Request a new feature, or support for a camera/lens that you would like to use in Capture One.
Use Rust - Rust encourages high performance and reliability. I suggested this to one of your lead developers during an interview in 2020 or 2021. I was rejected from that job because he thought I wasn't a good enough programmer, but his intuitions were off mark. Rust has since become a highly preferred language, even becoming the de-facto standard for the Linux kernel's driver modules.
Use Nim - It is a nicer language that compiles to C and can use libraries from C, C++. It will make development more intuitive.
The details in the following responses are generated by AI, however the idea is mine, and the details agree with my own observations and research on the topic prior to AI existing. I have been promoting Rust as a strategic choice for promoting software reliability since 2018 when I did a deep dive into programming language research and paradigms. Rust was created in 2015.
Languages that offer strong concurrency models for a demanding application like a graphics editing program: The choice between Nim and Rust (or even modern C++) depends heavily on your priorities for performance, safety, development speed, and the specific nature of the parallelism.
Let's break down the languages:
Performance and Parallelism - The Nuance
Raw Speed: When it comes to raw, single-threaded execution speed, C++ and Rust are generally at the top, followed closely by Nim (which compiles to C).
Parallelism: This is where the concurrency models come into play.
Rust: Excels at safe, shared-memory concurrency. Its ownership and borrowing system ensures that data races are caught at compile time. This is invaluable for preventing subtle, hard-to-debug concurrency bugs. Rust also has excellent support for message passing (channels) and asynchronous programming. You get high performance and high confidence in correctness for parallel code.
Nim: Compiles to C, C++, or JavaScript, giving it C-like performance. It offers various memory management options, including a garbage collector (which can be turned off or configured) and experimental support for ARC/ORC (similar to Rust's ownership model but with reference counting). Nim has good support for multi-threading and can achieve high performance. Its syntax is often praised for being more Python-like and ergonomic than Rust or C++.
C++ (Modern): As discussed, modern C++ (C++11 and later) has built-in support for threads, mutexes, futures, and parallel algorithms. It allows for direct memory manipulation and can be highly optimized, especially with SIMD instructions and GPU programming (CUDA/OpenCL/Vulkan). The challenge is that this power comes with responsibility; manual memory management and shared-state concurrency are prone to errors if not handled meticulously.
Can Nim/Rust offer the same performance but with better parallelism?
Rust: Yes, Rust can absolutely offer the same (or even better, due to safety guarantees enabling more aggressive optimization without fear of UB) raw performance as C++ for computationally intensive image processing. Its concurrency model makes it easier and safer to write correct parallel code, leading to better effective parallelism than C++ where concurrency bugs can be rampant and hard to find.
Nim: Can achieve performance comparable to C/C++ by compiling to native code. Its parallelism features are good, and the language is designed for productivity. It could certainly be a strong contender, especially if development speed is a high priority and you're comfortable with its approach to memory management.
Recommendation for a Graphics Editing Program:
For rebuilding a graphics editing program with features like Capture One Pro, where low-level pixel manipulation, high performance, and safe concurrency are paramount:
Rust is the strongest recommendation.
Here's why:
Performance: Rust delivers C/C++-level performance.
Safety & Concurrency: Its ownership and borrowing system guarantees memory safety and data-race freedom at compile time. This is an enormous advantage for complex, multithreaded applications like image editors, where subtle bugs can lead to crashes or corrupted data. This allows engineers to confidently write parallel code.
GPU Interoperability: Rust has growing ecosystems for GPU computing (e.g., wgpu
for WebGPU, bindings to Vulkan/OpenGL), making it well-suited for offloading heavy tasks to the GPU, just like Capture One Pro does.
Modern Tooling & Ecosystem: Cargo (Rust's package manager) and the overall tooling are excellent. There's a rapidly growing ecosystem of crates for image processing, GUI development, and low-level system interaction.
FFI (Foreign Function Interface): If there are existing highly optimized C/C++ libraries (e.g., for specific camera RAW decoding or advanced algorithms) that you don't want to rewrite immediately, Rust's FFI makes it relatively straightforward to integrate with them. This allows for a gradual transition or leveraging existing optimized components.
Data-Oriented Design: Rust's strong typing and performance focus naturally encourage data-oriented design, which is beneficial for highly parallel workloads on modern CPU architectures.
Consider Nim as a second choice if development speed and a more "scripting-like" feel with native performance are higher priorities, and you are willing to manage some of the memory safety aspects that Rust handles more strictly by default.
Maximize parallelism, especially for CPU-bound tasks like image processing. If C1 Pro isn't fully leveraging multithreading, there's significant room for improvement.
Here's what an engineer could do to improve C1 Pro's performance, focusing on multithreading and modern hardware:
Improving Multithreading in C1 Pro (C++ Context):
Granularity of Parallelism:
Task-based parallelism: Break down image processing operations into smaller, independent tasks that can be executed concurrently. For example, applying a local adjustment could be split into tasks for different regions of the image, or processing an entire RAW file could involve separate tasks for demosaicing, white balance, and color correction.
Data parallelism (SIMD/Vectorization): Many image operations (e.g., applying a filter to pixels) are inherently data-parallel. C++ can leverage SIMD (Single Instruction, Multiple Data) instructions through intrinsics or libraries like Eigen or Intel IPP (Integrated Performance Primitives) to process multiple pixel values simultaneously using a single CPU instruction.
Image Tiling/Chunking: Instead of processing entire rows or columns, divide the image into smaller, independent "tiles" or "chunks." Each thread can then process its own tile without conflicting with other threads' cache lines (avoiding "false sharing"), leading to better cache utilization and reduced synchronization overhead.
Thread Pool Implementation:
Creating and destroying threads frequently is expensive. Implement a robust thread pool that maintains a fixed number of worker threads. Tasks can be submitted to a queue, and idle threads in the pool pick up tasks as they become available.6 This reduces overhead and ensures efficient utilization of CPU cores.
Efficient Synchronization Primitives:
Minimizing locks: Locks (mutexes) introduce contention and can serialize parallel execution. Engineers should carefully analyze critical sections and strive to minimize the time threads spend holding locks.
Lock-free data structures: For highly concurrent scenarios, consider lock-free data structures (e.g., concurrent queues) where appropriate, using atomic operations. These are complex to implement correctly but can offer superior scalability.
Reader-Writer Locks: For data that is read frequently but written rarely, a reader-writer lock allows multiple readers concurrently but only one writer.
Asynchronous Operations:
Use std::async
or similar constructs for fire-and-forget tasks or tasks that can run in the background without immediately needing their results. This keeps the UI responsive.
Profiling and Hotspot Analysis:
Thorough profiling (e.g., using Intel VTune, perf, or Visual Studio's Concurrency Visualizer) is crucial to identify bottlenecks, false sharing, contention points, and areas where more parallelism can be introduced.
Memory Bandwidth Optimization:
Image processing is often memory-bound. Optimizing data access patterns to maximize cache hits and minimize cache misses is critical. This includes memory alignment, data locality, and avoiding excessive data copying.
Tech Stacks for Modern Hardware Performance (Beyond C++):
While C++ is excellent, certain specialized tech stacks or approaches complement it for modern hardware:
GPU Computing (CUDA/OpenCL/Vulkan Compute/DirectX Compute): This is paramount for graphics editing.
CUDA (NVIDIA): If prioritizing NVIDIA GPUs, CUDA offers a powerful, low-level platform for general-purpose GPU programming.
OpenCL (Cross-platform): For broader GPU support across different vendors (AMD, Intel, NVIDIA), OpenCL is a good choice.
Vulkan/DirectX Compute Shaders: Modern graphics APIs like Vulkan and DirectX 12 offer compute shaders that allow using the GPU's power for non-rendering tasks, ideal for image processing pipelines.
Shaders (GLSL/HLSL/SPIR-V): For rendering and many image effects, writing optimized shaders is key.
GLSL (OpenGL Shading Language): For OpenGL.
HLSL (High-Level Shading Language): For DirectX.
SPIR-V: A binary intermediate representation for graphics and compute, allowing shaders to be written in various high-level languages and then compiled to SPIR-V for execution on different APIs.
Domain-Specific Languages (DSLs) and Frameworks:
Some image processing tasks might benefit from frameworks that abstract away low-level GPU programming, like Halide, which is designed for image processing and focuses on separating algorithm from schedule for optimized performance.
Rust (as you mentioned): While C1 Pro is C++, if rebuilding, Rust's concurrency model and safety guarantees are highly attractive. Its FFI (Foreign Function Interface) allows seamless integration with existing C/C++ libraries, so you could gradually migrate or selectively rewrite performance-critical components. Rust also has libraries for GPU programming (e.g., wgpu for WebGPU).
Intel OneAPI / SYCL: These provide a unified programming model for diverse architectures (CPUs, GPUs, FPGAs), allowing code to be written once and deployed across different hardware.
Modern C++ Concurrency Features:
C++11/14/17/20/23 standard library: std::thread
, std::mutex
, std::future
, std::async
, std::atomic
, std::condition_variable
. C++17 introduced parallel algorithms for standard library functions (e.g., std::for_each
, std::transform
) that can automatically parallelize work. C++20 adds even more, like coroutines.
By strategically combining these techniques and tools, C1 Pro (or any similar graphics editing software) could significantly improve its responsiveness and processing speed on modern multi-core CPUs and powerful GPUs. The "does not take advantage of multithreading enough" observation is a common symptom of legacy codebases that haven't fully adapted to the prevalence of many-core processors.