Viewer exposure on the full float range of 32 bpc frames (#2937)

* Viewer exposure on the full float range of 32 bpc frames (#2797)

32 bpc viewer frames on the desktop are rendered without the HDR step (skip_hdr_step,
#2916) and kept as half floats in the RAM preview. A display pass on egui-wgpu's device
turns each frame into one RGBA8 texture with mips per viewer, in this order: decode,
exposure in linear light, Compand / Tone Map, encode, display colour, Show Channel,
rounding. Before, exposure was an 8-bit lookup applied after tone mapping, clamping and
the display conversion, so -2 EV could not bring values above 1.0 back.

- engine: viewer::DisplayPass describes the pass as data; its pixel() is the CPU
  fallback (no device) and the shader's reference. It replaces exposure_lut /
  display_transform. FrameEncoding records a frame's curve and the HDR step it still
  needs. 32 bpc snapshots are taken without the HDR step; snapshot_rgba8 applies it.
- ui-egui: FrameImage::CpuF16 (half crate, F16C at run time), byte accounting at 8 bytes
  a pixel in the cache and the prefetch estimates; display_gpu.rs + display_gpu.wgsl;
  main viewer, snapshot and passive viewers draw through the pass; the 8-bit image other
  panels read is made on demand with the HDR step; the Info panel shows float values.
- Half-float frames are not written to the disk cache yet.

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

* Viewer display pass: f16 disk cache entries, window-device gating, review fixes

- Disk cache: half-float frame entries (format byte in the entry header, byte planes +
  LZ4); 8-bit entries keep format 0 and stay valid. 32 bpc viewer frames are written and
  read again, and the timeline's disk bar sees them. A damaged half-float entry is
  deleted.
- The display pass runs on the window's egui-wgpu device, with or without the GPU
  compositor (still building, failed, GL fallback). Its pipelines are made inside error
  scopes; a backend that rejects them gets the CPU pass instead of a blank viewer.
- A new LUT of the same size (another ICC profile, Preserve RGB, another display) runs
  the pass again.
- f32 to f16: one pass per L1-sized block, the NaN / infinity fix-up on the bits, no
  fill of the buffer (4K: 4.7 ms, as the 8-bit conversion).
- Mips of odd-sized levels include the last column / row; the snapshot's half floats
  and texture go with the snapshot; no placeholder texture ids; u64 size checks.
- Tests: LUT profiles and negative values against the shader, Bake reruns, the passive
  viewer's colour, f16 disk round trips; exact comparisons allow 1 LSB on software
  rasterizers. Docs: the display pass and the f16 disk entries in architecture.md.

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

* Viewer f16 disk-cache test: temp dir removed on failure too, wait for the queued disk write

Review points: the test's directory was only removed by its last statement
(now tempfile::TempDir), and the frame is released before its disk write is
queued, so flush() could return early (now waits for the entry).

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

* Viewer: oversized half-float frames use the CPU display pass, so exposure/HDR come before the averaging down

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

* Viewer: fmt and a debug assert for the half-float upload path

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

* Disk cache: persist_missing also writes half-float frames

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

* Passive viewer: oversized half-float frames take the CPU display pass instead of leaving a stale texture

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

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Valentin KleinandClaude Sonnet 5.5 authored and GitHub committed 2026-11-06 17:37:23 +01:00
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@@ -220,12 +220,33 @@ instead of skipping pixels (Viewer Zoom Quality More Accurate): GPU frames carry
sampled trilinearly, CPU frames go up averaged down by the whole factor that leaves about one
texel per screen pixel.
32 bpc projects keep **half-float frames** on the desktop (`frames::F16Frame`, 8 bytes a pixel:
the RAM preview holds half as many as of 8-bit frames). They are rendered without Project
Settings ▸ HDR (`RenderOpts::skip_hdr_step`), so the values above 1.0 stay. The viewer's
**display pass** (`engine::viewer::DisplayPass`; on the GPU `ui-egui/src/display_gpu.rs` +
`display_gpu.wgsl`) then turns a frame into what the panel shows, in this order: decode with the
output space's curve, the viewer's exposure in linear light, the HDR step the frame was rendered
without (Compand / Tone Map), encode, clamp to 0..1, the display colour conversion (Use Display
Color Management, Simulate Output, LUT profiles), Show Channel, premultiply, round to 8 bits.
So exposure reaches the full float range, and tone mapping and the monitor conversion see the
exposed light. The pass runs on egui-wgpu's device (it needs no GPU compositor) into one RGBA8
texture with mips per viewer slot (main viewer, snapshot, each passive viewer: about 110 MB of
video memory per slot for a 4K frame, input included); without a device the same steps run on
the CPU (`DisplayPass::pixel`, which is also the shader's test reference). 8 and 16 bpc frames
stay 8-bit with the HDR step applied when rendered; they go through the same pass when exposure,
a channel view or a display conversion applies, else they are drawn as they are. Panels that
read the viewer's pixels as 8-bit (Video Preview, keyers, thumbnails) get the half-float frame
converted on demand with the HDR step and without the exposure; the Info panel shows the
frame's float values. The browser keeps 8-bit frames for now (its frame workers send RGBA8).
A persistent **disk cache** (`render::disk_cache`, Settings ▸ Media & Disk Cache) backs both
the layer cache and the viewer's RAM preview: layer buffers that were slow to render and every
preview frame are written (LZ4, atomic rename, checksummed) under 128-bit content keys — the
comp's content hash (the comp, what it uses, footage file size and time) plus frame, scale and
view for frames; the layer key salted with the footage fingerprint for layers — so entries
survive restarts and never go stale. LRU eviction keeps it under the size limit; Edit ▸ Purge
survive restarts and never go stale. Frame entries are 8-bit RGBA, or for 32 bpc viewer frames
half floats with their bytes shuffled into planes before LZ4 (the entry header's format byte
tells them apart; the render options in the key keep the two kinds apart). LRU eviction keeps it under the size limit; Edit ▸ Purge
empties it, `cache.diskStats` reports it, and the timeline draws disk-only frames in blue. In the
browser the frames live in the Origin Private File System: frame workers write them, the page
keeps the index (`DiskIndex`) and reads hits ([web.md](web.md#disk-cache)).