Commit Graph
19 Commits
Author SHA1 Message Date
Brandon ThomasandClaude Opus 5.5 f7927c8f9f M13.22: GPU CC light family (CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:31:26 -04:00
Brandon Thomas a4f4d72f27 Merge branch 'main' into worktree-agent-a4b0610bd14276508 2026-10-03 10:53:00 -04:00
Brandon ThomasandClaude Opus 5.5 750868244a M13.13: GPU Circle, Ellipse, Iris Wipe, Bevel Alpha, Bevel Edges, Gaussian Blur (Legacy)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:53:00 -04:00
Brandon ThomasandClaude Opus 5.5 ea292a6e81 M13.13: fuse 8/16 bpc quantise into the layer composite; steady-state bench traffic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:44:52 -04:00
Brandon ThomasandClaude Opus 5.5 9ff0e5aa3c M13.13: gpu texture pool, Auto per-comp backend choice, warp-family GPU ports
- 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>
2026-10-03 10:31:31 -04:00
Brandon ThomasandClaude Opus 5.5 dc132bc219 Merge main into M13.11 (bokeh kernel_spans/blur_levels, Essential Graphics as_type controls with mirrors and links)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:54:37 -04:00
Brandon ThomasandClaude Opus 5.5 bb24b931a6 M13.11: advanced 3d gpu
Advanced 3D runs render entirely on the GPU: every motion-blur sub-sample
rasterised, resolved and averaged, the depth-based iris depth of field
(Classic 3D bokeh spans, highlight boost, progressive levels), the sRGB
encode and the composite over the GPU canvas (Accelerator::render_3d,
Renderer::prepare_adv_run, adv3d.wgsl). Wireframe outlines draw on the GPU.
Fixes NaN environment lookups for straight up/down normals on Metal.
bench --gpu gains an Advanced 3D comp (--adv3d).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:38:11 -04:00
Brandon ThomasandClaude Opus 5.5 4ce3651723 Merge main into M13.9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:43:44 -04:00
Brandon ThomasandClaude Opus 5.5 7a96fab302 M13.9: gpu colour corrections (fx_tone)
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>
2026-10-03 08:13:58 -04:00
Brandon ThomasandClaude Opus 5.5 47f61debcb M13.9: gpu effect family scaffolding (fx_key, fx_stylize, fx_noise)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:51:33 -04:00
Brandon ThomasandClaude Opus 5.5 a2693c9d15 M13.6: Classic 3D bokeh depth of field on the GPU (WGSL); 3D-matte GPU check
Planes prepared for the GPU carry their depth of field (padding, radius map, levels) and the
bokeh_boost / bokeh_prefix / bokeh_gather kernels blur them where they are drawn, with the CPU's
spans; GPU-vs-CPU agreement tests for iris shapes, highlights, fringe, Fast Rectangle, tilted
planes and a 2D layer with a 3D track matte.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:44:43 -04:00
Brandon ThomasandClaude Opus 5.5 f85468c694 M12.7: docs (architecture, parity, gpu crate docs)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 03:00:29 -04:00
Brandon ThomasandClaude Opus 5.5 0e3b354520 M12.7: GPU particles (CC Particle World, CC Particle Systems II, Particle Playground cannon): compute-shader simulation with GPU checkpoints, CPU as the oracle
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:44:36 -04:00
Brandon ThomasandClaude Opus 5.5 9a6389db86 M12.7: GPU effect family modules (colour, distort, generate) scaffolding; clippy fixes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:25:12 -04:00
Brandon ThomasandClaude Opus 5.5 878b47b5ed M12.7: adjustment layers on the GPU (effect stacks resident on the device, CPU fallback per non-GPU effect)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:23:01 -04:00
Brandon ThomasandClaude Opus 5.5 aafe46e091 M12.7: Classic 3D runs on the GPU (per-pixel depth sort, lights, ray-cast shadows, DOF); Auto sends 3D comps to the GPU
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:15:01 -04:00
Brandon ThomasandClaude Opus 5.5 0bee1ab2da M15.2: web app depth (WEB-1): browser storage, Web Audio, worker renders, WebGPU viewer, PWA
- Persistence: settings, shortcuts, recent projects, imported media, saved projects and
  auto-saves live in OPFS (IndexedDB fallback) through an in-memory mirror flushed in the
  background (apps/effectcraft-web/src/store.rs, persist.rs); ConfigStore gains FileOps so
  auto-save / recovery work in the browser store; the session snapshot restores the last
  project + editor state on reload; File > Open Recent works from storage.
- Audio: Web Audio output (AudioWorklet, ScriptProcessor fallback) fed by AudioPlayback::pump
  on wasm32; A/V sync from AudioContext.currentTime; meters; unlock on first gesture.
- Background jobs: engine::offload (WorkerRequest/WorkerReply protocol, Offload trait,
  run_request); Render Queue, tracker, mask tracker, Warp Stabilizer and Roto Freeze run in Web
  Workers (a second engine instance on the shared compiled module), progress streamed back;
  cancel terminates the worker.
- GPU: WebGPU viewer frames drawn straight from the compositor's texture (gpu_display on
  wasm32 when the viewer draws plainly); async readback (Gpu::read_display_async) for pixels.
- PWA: manifest, service worker precaching the build (xtask fills list/version), icons copied
  from assets/app-icon; COOP/COEP kept from cached responses; offline reload works.
- window.effectcraft: saveToBrowser, listStored, removeStored, flush; info() reports storage,
  audio, gpu, workers.
- Tests: native store + protocol + offload (render, track, cancel) tests; smoke.mjs extended
  (GPU path, worker render responsiveness, audio gesture + playback, reload persistence,
  Open Recent, offline reload).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:42:00 -04:00
Brandon ThomasandClaude Opus 5.5 dec091e575 M7.5: advanced 3D renderer
Advanced 3D comps render their 3D runs as one scene of world-space triangles: model and
primitive layers (meshes, skinning, animation clips by layer time), extruded text/shape
layers, and textured cards for every other layer with their Material Options. Shading is
physically based in linear light: Cook-Torrance GGX + Lambert for parallel/spot/point lights
(AE falloff and cone), ambient lights, image-based light from an Environment light's layer
(equirectangular; cosine irradiance map + roughness mip chain + split-sum BRDF fit), and
PCF shadow maps (spot/parallel/point cube faces). 2x2 SSAA, depth of field as a gather blur
by circle of confusion, back to the working encoding.

The software rasteriser (depth buffer, top-left rule, perspective-correct, opaque visibility
then sorted transparent blending) is the reference and CI path; effectcraft-gpu implements
Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) and matches it within
tolerance. Environment layers are hidden from both renderers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:27:59 -04:00
Brandon ThomasandClaude Opus 5.5 485f562e19 M12.2: gpu compositor and gpu effects
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).

render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.

Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:59:08 -04:00