CC Rainfall, Snowfall, Star Burst, Bubbles, Drizzle, Hair, Mr. Mercury,
Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe render on the GPU
(fx_sim.rs / fx_sim.wgsl). The per-frame simulation / layout stays on the CPU
and is shared with the CPU effect through plans (effects::sprite_plan,
piece_plan, bubble_list, mercury_blobs, drizzle_drops, wave_world_plan,
caustics_setup); a tiled item rasteriser composites sprites, bubbles, blob
fields and textured pieces in the CPU's order and shading. Layer-dependent
sprite colours (refracting rain, star-burst and hair roots) are sampled per
pixel; piece plans read the frame back once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
VR Blur, Chromatic Aberrations, Color Gradients, Converter (all projections and
cube layouts), De-Noise, Digital Glitch, Fractal Noise, Glow, Plane to Sphere,
Rotate Sphere, Sharpen and Sphere to Plane run on the GPU (fx_vr.rs /
fx_vr.wgsl) with the CPU's equirectangular maths: seam-wrapping, pole-continuing
sampling and latitude-widened box blurs, per eye for stereo layouts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Apply Color LUT, OCIO CDL / Color Space / Display / File / Look Transform and
Color Profile Converter compile to colour programs (effects::color_program,
built next to the CPU effects) that fx_lut.wgsl interprets per pixel; LUTs
(1D, 3D, cineSpace shapers, inverses) are read from the storage buffer with the
CPU's nearest / trilinear / tetrahedral interpolation. Lumetri's Input LUT and
Look no longer force the CPU. Custom .ocio configs stay on the CPU.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D,
ID Matte and IDentifier run on the GPU (fx_depth.rs / fx_depth.wgsl): aux planes
upload as a texture and are resampled onto the buffer grid with the CPU's index
arithmetic; tests compare against the CPU at 1x / 2x aux resolution, padded
buffers, half resolution and 8 / 32 bpc composites.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- gpu: pooled working textures (released once every encoder that could read
them is submitted), shared zero images, reused readback staging buffers,
direct readback into Image; NaN-poisoned scratch images under test and
NaN-aware diffs; validation errors panic under test
- render: AutoPick (per comp / scale / path EWMA of CPU vs GPU frame times,
warm-up and periodic re-probe) behind Backend::Auto; viewer uses it too;
cached adjustment footprints (uploaded once)
- gpu fx_warp: Warp, Bezier Warp, CC Bend It, CC Page Turn, Smear, Reshape,
Color Emboss, Cartoon; sliding-histogram median for large radii; CC Power
Pin perspective < 100
- cli: bench --gpu reports Auto and per-frame upload / readback MB
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effect Controls: Lumetri RGB and hue/saturation curve graphs, Colorama's
palette wheel, Glow's colour map strip and Arbitrary Map curves, Reshape
correspondence buttons and viewer handles (all prop.set, one undo step per
gesture, automation ids). Preview panel scrolls; Composition/Timeline tabs
get close, label swatch and viewer lock; Effect Controls tab the layer
swatch; dropdowns elide long text. Fix the browser start (no default disk
cache folder on wasm32). Browser smoke test covers frame workers, waiting
renders and the Media Browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Levels (Individual Controls), Gamma/Pedestal/Gain, Photo Filter, Change Color,
Change to Color, Leave Color, Broadcast Colors, Color Balance (HLS), Video
Limiter, PS Arbitrary Map, CC Toner, CC Color Offset, CC Kernel, Auto Levels /
Contrast / Color and Equalize (histograms measured on the CPU, applied on the
GPU) on the GPU; Hue/Saturation colour ranges and Levels' channel controls no
longer fall back to the CPU.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Transform: Use Composition's Shutter Angle / Shutter Angle, sampling the transform across
the shutter via EffectHost::params_at (EffectEnv::shutter carries the comp shutter when
motion blur is on); the GPU path defers to the CPU when blurring.
- Glow: Glow Operation (blend modes) and Glow Colors > Arbitrary Map.
- Cartoon: Advanced > Edge Enhancement (shock-filter sharpening / softening).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Wave Type: Polygon, Image Contours (source layer channel threshold, pre-blur, tolerance,
contour index, source centre) and Mask, rippling outward from the outline (exact signed
distance transform, util::signed_distance).
- Parameters Are Set At Birth via the new EffectHost::params_at; Render Quality; Reflection
off the layer edges; Stroke Profile.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Fill: Fill Mask, All Masks, Horizontal / Vertical Feather, Invert outside the mask
(GPU falls back to the CPU when masks are used).
- Refine Soft / Hard Matte: Reduce Chatter (temporal steadying of oscillating edges) and
Use Motion Blur (samples, shutter angle, higher quality) from neighbouring frames.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Particle Exploder, Ephemeral Property Mapper (operators), Affects groups on every
producer / force / mapper (source, selection map, characters, age + feather).
- Full mapper target list (angle, torque, scale, gradient velocity/force, lifespan,
character, font size, time offset, scale speed...); old saves remap by label.
- Cannon / Grid text particles (stroke font), Auto-Orient Rotation, Layer Map draws the
map layer per particle with Time Offset Type / Time Offset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- card3d: shared Camera System (Camera Position with rotations, X/Y position and
Transform Order; Corner Pins with focal length; Comp Camera via EffectHost::comp_scene),
Lighting (Distant / Point / First Comp Light, colour, position, depth, ambient) and
Material (diffuse, specular, highlight sharpness).
- Shatter: Custom Shatter Map (+ White Tiles Fixed), Gradient group, Textures group
(front/side/back modes and layers, colour, opacity) and extrusion side rendering.
- Card Wipe: true 3D cards, Back Layer as a layer parameter (old None/Self popup migrated),
Flip Direction, Position / Rotation Jitter.
- Renderer supplies the comp camera and first light to effects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fx_color kernels mirror the CPU effects operation for operation: one per-pixel
pass for the point effects, Lumetri with its Sharpen luminance blur, and Key
Light's matte pipeline (pre-blur, clip, rollback, despot, shrink/grow, softness,
edge band) as plane passes. CPU fallback: Key Light with Inside/Outside masks or
Hard Colour after Screen Softness, Colorama with Interpolate Palette off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Kernels in fx_generate.wgsl mirror the CPU effects; wipe edges use f64
per-column/per-row terms uploaded as (hi, lo) pairs. CPU helpers shared
with the GPU are now public (camera_lens_spans, gen_mode, pattern_kind,
GrainLook, place_layer). GPU tests in tests_fx_generate.rs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>