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https://github.com/GraphiteEditor/Graphite.git
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Graphene CLI + quantization research (#1320)
* Implement skeleton for graphene-cli * Configure gpu surface on non wasm32 targets * Create window with full hd size * Create window using the graphen-cli * Use window size for surface creation * Reuse surface configuration * Reduce window size for native applications to 800x600 * Add compute pipeline test * Poll wgpu execution externally * Remove cache node after texture upload * Add profiling instructions * Add more debug markers * Evaluate extract node before flattening the network * Reenable hue saturation node for compilation * Make hue saturation node work on the gpu + make f32 default for user inputs * Add version of test files without caching * Only dispatch each workgroup not pixel * ICE * Add quantization to gpu code * Fix quantization * Load images at graph runtime * Fix quantization calculation * Feature gate quantization * Use git version of autoquant * Add license to `graphene-cli` * Fix graphene-cli test case * Ignore tests on non unix platforms * Fix flattening test
This commit is contained in:
committed by
Keavon Chambers
parent
61c5dd1f88
commit
3c2d371173
@@ -229,7 +229,7 @@ pub struct LevelsNode<InputStart, InputMid, InputEnd, OutputStart, OutputEnd> {
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// From https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels
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#[node_macro::node_fn(LevelsNode)]
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fn levels_node(color: Color, input_start: f64, input_mid: f64, input_end: f64, output_start: f64, output_end: f64) -> Color {
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fn levels_node(color: Color, input_start: f32, input_mid: f32, input_end: f32, output_start: f32, output_end: f32) -> Color {
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let color = color.to_gamma_srgb();
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// Input Range (Range: 0-1)
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@@ -238,8 +238,8 @@ fn levels_node(color: Color, input_start: f64, input_mid: f64, input_end: f64, o
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let input_highlights = (input_end / 100.) as f32;
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// Output Range (Range: 0-1)
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let output_minimums = (output_start / 100.) as f32;
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let output_maximums = (output_end / 100.) as f32;
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let output_minimums = output_start / 100.;
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let output_maximums = output_end / 100.;
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// Midtones interpolation factor between minimums and maximums (Range: 0-1)
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let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones;
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@@ -286,7 +286,7 @@ pub struct GrayscaleNode<Tint, Reds, Yellows, Greens, Cyans, Blues, Magentas> {
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// From <https://stackoverflow.com/a/55233732/775283>
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// Works the same for gamma and linear color
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#[node_macro::node_fn(GrayscaleNode)]
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fn grayscale_color_node(color: Color, tint: Color, reds: f64, yellows: f64, greens: f64, cyans: f64, blues: f64, magentas: f64) -> Color {
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fn grayscale_color_node(color: Color, tint: Color, reds: f32, yellows: f32, greens: f32, cyans: f32, blues: f32, magentas: f32) -> Color {
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let color = color.to_gamma_srgb();
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let reds = reds as f32 / 100.;
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@@ -321,38 +321,29 @@ fn grayscale_color_node(color: Color, tint: Color, reds: f64, yellows: f64, gree
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color.to_linear_srgb()
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}
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#[cfg(not(target_arch = "spirv"))]
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pub use hue_shift::HueSaturationNode;
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#[derive(Debug)]
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pub struct HueSaturationNode<Hue, Saturation, Lightness> {
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hue_shift: Hue,
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saturation_shift: Saturation,
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lightness_shift: Lightness,
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}
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// TODO: Make this work on GPU so it can be removed from the wrapper module that excludes GPU (it doesn't work because of the modulo)
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#[cfg(not(target_arch = "spirv"))]
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mod hue_shift {
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use super::*;
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#[node_macro::node_fn(HueSaturationNode)]
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fn hue_shift_color_node(color: Color, hue_shift: f32, saturation_shift: f32, lightness_shift: f32) -> Color {
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let color = color.to_gamma_srgb();
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#[derive(Debug)]
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pub struct HueSaturationNode<Hue, Saturation, Lightness> {
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hue_shift: Hue,
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saturation_shift: Saturation,
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lightness_shift: Lightness,
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}
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let [hue, saturation, lightness, alpha] = color.to_hsla();
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#[node_macro::node_fn(HueSaturationNode)]
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fn hue_shift_color_node(color: Color, hue_shift: f64, saturation_shift: f64, lightness_shift: f64) -> Color {
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let color = color.to_gamma_srgb();
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let color = Color::from_hsla(
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(hue + hue_shift / 360.) % 1.,
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// TODO: Improve the way saturation works (it's slightly off)
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(saturation + saturation_shift / 100.).clamp(0., 1.),
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// TODO: Fix the way lightness works (it's very off)
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(lightness + lightness_shift / 100.).clamp(0., 1.),
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alpha,
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);
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let [hue, saturation, lightness, alpha] = color.to_hsla();
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let color = Color::from_hsla(
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(hue + hue_shift as f32 / 360.) % 1.,
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// TODO: Improve the way saturation works (it's slightly off)
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(saturation + saturation_shift as f32 / 100.).clamp(0., 1.),
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// TODO: Fix the way lightness works (it's very off)
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(lightness + lightness_shift as f32 / 100.).clamp(0., 1.),
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alpha,
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);
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color.to_linear_srgb()
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}
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color.to_linear_srgb()
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}
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#[derive(Debug, Clone, Copy)]
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@@ -388,9 +379,9 @@ pub struct ThresholdNode<MinLuminance, MaxLuminance, LuminanceCalc> {
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}
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#[node_macro::node_fn(ThresholdNode)]
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fn threshold_node(color: Color, min_luminance: f64, max_luminance: f64, luminance_calc: LuminanceCalculation) -> Color {
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let min_luminance = Color::srgb_to_linear(min_luminance as f32 / 100.);
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let max_luminance = Color::srgb_to_linear(max_luminance as f32 / 100.);
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fn threshold_node(color: Color, min_luminance: f32, max_luminance: f32, luminance_calc: LuminanceCalculation) -> Color {
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let min_luminance = Color::srgb_to_linear(min_luminance / 100.);
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let max_luminance = Color::srgb_to_linear(max_luminance / 100.);
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let luminance = match luminance_calc {
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LuminanceCalculation::SRGB => color.luminance_srgb(),
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@@ -414,7 +405,7 @@ pub struct BlendNode<BlendMode, Opacity> {
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}
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#[node_macro::node_fn(BlendNode)]
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fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
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fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f32) -> Color {
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blend_colors(input.0, input.1, blend_mode, opacity as f32 / 100.)
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}
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@@ -470,8 +461,8 @@ pub struct VibranceNode<Vibrance> {
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// Modified from https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters
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// The results of this implementation are very close to correct, but not quite perfect
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#[node_macro::node_fn(VibranceNode)]
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fn vibrance_node(color: Color, vibrance: f64) -> Color {
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let vibrance = vibrance as f32 / 100.;
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fn vibrance_node(color: Color, vibrance: f32) -> Color {
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let vibrance = vibrance / 100.;
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// Slow the effect down by half when it's negative, since artifacts begin appearing past -50%.
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// So this scales the 0% to -50% range to 0% to -100%.
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let slowed_vibrance = if vibrance >= 0. { vibrance } else { vibrance * 0.5 };
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@@ -562,22 +553,22 @@ pub struct ChannelMixerNode<Monochrome, MonochromeR, MonochromeG, MonochromeB, M
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fn channel_mixer_node(
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color: Color,
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monochrome: bool,
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monochrome_r: f64,
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monochrome_g: f64,
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monochrome_b: f64,
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monochrome_c: f64,
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red_r: f64,
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red_g: f64,
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red_b: f64,
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red_c: f64,
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green_r: f64,
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green_g: f64,
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green_b: f64,
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green_c: f64,
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blue_r: f64,
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blue_g: f64,
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blue_b: f64,
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blue_c: f64,
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monochrome_r: f32,
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monochrome_g: f32,
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monochrome_b: f32,
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monochrome_c: f32,
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red_r: f32,
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red_g: f32,
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red_b: f32,
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red_c: f32,
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green_r: f32,
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green_g: f32,
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green_b: f32,
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green_c: f32,
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blue_r: f32,
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blue_g: f32,
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blue_b: f32,
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blue_c: f32,
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) -> Color {
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let color = color.to_gamma_srgb();
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@@ -699,42 +690,42 @@ pub struct SelectiveColorNode<Absolute, RC, RM, RY, RK, YC, YM, YY, YK, GC, GM,
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fn selective_color_node(
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color: Color,
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mode: RelativeAbsolute,
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r_c: f64,
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r_m: f64,
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r_y: f64,
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r_k: f64,
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y_c: f64,
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y_m: f64,
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y_y: f64,
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y_k: f64,
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g_c: f64,
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g_m: f64,
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g_y: f64,
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g_k: f64,
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c_c: f64,
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c_m: f64,
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c_y: f64,
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c_k: f64,
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b_c: f64,
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b_m: f64,
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b_y: f64,
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b_k: f64,
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m_c: f64,
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m_m: f64,
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m_y: f64,
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m_k: f64,
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w_c: f64,
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w_m: f64,
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w_y: f64,
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w_k: f64,
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n_c: f64,
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n_m: f64,
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n_y: f64,
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n_k: f64,
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k_c: f64,
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k_m: f64,
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k_y: f64,
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k_k: f64,
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r_c: f32,
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r_m: f32,
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r_y: f32,
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r_k: f32,
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y_c: f32,
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y_m: f32,
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y_y: f32,
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y_k: f32,
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g_c: f32,
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g_m: f32,
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g_y: f32,
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g_k: f32,
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c_c: f32,
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c_m: f32,
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c_y: f32,
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c_k: f32,
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b_c: f32,
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b_m: f32,
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b_y: f32,
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b_k: f32,
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m_c: f32,
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m_m: f32,
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m_y: f32,
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m_k: f32,
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w_c: f32,
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w_m: f32,
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w_y: f32,
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w_k: f32,
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n_c: f32,
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n_m: f32,
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n_y: f32,
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n_k: f32,
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k_c: f32,
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k_m: f32,
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k_y: f32,
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k_k: f32,
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) -> Color {
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let color = color.to_gamma_srgb();
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@@ -784,7 +775,7 @@ fn selective_color_node(
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// Skip this color parameter group...
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// ...if it's unchanged from the default of zero offset on all CMYK paramters, or...
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// ...if this pixel's color isn't in the range affected by this color parameter group
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if (c < f64::EPSILON && m < f64::EPSILON && y < f64::EPSILON && k < f64::EPSILON) || (!pixel_color_range(color_parameter_group)) {
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if (c < f32::EPSILON && m < f32::EPSILON && y < f32::EPSILON && k < f32::EPSILON) || (!pixel_color_range(color_parameter_group)) {
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return acc;
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}
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@@ -816,7 +807,7 @@ pub struct OpacityNode<O> {
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}
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#[node_macro::node_fn(OpacityNode)]
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fn image_opacity(color: Color, opacity_multiplier: f64) -> Color {
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fn image_opacity(color: Color, opacity_multiplier: f32) -> Color {
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let opacity_multiplier = opacity_multiplier as f32 / 100.;
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Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), color.a() * opacity_multiplier)
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}
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@@ -829,7 +820,7 @@ pub struct PosterizeNode<P> {
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// Based on http://www.axiomx.com/posterize.htm
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// This algorithm is perfectly accurate.
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#[node_macro::node_fn(PosterizeNode)]
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fn posterize(color: Color, posterize_value: f64) -> Color {
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fn posterize(color: Color, posterize_value: f32) -> Color {
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let color = color.to_gamma_srgb();
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let posterize_value = posterize_value as f32;
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@@ -850,7 +841,7 @@ pub struct ExposureNode<Exposure, Offset, GammaCorrection> {
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// Based on https://geraldbakker.nl/psnumbers/exposure.html
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#[node_macro::node_fn(ExposureNode)]
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fn exposure(color: Color, exposure: f64, offset: f64, gamma_correction: f64) -> Color {
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fn exposure(color: Color, exposure: f32, offset: f32, gamma_correction: f32) -> Color {
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let adjusted = color
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// Exposure
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.map_rgb(|c: f32| c * 2_f32.powf(exposure as f32))
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@@ -100,7 +100,6 @@ pub struct BrushPlan {
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}
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#[derive(Debug, DynAny, Default)]
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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pub struct BrushCache {
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inner: Arc<Mutex<BrushCacheImpl>>,
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proto: bool,
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