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Brandon ThomasandClaude Opus 5.5 9ff0e5aa3c M13.13: gpu texture pool, Auto per-comp backend choice, warp-family GPU ports
- gpu: pooled working textures (released once every encoder that could read
  them is submitted), shared zero images, reused readback staging buffers,
  direct readback into Image; NaN-poisoned scratch images under test and
  NaN-aware diffs; validation errors panic under test
- render: AutoPick (per comp / scale / path EWMA of CPU vs GPU frame times,
  warm-up and periodic re-probe) behind Backend::Auto; viewer uses it too;
  cached adjustment footprints (uploaded once)
- gpu fx_warp: Warp, Bezier Warp, CC Bend It, CC Page Turn, Smear, Reshape,
  Color Emboss, Cartoon; sliding-histogram median for large radii; CC Power
  Pin perspective < 100
- cli: bench --gpu reports Auto and per-frame upload / readback MB

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:31:31 -04:00

60 lines
2.5 KiB
Rust

//! Classic 3D depth of field on the GPU (`bokeh_*` kernels): the plane buffer padded, its
//! highlights boosted, row prefix sums, then one span gather per blur level
//! ([`effectcraft_render::three_d::bokeh::kernel_spans`]) accumulated with each pixel's level
//! weight — the CPU's `progressive_blur` step for step.
use effectcraft_render::three_d::PlaneDof;
use effectcraft_render::three_d::bokeh::kernel_spans;
use crate::context::{Enc, GpuImage, Params};
/// Blur `src` (an unpadded plane buffer) as `d` says. Returns the padded, blurred image.
pub(crate) fn apply(e: &mut Enc, src: &GpuImage, d: &PlaneDof) -> Option<GpuImage> {
let (w, h) = (src.width + 2 * d.pad, src.height + 2 * d.pad);
if !e.g.fits(w + 1, h) || d.radius.len() != w as usize * h as usize || d.levels.is_empty() {
return None;
}
let padded = e.image(w, h);
e.copy_into(src, &padded, d.pad, d.pad);
let boosted = if d.highlight.gain > 0.0 {
let out = e.scratch(w, h);
let mut p = Params::default();
p.f[0] = [d.highlight.gain as f32, d.highlight.threshold as f32, d.highlight.saturation as f32, 0.0];
e.pixels("bokeh_boost", &p, &padded, None, &out, None);
out
} else {
padded
};
let prefix = e.image(w + 1, h);
e.dispatch("bokeh_prefix", &Params::default(), &boosted, None, &prefix, None, (h.div_ceil(64), 1));
// Radius map, then every level's spans.
let mut data: Vec<f32> = d.radius.as_ref().clone();
let mut levels = vec![];
for &r in &d.levels {
let (kernels, norm) = kernel_spans(&d.iris, r as f64).unwrap_or_else(|| (vec![(1.0, vec![(0, -0.5, 0.5)])], 1.0));
let off = data.len() as u32;
let mut count = 0u32;
for (wt, spans) in &kernels {
for &(dy, x0, x1) in spans {
data.extend_from_slice(&[dy as f32, x0 as f32, x1 as f32, *wt]);
count += 1;
}
}
levels.push((off, count, norm));
}
let buf = e.data(&data);
let n = d.levels.len() as u32;
let (lo, hi) = (d.levels[0], d.levels[d.levels.len() - 1]);
let mut acc = e.image(w, h);
for (k, (off, count, norm)) in levels.into_iter().enumerate() {
let out = e.scratch(w, h);
let mut p = Params::default();
p.u[0] = [off, count, k as u32, n];
p.u[1] = [u32::from(k == 0), 0, 0, 0];
p.f[0] = [1.0 / norm, lo, hi, 0.0];
e.pixels("bokeh_gather", &p, &prefix, Some(&acc), &out, Some(&buf));
acc = out;
}
Some(acc)
}