrFX
descriptor. StrokeFx had no field for it, so an edited stroke was
written back without it and a stroke with Overprint on lost it.

Add `StrokeFx::overprint` (serde default, so older .pcraft files load),
read and write `overprint`, accept it in layer.layerStyle.stroke and show
the Overprint checkbox in the Layer Style dialog, as Photoshop does.
Rendering is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 12:55:18 +07:00
47cf5af9fd perf: keep effect-cache pins and History snapshots inside the memory budgets (#5336)
* Raw: measure the Nikon D90 image area (4288x2848 at (10, 10))

Aligning the decoded D90 sensor plane with the camera's own JPEG puts the
image at (10, 10) in the 4352x2868 sensor plane, giving the camera's
4288x2848 frame (10-pixel margins; the right border reads the camera's flat
255 from column 4310). Add the measured ImageArea so a D90 NEF opens on the
camera's frame instead of the uncropped plane, and make a measured profile
leave a file that carries its own colour calibration (a DNG) untouched.

* Codecs: open Cineon (.cin) film frames read-only

Cineon is the 10-bit logarithmic film-scan format DPX grew from. Read it from
the same Kodak header family: the generic header (big-endian, orientation at
192, channel count at 193, the channel-1 bits/dimensions), one or three
channels, three 10-bit samples packed into each 32-bit word on a word
boundary. The 10-bit code values open as U16 (round(c x 65535 / 1023)); the
file's log black/white points are a display choice and are not applied. A
depth other than 10 bits or a channel count other than 1/3 is Unsupported;
truncation errors rather than panicking. Read-only (no Cineon writer), so
.cin joins the open filters and Cineon read closes part of #1049's G10 gap.

* PSD: write tiff blocks without copies, inflate merged ZIP once

- ImageSourceData::to_bytes writes the global mask and global blocks
  straight from the model with 4-byte alignment instead of cloning each
  block (data included) to set its padding. Same bytes.
- The tiff transcoder's nested regions and blocks write into the parent's
  buffer (taken and handed back, error or not) instead of building their
  own output and copying it up per nesting level. Bodies that fail or are
  not transcoded are truncated before being copied as stored or dropped.
  Same bytes.
- PsdFile::from_bytes_and_merged decodes the merged image with the parse
  when asked: a ZIP stream is inflated once (the decode's stream check is
  the parse's); the parse-only check runs only when the decode fails, to
  keep from_bytes' errors. PSD import uses it with merged_needed.
- PsdBuilder::composite documents that Gray/CMYK composites stay straight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Content-Aware Fill: measure a thin hole by its thickness, not its bounds (#1366)

Removing long, thin objects (coiled guitar strings, wires) left their
outline as darker and lighter blotches and copied pieces of other strings
into the fill. The pyramid shrank until the hole's bounding box was four
patches across: for a string across the image that is a level where the
hole has swallowed its surroundings, so the matches found there copy
whatever looks like the blur, and the finer levels (refine-only for wide
bounds) keep them.

A hole at most a quarter as thick as its bounds are long now counts as
thin: the pyramid stops while it is still about two patches thick, and
that level starts from a membrane across it (over a few pixels, the
surroundings themselves) instead of the onion peel, whose exhaustive
search is what made a shallow pyramid unaffordable. Compact holes are
unchanged bit for bit.

Refs #1366

* perf(compose,gpu): effect caches reserve tile addresses instead of pinning layers

Effect map cache entries kept a clone of their layer (a deep clone for groups) so the tile addresses the cache key hashes couldn't be reused. That kept an edited or deleted layer's pixels alive, uncounted, until the entry was evicted. Keep a Weak to each hashed tile instead: it reserves the address without keeping the pixels. The GPU compositor's styled-group pins and shape-source tile snapshots do the same. Part of #4530.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix(history): count snapshot-only tiles against the history budget

History panel snapshots outlived every budget: a Merged Layers snapshot is a full flattened copy that neither the history budget, the GPU budget's document bytes nor Purge accounted for. Trim now counts the tiles only snapshots hold as fixed cost, the GPU budget includes them, and Purge > Histories no longer reports tiles a kept snapshot still holds as freed. Part of #4530.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Content-Aware Fill: every part of a thin selection keeps its surroundings (#1366)

Two more causes of ghosts when removing strings and the small knobs
selected with them:

* Auto sampling summarises the selection's surroundings by a few
  clusters. Around a long selection those come from the strings'
  surroundings, so a small part elsewhere (a tuning knob in a differently
  coloured corner) lost its own surroundings and was filled from far away
  in another colour. Around a thin selection the Auto area now always
  reaches as far as the selection is thick.
* The membrane that starts a thin hole now starts a patch radius out, past
  the anti-aliased fringe or halo that a selection drawn close to the
  object leaves outside it.

Refs #1366

* Content-Aware Fill: peel a thin hole where that stays affordable (#1366)

Starting every thin hole from a membrane smoothed Spot Healing on film
grain (spot_healing_keeps_film_grain_through_overlapping_strokes: grain
9.0 against 12.1 around). The onion peel copies the grain; it was only
given up because its exhaustive search is too slow on the big level a
long thin hole stops at. It now starts the thin hole whenever hole cells
times sources stay within 2^28 comparisons, and the membrane only beyond.

Refs #1366

* Select Subject: keep subject parts coloured like the backdrop, leave enclosed gaps open

Users on #2788 reported Select Subject dropping clothes that are close in
colour to a plain wall and bridging the gap between an arm and the torso.
Both come from the same place: the saliency pass labels low-contrast parts
of the subject as background, the background colour model then learns
them and explains them away, and the final blind hole fill closes every
enclosed gap up to 5 % of the mask.

Two changes in crates/algo:

- A second GrabCut pass whose background model only knows the backdrop. A
  colour model fitted to the image frame (minus a margin around the
  salient blob, in case the subject runs out of the picture) marks every
  pixel it explains as probable background; the blob and whatever the
  backdrop cannot account for start as probable foreground. Only
  components that touch the first pass's result survive.
- Hole filling that consults the colour models: specks (<= 0.2 % of the
  mask) always fill, larger holes up to 5 % fill only when their pixels
  fit the foreground model better than the background's.

Tests: two regressions (a cream-shouldered figure on a near-white wall
keeps its shoulders; a ring keeps its backdrop-coloured hole open), plus
ignored timing and picture-dump helpers. The 6 MP first run goes from
about 100 ms to about 200 ms on one core; the P29 repeat path is untouched.

* Keyboard shortcut sets: Set menu, New Set, Save, Delete, .kys Export and Summarize (K2)

Edit › Keyboard Shortcuts gets Photoshop's set management. A set is a saved copy of the
bindings (Preferences.shortcutSets, the one in use in shortcutSet; "" is PhotoCraft Defaults),
and the Set menu shows "(modified)" when the bindings differ from it. New Set…, Save and
Delete wait for OK like the rest of the dialog. Export… writes the dialog's bindings as a .kys
file (commands then tools, Photoshop's macOS key spelling), each row carrying our id as pc-id
so PhotoCraft imports its own sets back exactly, whatever the label; Summarize… writes
Photoshop's HTML list of every bound command by menu.

edit.keyboardShortcuts takes useSet (before the call's edits), saveSet, deleteSet, sets and
activeSet (after them), exportKys and summarize; every reply reports the sets, the set in use
and whether it is modified. Bad names, keys or counts are errors that change nothing.

* .kys import: tool keys and sets saved on Windows (K3)

Photoshop's <tool> rows now import: each matches our tool by name (our tool names are
Photoshop's) or by pc-id in sets PhotoCraft exported, and a letter other than the tool's own
becomes its override, while its own letter keeps the tool cycling with the others (#5036).

A set saved on Windows spells the primary modifier Ctrl where a Mac set writes Cmd and keeps
Control for the Control key. A set with no Cmd or Opt anywhere but some Ctrl is read as a
Windows set, its Ctrl as our Cmd: Ctrl+L is the Cmd+L default, not a Control-key override that
would also mean Control on a Mac. The import reports `windows`.

* cargo fmt the extension lists

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Vikram Bhaskaran <vikram.bhaskaran@outlook.com>
Co-authored-by: vangel76 <vangel1976@googlemail.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: Gert Pellin <gert@pellin.be>
Co-authored-by: Brandon Thomas <echelon@gmail.com>
Co-authored-by: Diego Chagas <drochachagas@gmail.com>
Co-authored-by: Tanish Manku <tmanku.dev@gmail.com>
2026-10-15 00:44:55 -04:00
David MannandClaude Opus 5.5 e333c9c4be Merge main into perf/p33-cmyk-dab
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 01:03:29 +02:00
timothydaly1andClaude Opus 5.5 2493eab205 Hue/Saturation: 32-bit saturation isn't clipped, its slider on whole levels
Photoshop's 32-bit Hue/Saturation raises the saturation by 1 / (1 - s)
like 8/16 bits, but doesn't clip it at 1: saturated colours leave 0..1
(the photoshop corpus's rgb32 hue-saturation.psd, Hue +40, Saturation
+25, Lightness -10, takes red to (1.0477, 0.649, -0.1477), where 8 bits
clip it to (0.9, 0.6, 0)). Its slider is cut to whole 8-bit levels: 25 %
raises by 1 / (1 - 63/255) = 1.328, not 1/0.75; in-gamut colours show
the same factor. The file becomes exact (0.1477 -> 0.0002).

hue_saturation_in carries the depth; the GPU kernel does the same under
F_HDR. Photoshop oracles 186 -> 187 (with the Colorize change, 185 ->
187), floor 187.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:57:16 -04:00
timothydaly1andClaude Opus 5.5 e41bc273fe Hue/Saturation: a 32-bit Colorize scales its saturation by 1 - |Lightness|
Photoshop's 32-bit Colorize builds its colour with less chroma than the
8/16-bit one: in the photoshop corpus's rgb32 hue-saturation-colorize
(hue -160, saturation 40, lightness +5) every output has the same hue
and lightness as ours but exactly 0.95 of the chroma, at every input
lightness from black to white. Scaling the saturation by 1 - |Lightness|
at 32 bits makes the file exact; 8 and 16 bits keep the full saturation
(their oracles are exact without it, and scaling there breaks them).
Only a raised Lightness is measured; a lowered one is taken to scale
the same way.

CPU (adjust::colorize_saturation) and the GPU planner alike. Photoshop
oracles 185 -> 186, floor 186.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:50:04 -04:00