a1816e905adds the partly transmitting holder-arm pieces to the beam-stop mask, and the background beam-centre fit read that mask too. A thin arm running into the beam, masked, takes cells out of the rings it crosses; which radial bins stay above the sector-coverage gate then changes as the trial centre moves, and a walk seeded beside the arm (the FFT capture sat 48 px off) limit-cycled on that edge and stopped 44 px short (sigma 0.34 -> 2.27 px). On an open-arm set whose header centre is 171 px out, the measured centre no longer indexed (60/60 -> 0/60), the run kept the file's centre and merged P1 at CC1/2 0.004 instead of P212121 at 0.995. The arm's dimming is multiplicative in azimuth, which the fit's per-sector amplitude already absorbs, so the fit now uses the mask without those pieces (ShadowFinder marks them TRANSMITTING); integration still masks them. The fitted centre is back to itsa0518abe6value on every set checked (the failing one plus four arm sets); the failing set merges P212121, CC1/2 0.995, ISa 22.6. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01D1G8gJVAy6gp1K5Dz3NE5C
137 lines
7.3 KiB
C++
137 lines
7.3 KiB
C++
// SPDX-FileCopyrightText: 2026 Filip Leonarski, Paul Scherrer Institute <filip.leonarski@psi.ch>
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// SPDX-License-Identifier: GPL-3.0-only
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#pragma once
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#include <cstdint>
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#include <future>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <vector>
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#include "../../common/CompressedImage.h"
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#include "../../common/DiffractionExperiment.h"
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#include "../../common/DiffractionGeometry.h"
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#include "../../common/JFJochMessages.h"
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#include "../../common/PixelMask.h"
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#ifdef JFJOCH_USE_CUDA
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#include "ShadowAccumulatorGPU.h"
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#endif
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// Finds the beam-stop shadow - the central disk and the holder arm - from a set of images,
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// mirroring the accumulate-then-finalize shape of DarkMaskAnalysis: feed frames with
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// AddImage(), then read the mask once with GetMask(). The mask is in converted geometry
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// and is 1 where the beam stop shadows the detector.
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//
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// The shadow is a place where the background is missing, so it is found by comparing each
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// pixel's mean against the typical background at the same radius - the median over its ring,
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// taken over the pixels not already known to be shadowed. That comparison holds wherever the
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// ring still has unshadowed pixels to measure. Where it does not - a ring lying wholly inside
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// the stop - there is nothing to compare against, and such a ring is shadow in its entirety.
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//
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// The background belongs to the beam and the shadow to the stop, and the two are not concentric:
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// the stop sits off the beam by a sizeable fraction of its own radius. Only the per-ring
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// comparison is used, so nothing here assumes they share a centre.
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//
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// Frames are chosen by the caller; the detection needs enough of them that the background
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// is counted rather than guessed (see MIN_EXPECTED_COUNTS in the .cpp).
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// Thread-safe: workers call AddImage concurrently, each naming a shard of its own (see
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// SetShardCount) - so no two threads touch the same accumulator and nothing is locked while
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// an image is added. The shards are summed when the projection is read.
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class ShadowFinder {
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mutable std::mutex m;
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const int width;
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const int height;
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float beam_x;
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float beam_y;
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// What the background owes to the source rather than to the hardware. The scattered background
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// is not flat around a ring: a polarized source suppresses it in its own plane by a factor that
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// reaches three at the 2 theta a short detector distance puts in a corner - several times the
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// dip this class is looking for - so the comparison divides it out before it compares. Of the
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// corrections a ring carries this is the only one that varies along it; solid angle, detector
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// and air absorption are all functions of 2 theta alone and the ring's own median absorbs them.
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// The geometry is kept whole rather than reduced to a distance and a pixel size because the
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// azimuth is the whole point: detector tilt, a quarter-turned image and an in-plane rotation
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// all move the polarization plane across the stored image, and the geometry already knows where
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// it lies. Only the centre is replaced, by the one the caller measured.
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const DiffractionGeometry geometry;
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const std::optional<float> polarization; // unset leaves the background as it was measured
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std::vector<uint32_t> pixel_mask; // pixels already masked carry no background to test
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// Per-pixel projection over the frames added so far (converted geometry). One set per shard:
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// the sums and counts are integers, so summing the shards is exact and the result does not
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// depend on how the frames were spread over them.
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struct Projection {
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std::vector<int64_t> max_value;
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std::vector<int64_t> sum_value;
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std::vector<uint32_t> valid_count;
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uint32_t frames = 0;
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};
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std::vector<Projection> shards;
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#ifdef JFJOCH_USE_CUDA
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// Present when a GPU is available. Frames it can decode are accumulated there instead of on the
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// host - only the compressed chunk crosses PCIe - and its projection is folded in with the
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// shards when the mask is read. Frames it cannot take (anything but bitshuffle+LZ4) still go to
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// a host shard, so a run mixing compressions is handled without a second code path.
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// Built on a thread of its own: it allocates and clears several hundred megabytes of device
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// memory, and cudaMalloc synchronises the whole device, so doing it in the constructor would
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// stall the caller before it has read its first frame. The first AddImage waits for it, by
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// which time the reads have been running for a while.
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mutable std::future<std::unique_ptr<ShadowAccumulatorGPU>> gpu_pending;
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mutable std::unique_ptr<ShadowAccumulatorGPU> gpu;
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mutable std::mutex gpu_mutex;
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// The accumulator once its construction has finished, or null if there is none.
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[[nodiscard]] ShadowAccumulatorGPU *Gpu() const;
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#endif
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template<class T> void Add(const T *ptr, Projection &p);
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// Sum the shards into one projection. max_value is only taken from a shard that actually
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// counted the pixel - a shard that never saw it holds 0, which would beat a genuinely
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// negative maximum.
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[[nodiscard]] Projection Reduce() const;
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public:
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static constexpr uint32_t SHADOW = 1;
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static constexpr uint32_t TRANSMITTING = 2;
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ShadowFinder(const DiffractionExperiment &experiment, const PixelMask &mask);
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// The centre the rings are drawn about. It starts as the file's, which is the only one there
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// is when the finder is built; a caller that has measured one replaces it before reading the
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// mask. A centre far from the truth draws the rings across the background's own radial
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// fall-off instead of along it, and the comparison then describes the fall-off rather than the
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// hardware. The projection is not centred on anything, so this may be set after the frames.
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void BeamCenter(float x, float y);
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// Give each worker a shard to accumulate into. Must be called before the first AddImage,
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// and costs 20 bytes per pixel per shard.
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void SetShardCount(size_t n);
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// Accumulate one full converted-geometry image into shard `shard`. Gap / masked pixels
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// (the pixel type's sentinel extreme) are skipped. `buffer` is scratch space for
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// decompression, reused across the calls of one worker.
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void AddImage(const DataMessage &data, std::vector<uint8_t> &buffer, size_t shard = 0);
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// Compute the shadow mask (SHADOW, TRANSMITTING or 0 = keep), of the converted pixel count.
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// TRANSMITTING marks the pieces of hardware that let part of the beam through, added after the
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// shadow proper; both are masked, and a consumer that must not see those pieces can tell them apart.
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// Recomputed from the accumulators on each call - meant to be called once at the end.
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// nthreads = 0 asks for all hardware threads. The per-pixel passes over a 16M-pixel detector
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// dominate this, and they are all exactly parallel.
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[[nodiscard]] std::vector<uint32_t> GetMask(size_t nthreads = 0) const;
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// Mean counts per pixel over the frames added, NAN where nothing was counted. This is the
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// projection GetMask() tests, so anything else that wants the background before indexing
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// gets it without reading the frames a second time.
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[[nodiscard]] std::vector<float> GetMeanProjection() const;
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[[nodiscard]] uint32_t GetFrameCount() const;
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};
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