// LOCAL CONTRAST AND HALO of the tone ramp, on the reference pipeline's own // test scene — and the twin below is checked against the real SkSL, compiled and // rendered through CanvasKit, not against a reading of the source. // // THE SCENE is crates/pipeline/src/tests_tone.rs's, in LINEAR light: a bright // half (sky 0.85) carrying 1 px dark twig lines (0.14) and a dark half (ground // 0.011) carrying 1 px bright stalk lines (0.06), each pixel modulated by a // ±3% 8-bit texture step. Everything is measured on the ENCODED 8-bit output, // like the reference does, because that is what a knob's damage looks like. // // THE BASE PASS RUNS ON A SURFACE TONE_BASE_SCALE OF THE FRAME (toneBaseSurface // in toneShader.ts), and both sides of this file mirror that: the real side // draws the frame's child through a canvas-scale and the twin box-averages the // frame to match, then the real side's tone pass reads the half through the // local matrix exportEngine.baseUpscale hands it — NEAREST, so the twin replicates // the half's texels back. A Node/CanvasKit calibration pinned both samplers // against drawImageRectOptions (the frame's own 2:1 downscale and its nearest // 1:2 upscale), and the asserts below re-pin them here: `downAt` and `upscale2` // disagree with Skia by less than one code value, and would disagree by several // at a half-texel off. // // WHAT THE FOUR KNOBS MUST NOT DO (the report this pass was rewritten for): // // LOCAL CONTRAST. A 1 px twig is detail, not tone: HIGHLIGHT -100 and // SHADOW +100 may move a region, they may not flattern the twig into the sky // it sits in. Read at the PIXEL, every pixel lands on the ramp read at its own // luma, so a knob's slope compresses the detail with the tone — the twig lost // 0.79 of its contrast against the sky at HIGHLIGHT -100 (scratchpad // proto3/proto.mjs). Read at the BASE with the pixel's own difference added // back (Base' + Detail), the region takes one move and the twig keeps its own // size. Measured here as the high-pass energy of a half (std of the pixel // against its 9x9 mean, in code values) and as the twig/stalk line contrast, // |log2(mean off line / mean on line)|, both against the GLOBAL reading of the // same knob and against EXPOSURE +/-1 EV. // // NO HALO. At a step edge the base must be the level of the pixel's OWN side, // or the pixels beside the sky take the shadow side's move and a bright rim // follows the knob (docker/halo_highlight_shadow_white_black.md). A gaussian // base fails this by construction and is measured here to prove the test // bites: base 1.0/255, global 4.0/255, gaussian 37.0/255 on the same frame. // // TWO CAVEATS, both measured rather than argued, and both printed below: // // The "opposite half unchanged" criterion cannot hold ABSOLUTELY with this // app's measured tables: HIGHLIGHT -100 moves a MID luma by -0.031 and SHADOW // +100 lifts a mid luma by +0.17 (TONE_KNOBS), so the half the knob is not // aimed at moves -7.8/255 and +43/255 — as does a global curve, and by // construction: the fix is that the base does not ADD a leak of its own on top // of the curve, which is what the flat-region check asserts (|base - global| // <= 1.5/255 there, i.e. the base stops moving where the curve does). // // SHADOW +100 cannot hold 0.9x EXPOSURE +1 EV on the dark half either, with // ANY implementation: this app's SHADOW is an absolute lift (slope 1 on the // dark half) while the reference's is a ratio in log space, so the exposure // reading is the stronger one. The check asserts what the design promises // (>= 0.9x the plain frame, and >= 1.1x the global reading) and PRINTS the // exposure ratio for the record. // // node scripts/tone-local-contrast-check.mjs import assert from 'node:assert/strict'; import { mkdtempSync, readFileSync, writeFileSync } from 'node:fs'; import { tmpdir } from 'node:os'; import { join } from 'node:path'; import { fileURLToPath, pathToFileURL } from 'node:url'; import ts from 'typescript'; import CanvasKitInit from 'canvaskit-wasm/bin/full/canvaskit.js'; const transpile = (path) => ts.transpileModule(readFileSync(new URL(path, import.meta.url), 'utf8'), { compilerOptions: { module: ts.ModuleKind.ESNext, target: ts.ScriptTarget.ES2022 }, }).outputText; const tmp = mkdtempSync(join(tmpdir(), 'tone-local-contrast-')); writeFileSync(join(tmp, 'colorUtils.mjs'), transpile('../shared/utils/colorUtils.ts')); writeFileSync( join(tmp, 'toneShader.mjs'), transpile('../shared/utils/toneShader.ts').replace( /^import .*from ['"]\.\/colorUtils['"];$/m, 'import { HSL_BANDS, hslBandGaps, isMonochromeBase } from "./colorUtils.mjs";', ), ); const { TONE_SKSL, TONE_BASE_SKSL, TONE_KNOBS, toneBaseSurface, TONE_BASE_SCALE, toneBaseStep, getToneUniforms, toneUniformArray } = await import( pathToFileURL(join(tmp, 'toneShader.mjs')).href ); // --------------------------------------------------------------------------- // The scene, the size the reference measures at, as 8-bit ENCODED bytes: the // twin reads the same bytes the renderer is handed, so the two cannot diverge on // the input either. const W = 1200; const H = 600; const STEP = toneBaseStep(W, H); // The surface the base pass runs on, and its own tap step: the radius is the // FRAME's fraction either way, the step is what changes (see toneBaseSurface). const HALF = toneBaseSurface(W, H); const HSTEP = HALF.step; const HALF_N = HALF.width * HALF.height; const enc = (x) => (x <= 0.0031308 ? x * 12.92 : 1.055 * x ** (1 / 2.4) - 0.055); const lin = (c) => (c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4); const onLine = (x, y) => (Math.floor(x / 48) + Math.floor(y / 48)) % 2 === 0 && (x % 4 === 1 || y % 5 === 2); const q8 = (v) => Math.round(Math.max(0, Math.min(1, v)) * 255); function sceneBytes(L) { const b = new Uint8Array(W * H * 4); for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { const tex = 1 + 0.06 * ((((x * 7 + y * 13) % 5) - 2) / 2); const base = x < W / 2 ? (onLine(x, y) ? L.twig : L.sky) : onLine(x, y) ? L.stalk : L.ground; const v = q8(enc(Math.min(1, base * tex))); const i = (y * W + x) * 4; b[i] = b[i + 1] = b[i + 2] = v; b[i + 3] = 255; } return b; } const toFloat = (bytes, w = W, h = H) => { const f = new Float32Array(w * h); for (let i = 0; i < w * h; i++) f[i] = bytes[i * 4] / 255; return f; }; const SCENE = sceneBytes({ sky: 0.85, twig: 0.14, ground: 0.011, stalk: 0.06 }); // The halo frame: the SAME chequer with the lines taken out of the values, so the // only edge left to test is the one at x = W/2. const FLAT = sceneBytes({ sky: 0.85, twig: 0.85, ground: 0.011, stalk: 0.011 }); // --------------------------------------------------------------------------- // THE TWIN: TONE_BASE_SKSL's two axis passes and TONE_MATH_SKSL's ramp, in // arithmetic — the twin of tone-base-check.mjs, one frame wide. The base it // produces is quantized to 8 bits between the passes, because the renderer's // surfaces are: that is the one place the two could drift, so it is modelled. const clamp01 = (x) => Math.min(1, Math.max(0, x)); const clamp = (x, lo, hi) => Math.min(hi, Math.max(lo, x)); const TAPS = 8; const SIGMA = 0.35; const RANGE_EV = 0.25; const PED = 0.02; const RADIUS = 0.025; const LN2R = Math.LN2 * RANGE_EV; const med3 = (a, b, c) => Math.max(Math.min(a, b), Math.min(Math.max(a, b), c)); // The frame as the half-res surface sees it. The pass draws its full-size child // onto that surface through a 2:1 canvas scale, and Skia's linear sampler at 2:1 // IS the 2x2 average (calibrated against drawImageRectOptions: same bytes), so // the twin averages the same four pixels and lets the pass quantize the result — // the average itself is a sampler reading, not a surface write, so it is NOT // rounded here. The four pixels are CLAMPED ONE BY ONE, not the average's own // half index: a tap that falls off the frame is a truncated box in the real // sampler, and averaging a clamped half index instead reads a box that does not // exist there (one code value at the frame's first and last rows/columns, which // is exactly what the asserts below caught). function downAt(src) { const g = (X, Y) => src[clamp(Y, 0, H - 1) * W + clamp(X, 0, W - 1)]; return (x, y) => (g(2 * x, 2 * y) + g(2 * x + 1, 2 * y) + g(2 * x, 2 * y + 1) + g(2 * x + 1, 2 * y + 1)) / 4; } // ...and back, as the tone pass's own read of it: the half is handed to the tone // shader with the local matrix baseUpscale builds (2x) and a NEAREST sampler, so // frame pixel X reads half pixel floor(X / 2) — a 2x2 replication of the half's // texels, calibrated against Skia's own sampler (calib2.mjs: 0/256 mismatches on // a 16x16 field; linear's quarter-texel weights instead put the far side of a // step edge into the pixel beside it, which is the halo this pass must not have). function upscale2(half) { const out = new Float32Array(W * H); for (let y = 0; y < H; y++) { const y0 = Math.min(Math.floor(y * TONE_BASE_SCALE), HALF.height - 1) * HALF.width; for (let x = 0; x < W; x++) out[y * W + x] = half[y0 + Math.min(Math.floor(x * TONE_BASE_SCALE), HALF.width - 1)]; } return out; } function axis(src, w, h, step, dx, dy, at = (x, y) => src[clamp(y, 0, h - 1) * w + clamp(x, 0, w - 1)]) { const out = new Float32Array(w * h); const gs = []; for (let i = 1; i <= TAPS; i++) gs.push(Math.exp(-0.5 * (i / (TAPS * SIGMA)) ** 2)); for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) { const c = at(x, y); const ref = med3(at(x - dx * step, y - dy * step), c, at(x + dx * step, y + dy * step)); let sum = ref; let total = 1; for (let i = 1; i <= TAPS; i++) { const g = gs[i - 1]; for (const sgn of [1, -1]) { const a = at(x + sgn * dx * step * i, y + sgn * dy * step * i); const d = (a - ref) / (ref + PED) / LN2R; const r = Math.exp(-d * d); sum += g * r * a; total += g * r; } } out[y * w + x] = sum / total; } return out; } const quant = (f) => { const o = new Float32Array(f.length); for (let i = 0; i < f.length; i++) o[i] = Math.round(f[i] * 255) / 255; return o; }; // The base at HALF the frame, as the passes leave it (8-bit between them), and // put back at the frame's own size — which is what the ramp in the tone pass // reads. const halfBaseOf = (src) => quant(axis(quant(axis(null, HALF.width, HALF.height, HSTEP, 1, 0, downAt(src))), HALF.width, HALF.height, HSTEP, 0, 1)); // The half keeps the NEIGHBOURHOOD, which is the whole point of the scale: its // step read out at the frame's own size is the frame's own step, so the radius // toneShader names is the same fraction of the frame on either surface. assert.equal(HSTEP / TONE_BASE_SCALE, STEP, 'the half surface lost the base radius'); // The hedge the ramp used to have: a gaussian of TONE_BASE_RADIUS, run through // the same ramp, to show what this test is FOR (it fails the halo bound). function gaussian(src, sigma) { const r = Math.ceil(sigma * 3); const k = []; for (let i = -r; i <= r; i++) k.push(Math.exp(-0.5 * (i / sigma) ** 2)); const ksum = k.reduce((a, b) => a + b, 0); const tmpf = new Float32Array(src.length); const out = new Float32Array(src.length); for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { let s = 0; for (let i = -r; i <= r; i++) s += k[i + r] * src[y * W + clamp(x + i, 0, W - 1)]; tmpf[y * W + x] = s / ksum; } for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) { let s = 0; for (let i = -r; i <= r; i++) s += k[i + r] * tmpf[clamp(y + i, 0, H - 1) * W + x]; out[y * W + x] = s / ksum; } return out; } const poly = (c, L) => { let v = c.v[0]; for (let i = 1; i < c.p.length; i++) v += (c.v[i] - c.v[i - 1]) * clamp((L - c.p[i - 1]) / (c.p[i] - c.p[i - 1]), 0, 1); return v; }; const knob = (L, k, amt) => clamp01(L + (amt >= 0 ? amt * poly(TONE_KNOBS[k].plus, L) : -amt * poly(TONE_KNOBS[k].minus, L))); const ramp = (L, k = {}) => knob(knob(knob(knob(L, 'bl', k.bl ?? 0), 'sh', k.sh ?? 0), 'hl', k.hl ?? 0), 'wh', k.wh ?? 0); // Base' + Detail: the neighbourhood's new luma plus the pixel's own difference // from the base, un-scaled (TONE_MATH_SKSL's toneRamp). const apply = (frame, baseArr, k) => { const out = new Float32Array(frame.length); for (let i = 0; i < frame.length; i++) { const t = frame[i]; const b = baseArr ? baseArr[i] : t; out[i] = clamp01(ramp(b, k) + (t - b)); } return out; }; const applyGlobal = (frame, k) => apply(frame, null, k); // EXPOSURE as EXPOSURE_SKSL runs it: the stop is a RATIO on the pixel's own // encoded luma, so the frame is the knob's identity at 0 EV (see toneShader.ts). const exposure = (frame, ev) => { const out = new Float32Array(frame.length); for (let i = 0; i < frame.length; i++) { const y = Math.max(lin(frame[i]), 1e-6); out[i] = clamp01(frame[i] * (enc(Math.min(1, y * 2 ** ev)) / enc(y))); } return out; }; // --------------------------------------------------------------------------- // THE REAL PIPELINE, through CanvasKit: TONE_BASE_SKSL twice — the horizontal // pass on a surface TONE_BASE_SCALE of the frame, drawing the frame's own child // through a canvas-scale, the vertical one reading that half at 1:1, exactly as // exportEngine.toneBase builds them — then TONE_SKSL with the frame and the half // base as its two children, the base read through baseUpscale's local matrix. const CanvasKit = await CanvasKitInit({ locateFile: () => fileURLToPath(new URL('../node_modules/canvaskit-wasm/bin/full/canvaskit.wasm', import.meta.url)), }); const infoAt = (w, h) => ({ width: w, height: h, colorType: CanvasKit.ColorType.RGBA_8888, alphaType: CanvasKit.AlphaType.Unpremul, colorSpace: CanvasKit.ColorSpace.SRGB, }); const info = infoAt(W, H); const halfInfo = infoAt(HALF.width, HALF.height); const imageOf = (bytes) => CanvasKit.MakeImage(info, bytes, W * 4); const halfImageOf = (bytes) => CanvasKit.MakeImage(halfInfo, bytes, HALF.width * 4); const childOf = (image, localMatrix, fm = CanvasKit.FilterMode.Linear) => localMatrix ? image.makeShaderOptions(CanvasKit.TileMode.Clamp, CanvasKit.TileMode.Clamp, fm, CanvasKit.MipmapMode.None, localMatrix) : image.makeShaderOptions(CanvasKit.TileMode.Clamp, CanvasKit.TileMode.Clamp, fm, CanvasKit.MipmapMode.None); const readOut = (surface, w = W, h = H) => surface.makeImageSnapshot().readPixels(0, 0, infoAt(w, h)).slice(0, w * h * 4); function pass(effect, uniforms, children) { const shader = effect.makeShaderWithChildren(uniforms, children); assert.ok(shader, 'the pass did not take its children'); const surf = CanvasKit.MakeSurface(W, H); const paint = new CanvasKit.Paint(); paint.setShader(shader); surf.getCanvas().drawRect(CanvasKit.XYWHRect(0, 0, W, H), paint); const out = readOut(surf); paint.delete(); shader.delete(); surf.delete(); return out; } // One axis of the base pass, drawn 1:1 on the half — the scale is the CHILD's // local matrix, not the canvas (see exportEngine.baseDownscale), which is what // keeps `dir` in the half surface's own pixels rather than in the frame's. function baseAxis(effect, child, dx, dy) { const shader = effect.makeShaderWithChildren([dx, dy], [child]); assert.ok(shader, 'the base pass did not take its child'); const surf = CanvasKit.MakeSurface(HALF.width, HALF.height); const paint = new CanvasKit.Paint(); paint.setShader(shader); surf.getCanvas().drawRect(CanvasKit.XYWHRect(0, 0, HALF.width, HALF.height), paint); const out = readOut(surf, HALF.width, HALF.height); paint.delete(); shader.delete(); surf.delete(); return out; } function realBase(bytes) { const effect = CanvasKit.RuntimeEffect.Make(TONE_BASE_SKSL); assert.ok(effect, 'TONE_BASE_SKSL does not compile'); const img = imageOf(bytes); const h = baseAxis(effect, childOf(img, CanvasKit.Matrix.scaled(TONE_BASE_SCALE, TONE_BASE_SCALE)), HSTEP, 0); const hImg = halfImageOf(h); const v = baseAxis(effect, childOf(hImg), 0, HSTEP); effect.delete(); img.delete(); hImg.delete(); return v; } function realTone(bytes, baseHalfBytes, adjustments) { const effect = CanvasKit.RuntimeEffect.Make(TONE_SKSL); assert.ok(effect, 'TONE_SKSL does not compile'); const img = imageOf(bytes); const uniforms = getToneUniforms(adjustments); const up = CanvasKit.Matrix.scaled(1 / TONE_BASE_SCALE, 1 / TONE_BASE_SCALE); const bImg = baseHalfBytes ? halfImageOf(baseHalfBytes) : null; const out = pass(effect, toneUniformArray(uniforms), [ childOf(img), bImg ? childOf(bImg, up, CanvasKit.FilterMode.Nearest) : childOf(img), ]); effect.delete(); img.delete(); if (bImg) bImg.delete(); return out; } // --------------------------------------------------------------------------- // THE MEASUREMENTS, the reference's own: a HALF is 40 px clear of the frame's // own edge, the line contrast is measured on the lines against the flat pixels // of the same half (the 9x9 statistic skips the lines, since a 9x9 window over a // 1 px line is mostly line). const lumaAt = (f, x, y) => f[y * W + x]; function lineContrast(f, x0, x1) { let on = 0, onc = 0, off = 0, offc = 0; for (let y = 40; y < H - 40; y++) for (let x = x0; x < x1; x++) { const v = lumaAt(f, x, y); if (onLine(x, y)) { on += v; onc++; } else { off += v; offc++; } } return Math.abs(Math.log2(off / offc / (on / onc))); } function stats(f, x0, x1, skipLines = false) { let sum = 0, n = 0, hp2 = 0; for (let y = 40; y < H - 40; y++) for (let x = x0; x < x1; x++) { if (skipLines && onLine(x, y)) continue; let m = 0, mn = 0; for (let dy = 0; dy < 9; dy++) for (let dx = 0; dx < 9; dx++) { const sx = clamp(x + dx - 4, 0, W - 1); const sy = clamp(y + dy - 4, 0, H - 1); if (skipLines && onLine(sx, sy)) continue; m += lumaAt(f, sx, sy); mn++; } m /= mn; const hp = lumaAt(f, x, y) - m; sum += lumaAt(f, x, y); hp2 += hp * hp; n++; } return { mean: sum / n, hp: (Math.sqrt(hp2 / n) * 255) }; } // Halo: the deviation of the moved frame from the SAME-side pixel 100 px clear of // the edge, over +-40 px around it, in code values. function halo(plain, moved) { const edge = W / 2, row = H / 2; const farB = lumaAt(moved, 100, row) - lumaAt(plain, 100, row); const farD = lumaAt(moved, W - 100, row) - lumaAt(plain, W - 100, row); let worst = 0; for (let x = edge - 40; x < edge + 40; x++) { const d = lumaAt(moved, x, row) - lumaAt(plain, x, row); worst = Math.max(worst, Math.abs(d - (x < edge ? farB : farD))); } return worst * 255; } const maxDiff = (a, b, n = W * H) => { let m = 0; for (let i = 0; i < n; i++) m = Math.max(m, Math.abs(a[i] - b[i])); return m * 255; }; const meanDiff = (a, b, n = W * H) => { let s = 0; for (let i = 0; i < n; i++) s += Math.abs(a[i] - b[i]); return (s / n) * 255; }; const halfOf = (f) => ({ bright: stats(f, 40, 540), dark: stats(f, 700, 1160) }); // --------------------------------------------------------------------------- // The twin and the real pipeline, once each per frame and knob. `sceneTwinBase` // is the twin's base AT THE FRAME'S OWN SIZE (the half bilineared back by the // local matrix the tone pass reads it through) — the ramp is fed the frame's // coordinates, exactly like the shader's own child. const sceneF = toFloat(SCENE); const sceneTwinHalf = halfBaseOf(sceneF); const sceneTwinBase = upscale2(sceneTwinHalf); const plain = sceneF; // The half the real passes leave, and the tone passes that read it. const SCENE_BASE_BYTES = realBase(SCENE); const twin = {}; const real = {}; for (const [name, knobK, adj] of [ ['hl-100', { hl: -1 }, { highlights: -100 }], ['sh+100', { sh: 1 }, { shadows: 100 }], ]) { twin[name] = { base: apply(sceneF, sceneTwinBase, knobK), global: applyGlobal(sceneF, knobK) }; real[name] = toFloat(realTone(SCENE, SCENE_BASE_BYTES, adj)); } const twinExp = { 'exp-1': exposure(sceneF, -1), 'exp+1': exposure(sceneF, 1) }; // The twin against the real shader, per pixel: the numbers below are only worth // reading if the two agree, so this is asserted before anything is measured. The // tone reading carries the upscale with it (the twin bilinears the half back, the // real pass reads it through its local matrix), so a half-texel out in either // would show here as tens of code values, not as the fraction below. // The base itself, at the size the passes leave it: the bilateral (the twin) // against TONE_BASE_SKSL compiled and rendered (the real), on the same frame. const sceneRealBase = toFloat(SCENE_BASE_BYTES, HALF.width, HALF.height); const i2j = (i, stride = W) => (i / stride) | 0; const worst = (a, b, stride = W) => { let mi = 0, mv = -1, n = 0; const par = [0, 0, [0, 0]]; for (let i = 0; i < a.length; i++) { const d = Math.abs(a[i] - b[i]); if (d > mv) { mv = d; mi = i; } par[i % 2] += d; par[2][i2j(i, stride) % 2] += d; n++; } return `worst ${(mv * 255).toFixed(3)}/255 at ${mi % stride},${i2j(mi, stride)}; mean-even-col ${((par[0] / (n / 2)) * 255).toFixed(3)} odd-col ${((par[1] / (n / 2)) * 255).toFixed(3)} even-row ${((par[2][0] / (n / 2)) * 255).toFixed(3)} odd-row ${((par[2][1] / (n / 2)) * 255).toFixed(3)}`; }; assert.ok( maxDiff(sceneTwinHalf, sceneRealBase, HALF_N) <= 1.001, `the twin base is not TONE_BASE_SKSL: max ${maxDiff(sceneTwinHalf, sceneRealBase, HALF_N).toFixed(3)}/255 — ${worst(sceneTwinHalf, sceneRealBase, HALF.width)}` ); for (const name of ['hl-100', 'sh+100']) { const d = meanDiff(twin[name].base, real[name]); const mx = maxDiff(twin[name].base, real[name]); assert.ok( d <= 1.0 && mx <= 4, `the twin is not the shader at ${name}: mean ${d.toFixed(3)}/255, max ${mx.toFixed(3)}/255 — ${worst(twin[name].base, real[name])}` ); } // --------------------------------------------------------------------------- // Halo, on the step-edge frame. const flatF = toFloat(FLAT); const flatTwinHalf = halfBaseOf(flatF); const flatTwinBase = upscale2(flatTwinHalf); const flatGauss = gaussian(flatF, W * RADIUS * SIGMA); const flatRealBaseBytes = realBase(FLAT); const flatRealBase = toFloat(flatRealBaseBytes, HALF.width, HALF.height); const flatReal = toFloat(realTone(FLAT, flatRealBaseBytes, { highlights: -100 })); const haloBase = halo(flatF, apply(flatF, flatTwinBase, { hl: -1 })); const haloGlobal = halo(flatF, applyGlobal(flatF, { hl: -1 })); const haloGauss = halo(flatF, apply(flatF, flatGauss, { hl: -1 })); const haloReal = halo(flatF, flatReal); // The base stops where the curve stops: on a patch 60 px clear of the edge the // two readings agree to within the 8-bit quantization of one base, because the // base's own texture averages out there — the mean is what is compared, since // the per-pixel difference on such a patch IS the +-3% texture the base exists // to hand back to the pixel (that is contrast kept, not a leak). function patchMean(f) { let s = 0, n = 0; for (let y = 60; y < 160; y++) for (let x = 60; x < 160; x++) { s += lumaAt(f, x, y); n++; } return s / n; } const flatLeak = Math.abs(patchMean(apply(flatF, flatTwinBase, { hl: -1 })) - patchMean(applyGlobal(flatF, { hl: -1 }))) * 255; const flatTexture = (() => { const a = apply(flatF, flatTwinBase, { hl: -1 }); const g = applyGlobal(flatF, { hl: -1 }); let m = 0; for (let y = 60; y < 160; y++) for (let x = 60; x < 160; x++) m = Math.max(m, Math.abs(lumaAt(a, x, y) - lumaAt(g, x, y))); return m * 255; })(); assert.ok(haloBase <= 5, `the base haloed: ${haloBase.toFixed(3)}/255`); assert.ok(haloReal <= 5, `the REAL pipeline haloed: ${haloReal.toFixed(3)}/255`); assert.ok(haloGauss > 10, `the gaussian hedge did not halo (${haloGauss.toFixed(3)}/255) — the test no longer bites`); assert.ok(flatLeak <= 1.5, `the base leaks into the flat region: ${flatLeak.toFixed(3)}/255`); assert.ok( maxDiff(flatTwinHalf, flatRealBase, HALF_N) <= 1.001, `the real base is not TONE_BASE_SKSL on the step edge: max ${maxDiff(flatTwinHalf, flatRealBase, HALF_N).toFixed(3)}/255` ); // --------------------------------------------------------------------------- // --------------------------------------------------------------------------- // Local contrast, knob by knob and half by half, with each assertion read off // the measurement it is about rather than hard-coded. A half is CRUSHED when the // GLOBAL reading of the knob leaves less high-pass energy there than the plain // frame does, and that is the half where the two readings have to part: there the // base reading must beat the global one (the report this pass was rewritten for), // and elsewhere it must hold the frame's own detail. `hp` is the high-pass energy // of the half in code values, `lc` the 1 px line contrast, |log2(off/on)|. const pc = (x) => `${x.toFixed(3)}x`; // How far a half's level may move before its log-contrast reading is read as the // knob's own lift rather than as damage (see the note in the loop). const LC_SHIFT = 10; const HALVES = [['bright', 40, 540], ['dark', 700, 1160]]; const KNOBS = [ ['HIGHLIGHT -100', 'hl-100', { hl: -1 }, twinExp['exp-1'], 'EXPOSURE -1 EV'], ['SHADOW +100', 'sh+100', { sh: 1 }, twinExp['exp+1'], 'EXPOSURE +1 EV'], ]; const bTex = (f) => stats(f, 40, 540, true).hp; const rows = []; for (const [name, key, knobK, exp, expName] of KNOBS) { const moved = twin[key].base; const glob = twin[key].global; const realF = real[key]; for (const [half, x0, x1] of HALVES) { const hp = { base: stats(moved, x0, x1).hp, real: stats(realF, x0, x1).hp, global: stats(glob, x0, x1).hp, plain: stats(plain, x0, x1).hp, exp: stats(exp, x0, x1).hp, }; const lc = { base: lineContrast(moved, x0, x1), global: lineContrast(glob, x0, x1), plain: lineContrast(plain, x0, x1), exp: lineContrast(exp, x0, x1), }; const crushed = hp.global < hp.plain; // ...and how far the knob moves the LEVEL of this half. A lift squeezes a // ratio: SHADOW +100 puts the dark half up 61 code values, so a stalk line // whose luma difference is untouched comes out at 0.58 where it was 1.34 — // the ratio is what moves, not the detail. So the log reading is asserted on // halves the knob leaves level, and the absolute one (hp) everywhere. const shift = (stats(moved, x0, x1).mean - stats(plain, x0, x1).mean) * 255; const level = Math.abs(shift) <= LC_SHIFT; if (crushed) { // The pixel reading crushes this half; the base reading must not follow it. assert.ok( hp.base >= 1.1 * hp.global, `${name}: the ${half} half is where the global reading crushes (${hp.global.toFixed(3)} against ${hp.plain.toFixed(3)} plain) and the base reading followed it: ${pc(hp.base / hp.global)}`, ); assert.ok( hp.real >= 1.1 * hp.global, `${name}: the REAL pass followed the crush on the ${half} half: ${pc(hp.real / hp.global)} (${hp.real.toFixed(3)} against ${hp.global.toFixed(3)})`, ); assert.ok( lc.base >= 1.0 * lc.global, `${name}: the base reading lost the ${half} half's 1 px lines to the global one: ${lc.base.toFixed(3)} against ${lc.global.toFixed(3)}`, ); } else { // The pixel reading holds or expands this half; the base reading still has // to keep the detail the untouched frame has. assert.ok( hp.base >= 0.9 * hp.plain, `${name}: the ${half} half lost detail against the plain frame: ${hp.base.toFixed(3)} against ${hp.plain.toFixed(3)} code values`, ); assert.ok( !level || lc.base >= 0.9 * lc.plain, `${name}: the ${half} half's 1 px lines lost contrast against the plain frame: ${lc.base.toFixed(3)} against ${lc.plain.toFixed(3)} (level moved ${shift.toFixed(2)}/255)`, ); assert.ok( level || lc.base >= 0.8 * lc.global, `${name}: the ${half} half's 1 px lines lost contrast to the global reading: ${lc.base.toFixed(3)} against ${lc.global.toFixed(3)} (level moved ${shift.toFixed(2)}/255)`, ); // The caller's exposure criterion, where EXPOSURE is the MILD reading of // the knob: a stop that leaves the frame less texture than the plain frame // does is a reading of the lift, not of the detail (caveat at the head). if (hp.exp < hp.plain) assert.ok( hp.base >= 0.9 * hp.exp, `${name}: the ${half} half fell under ${expName}: ${pc(hp.base / hp.exp)} (${hp.base.toFixed(3)} against ${hp.exp.toFixed(3)})`, ); } rows.push({ name, half, hp, lc, crushed, expName, shift, level }); } } // --------------------------------------------------------------------------- // THE NUMBERS, so a drift in any of them is visible in the log and not only in a // threshold. The opposite half's mean shift — the "the half the knob is not aimed // at moved too" observation — is printed and not asserted, for the reason at the // head of this file. console.log( `tone local contrast ok — scene ${W}x${H}, base ${HALF.width}x${HALF.height} ` + `(TONE_BASE_SCALE ${TONE_BASE_SCALE}), base step ${HSTEP} px there = ${RADIUS} of the FRAME's long edge, ` + `${TAPS} taps per side, range sigma ${RANGE_EV} EV, and 8-bit in and out`, ); console.log( ` twin vs real shader: max ${Math.max(maxDiff(twin['hl-100'].base, real['hl-100']), maxDiff(twin['sh+100'].base, real['sh+100'])).toFixed(3)}/255, ` + `mean ${Math.max(meanDiff(twin['hl-100'].base, real['hl-100']), meanDiff(twin['sh+100'].base, real['sh+100'])).toFixed(4)}/255; ` + `base image max ${Math.max(maxDiff(sceneTwinHalf, sceneRealBase, HALF_N), maxDiff(flatTwinHalf, flatRealBase, HALF_N)).toFixed(3)}/255 ` + `(half vs half, ${HALF.width}x${HALF.height})`, ); console.log( ` halo, step edge: base ${haloBase.toFixed(2)}/255, real ${haloReal.toFixed(2)}/255, global ${haloGlobal.toFixed(2)}/255, ` + `gaussian ${haloGauss.toFixed(2)}/255 (bound 5); flat-region leak ${flatLeak.toFixed(3)}/255 (bound 1.5) ` + `with ${flatTexture.toFixed(2)}/255 of texture kept per pixel there`, ); for (const { name, half, hp, lc, crushed, expName, shift, level } of rows) console.log( ` ${name}, ${half} half${crushed ? ' (CRUSHED by the global reading)' : ''}${level ? '' : ` (level moved ${shift.toFixed(2)}/255 — the log reading below is the lift's, not detail)`}: hp base ${hp.base.toFixed(3)} ` + `(real ${hp.real.toFixed(3)}), global ${hp.global.toFixed(3)}, plain ${hp.plain.toFixed(3)}, ${expName} ${hp.exp.toFixed(3)} ` + `— base ${pc(hp.base / hp.global)} global, ${pc(hp.base / hp.plain)} plain${hp.exp < hp.plain ? `, ${pc(hp.base / hp.exp)} ${expName}` : ` (${expName} is ${pc(hp.exp / hp.plain)} the plain frame — a lift, not detail)`}; ` + `line contrast base ${lc.base.toFixed(3)} vs global ${lc.global.toFixed(3)}, plain ${lc.plain.toFixed(3)}`, ); console.log( ` texture the base keeps (line-free patch of the bright half): ${bTex(plain).toFixed(3)} code values in, ` + `${bTex(twin['sh+100'].base).toFixed(3)} with SHADOW +100 (${pc(bTex(twin['sh+100'].base) / bTex(plain))})`, ); for (const [name, key, half] of [['HIGHLIGHT -100', 'hl-100', 'dark'], ['SHADOW +100', 'sh+100', 'bright']]) { const x = half === 'dark' ? [700, 1160] : [40, 540]; const shift = (f) => ((stats(f, x[0], x[1]).mean - stats(plain, x[0], x[1]).mean) * 255).toFixed(2); console.log( ` ${name}, opposite half mean shift: base ${shift(twin[key].base)}/255, global ${shift(twin[key].global)}/255 ` + `(the curve's own move on a luma it is not aimed at; printed, not asserted)`, ); }