* Viewer exposure on the full float range of 32 bpc frames (#2797)
32 bpc viewer frames on the desktop are rendered without the HDR step (skip_hdr_step,
#2916) and kept as half floats in the RAM preview. A display pass on egui-wgpu's device
turns each frame into one RGBA8 texture with mips per viewer, in this order: decode,
exposure in linear light, Compand / Tone Map, encode, display colour, Show Channel,
rounding. Before, exposure was an 8-bit lookup applied after tone mapping, clamping and
the display conversion, so -2 EV could not bring values above 1.0 back.
- engine: viewer::DisplayPass describes the pass as data; its pixel() is the CPU
fallback (no device) and the shader's reference. It replaces exposure_lut /
display_transform. FrameEncoding records a frame's curve and the HDR step it still
needs. 32 bpc snapshots are taken without the HDR step; snapshot_rgba8 applies it.
- ui-egui: FrameImage::CpuF16 (half crate, F16C at run time), byte accounting at 8 bytes
a pixel in the cache and the prefetch estimates; display_gpu.rs + display_gpu.wgsl;
main viewer, snapshot and passive viewers draw through the pass; the 8-bit image other
panels read is made on demand with the HDR step; the Info panel shows float values.
- Half-float frames are not written to the disk cache yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Viewer display pass: f16 disk cache entries, window-device gating, review fixes
- Disk cache: half-float frame entries (format byte in the entry header, byte planes +
LZ4); 8-bit entries keep format 0 and stay valid. 32 bpc viewer frames are written and
read again, and the timeline's disk bar sees them. A damaged half-float entry is
deleted.
- The display pass runs on the window's egui-wgpu device, with or without the GPU
compositor (still building, failed, GL fallback). Its pipelines are made inside error
scopes; a backend that rejects them gets the CPU pass instead of a blank viewer.
- A new LUT of the same size (another ICC profile, Preserve RGB, another display) runs
the pass again.
- f32 to f16: one pass per L1-sized block, the NaN / infinity fix-up on the bits, no
fill of the buffer (4K: 4.7 ms, as the 8-bit conversion).
- Mips of odd-sized levels include the last column / row; the snapshot's half floats
and texture go with the snapshot; no placeholder texture ids; u64 size checks.
- Tests: LUT profiles and negative values against the shader, Bake reruns, the passive
viewer's colour, f16 disk round trips; exact comparisons allow 1 LSB on software
rasterizers. Docs: the display pass and the f16 disk entries in architecture.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Viewer f16 disk-cache test: temp dir removed on failure too, wait for the queued disk write
Review points: the test's directory was only removed by its last statement
(now tempfile::TempDir), and the frame is released before its disk write is
queued, so flush() could return early (now waits for the entry).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Viewer: oversized half-float frames use the CPU display pass, so exposure/HDR come before the averaging down
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Viewer: fmt and a debug assert for the half-float upload path
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Disk cache: persist_missing also writes half-float frames
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Passive viewer: oversized half-float frames take the CPU display pass instead of leaving a stale texture
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
* frames: keep cached frames an edit can't reach
Nudging, trimming or splitting a layer re-rendered the whole comp. The RAM
preview now carries every frame whose stack of active layers is unchanged
to the new comp identity; only the segments an edit touches re-render.
* disk cache: never drop frame writes; save frames kept after edits
Frames get their own write lane (bounded by bytes, written before layer
buffers), so a burst of layer writes no longer drops frames and leaves gaps
in the blue bar after reopening. Frames an edit kept in RAM are written to
disk under the comp's new content key when idle.
* frames: music and hidden layers keep the caches
Layers that can't change pixels (audio-only footage, AV layers with Video
off, when nothing reads them and there are no expressions) no longer count
for the RAM preview's dirty segments or the disk cache's comp and footage
keys. Adding, trimming or moving music keeps both caches.
RENDER_VERSION bumps to effectcraft-render-3 for the new key formula.
* ui-egui: background caching benchmark
cache_bench fills a comp's RAM preview the way idle caching does and
prints frames/s with decoder, footage-cache and disk-cache counters.
* frames: soloed music and hidden layers aren't silent
Solo hides every other layer, so soloing a music track or a layer with
Video off changes the picture. silent_layers no longer drops soloed
layers, so the RAM preview and the disk cache see Solo toggles.
* disk cache: audio files a layer reads stay in the layer salt
Audio-only footage left the disk layer salt so importing music keeps the
keys, but Audio Spectrum and Audio Waveform draw from an audio layer.
Footage another layer reads (or any, when a read layer is a precomp)
counts again, so overwriting that file doesn't reuse stale buffers.
* disk cache: retry frame writes the queue refused
put_frame reports whether the frame is on disk or queued. persist_missing
forgets the key of a refused write, so a full frame lane no longer leaves
RAM frames that are never written.
* ui-egui: cache_bench measures idle caching; checks --comp and --slots
Frames go through request_background with one slot per frame thread, as
Cache Frames When Idle does. An unknown --comp is an error (the active
comp is used only without --comp), --slots is at least 1, and the disk
report flushes queued writes instead of sleeping.
* disk cache: RENDER_VERSION effectcraft-render-6
This branch changes the cache-key formula (silent layers, Solo, read
audio in the footage salt), and upstream #2759 already took render-5
for the clip-clock change, so entries from either must not be reused.
* frames: rewrite RAM frames the disk cache evicted
persist_missing kept every disk key it ever queued, so a frame the disk
cache evicted later was never written back. The disk cache now tracks
frame writes still queued or in progress (frame_pending), and
persist_missing only remembers keys while it converts them.
* frames: idle passes continue while RAM frames wait for disk
persist_missing reports whether there may be more to write (a content key
being computed, frames being converted). Cache Frames When Idle then
schedules another pass, so a refused write is retried without waiting for
a UI event, and the passes stop once every frame is on disk or queued.
* frames: rewrite an evicted frame once, not on every idle pass
A disk cache smaller than the RAM preview, or a frame too large for it,
made idle passes write, evict and rewrite the same frames every 500 ms.
Each disk key is now written at most twice under one disk limit (the
write and one rewrite after an eviction); a new limit resets the count.
The persist test waits for the conversion to forget its keys before
checking that no work is left.
* frames: the work area doesn't change pixels
Setting the work area (B, N) cleared every cached frame, in RAM and on
disk: it was compared with the comp's pixel settings and hashed into the
disk key. It is a preview and render range only, like the Resolution, so
it no longer counts.
* frames: audio edits keep frames unless something draws the audio
Changing a clip's Audio Levels, its audio effects or its Audio switch
cleared the clip's cached frames, and the comp's disk cache, although
nothing drew that audio. The audio now counts only for the layers whose
audio is heard (Project::heard_layers): those a layer picks in an effect
(an Audio Waveform or Spectrum, even on itself), the layers of a picked
precomp, and every layer while an expression (which can read Audio
Levels) exists. Music in a precomp that a waveform in the outer comp
picks is no longer treated as silent either.
* frames: an expression only reaches the frames of its own layer
One expression anywhere in the project made every edit clear the
comp's whole cache, and so did editing a layer another layer reads
(its parent, matte, or a layer it picks). Expressions can read
anything, but they only draw in their own layer: an edit now re-renders
the frames where it changed something, plus those of the layers with an
expression and of the layers that read a reached layer. With
expressions, an edit elsewhere (another comp, an item's name, a marker,
music) reaches only the expression layers' frames.
* frames: an edit inside a precomp re-renders only where the precomp shows it
Editing anything inside a precomp cleared every cached frame of the
comps that nest it, even a music level in it. Project::dirty_spans now
follows precomps: it takes the spans their comp changed in, shifts and
scales them by the precomp layer's start and stretch (its whole span
under a time remap or Responsive Design timing), and keeps the outer
comp's other frames. Layers that read a changed precomp (a matte, a
waveform) re-render where they are active.
* disk cache: keep the frames an edit can't reach
The disk cache keys frames on a hash of the whole comp, so every edit
lost the frames that were only on disk (the blue bar), even a rename;
only those still in RAM were written again under the new key. When an
edit keeps RAM frames, it now also queues a disk carry: on the frame
pool, each kept frame of every disk series in use for that comp is hard
linked (or copied) to its new key with DiskCache::link_frame, oldest
edit first. The old entries stay, so undo finds them too.
* frames: a keyframe edit re-renders only around the keys it changed
Changing one keyframe (its value, interpolation or ease, in the
Timeline or the Graph Editor) re-rendered the layer's whole length, so
a key on a full-length layer cleared the whole cache. A layer that
differs only in keyframes of its Transform properties now re-renders
from two keys before the first changed key to two after the last
(auto-Bezier and continuous tangents reach the neighbouring segments),
to its in or out point past the first or last key. Static values,
expressions, roving keys, time remap and time effects still reach the
whole layer; effect keyframes do too for now (simulations and time
effects read other frames).
* frames: music volume keeps frames while no expression reads audio
Any expression in the project (a wiggle on another layer, even a
disabled one) made every layer's audio count as read, so changing a
music layer's Audio Levels re-rendered every expression layer and
changed the comp's disk key. Audio now counts for expressions only when
one may read it (Heard::audio_exprs): its text names audio or walks
properties by index. An audio-only change nothing reads no longer counts
as a change elsewhere in dirty_spans either.
* frames: a keyframe edit with few keys or beside a self-contained expression keeps the other frames
Changing a Scale key of a layer with two or three keys re-rendered the
layer's whole length: with fewer than two keys before (or after) the
changed one, the span fell back to the in (or out) point instead of the
first (or last) key, past which the value holds. And any layer with an
expression re-rendered on every edit, so a wiggle on a full-length layer
cleared the whole cache. An expression layer is now reached by edits
elsewhere only when its text may read outside its layer (it names a
comp, layer, footage, the project or its source); its parent and the
layers it picks are still read through referenced_layers.
* viewer: the caching chip stays up between uncached frames, with a spinner
The "Caching frames…" chip showed only while playback waited for a
frame, so during caching it flickered on and off with every frame that
arrived. It now stays up 0.6 s after the last wait (and hides at once
when playback stops). It is also smaller and quieter: a spinner, then
"Caching frames" without the ellipsis in dimmed smaller text, on a
fainter chip sized to its text.
* preview: the Preview panel's cache bar counts the preview's Resolution
With a preview Resolution set (Half, Third…), the frames a preview
plays are cached at that scale, but the Preview panel's bar counted the
series the viewer shows. When playback stopped, the viewer went back to
the comp's Resolution and the bar dropped from full to the frames cached
there. It now counts the preview's own series (Auto still follows the
viewer). The viewer and the Timeline's cache bar are unchanged.
* Contributors: add nazar-gavrylyk's name
* frames: an expression reading its own layer's markers or audio re-renders that layer
With expressions in the project, a layer's markers count when comparing it, and its audio counts
when an expression may read audio, so a marker or volume edit re-renders the edited layer over
its own span. Comp markers still count only through layers whose expressions name thisComp.
* frames: a keyframe edit on a layer with an expression re-renders the layer
An expression on the keyed layer can read the keyed property at other times (Rotation reading
Position with valueAtTime), so the frames past the changed keys may change too.
* cache_bench: read decoder counters through effectcraft-media
Only crates/media, crates/export and crates/interchange may depend on the FilmCraft crates.
* cache_bench: clips end where the next one starts
* frames: write-back uses the worker's disk keys while a Roto Brush model is active
persist_missing keyed disk frames on FrameKey::opts, which also carries the Roto Brush model
stamp; the worker and disk_frames key on the render opts' hash alone. With a model active every
RAM frame looked missing, was written again under keys nobody reads, and recorded a second disk
series.
* frames: an edit two precomps down reaches the outer comp
A precomp layer whose comp Arc didn't change was skipped, but the comps nested in it may have
(an edit in Inner leaves Mid's Arc as it was), so Outer kept every frame. Every nested comp is
walked now, each once per edit.
* cache_bench: stop when the disk cache can't be cleared
* frames: one disk carry job at a time
carry_disk runs on every timeline paint and idle pass, and spawned a pool job whenever carries
were queued; during a drag the extra jobs waited on the carry lock and held frame-pool threads
from the viewer. A scheduled flag keeps one job, which drains the queue in order until it's
empty.
* frames: a panicking disk carry is skipped, not left holding the job
The carry job clears carry_scheduled only on its normal exit; a panic in a carry would have left
it set for the session, so no later carry ran. Each carry is caught like the content key's
hashing, so the job always reaches its exit.
* frames: an expression reading its own in point or index re-renders its layer
A trim or rename kept the layer's frames outside the cut when the layer
drew the same apart from its span, but an expression on it can read its
own inPoint, outPoint or name (a fade from inPoint), so every frame of
the layer changes. Such a layer is no longer treated as only respanned.
An expression reading `index` reads the layers above it too: a layer
added or removed there shifts it, so `index` now counts as reading
outside the layer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* frames: an edit of a comp reaches the expressions of the precomps it nests
An expression in a precomp can read the comp that nests it
(`comp("Main").layer("Controls")`), but the walk into nested comps only
counted changes outside the edited top comp. Editing a hidden Controls
layer there (or any layer, when the precomp is time-shifted or reads it
at other times) kept every precomp frame in RAM and linked them all on
disk under the new key. Nested comps now see an edit of the comp above
them as an edit elsewhere.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* frames: an edit in a precomp under a time effect reaches its whole layer
A precomp layer running Echo, Posterize Time, Time Displacement or
another effect that reads the layer at other times shows a nested change
far from where it maps, but only the mapped span (a nested frame either
side) re-rendered. Such a layer now gives its whole span, like a time
remap. `reads_other_frames` lists those effects (every `ec.time.` and
`ec.sim.` effect and the others that call `self_at`); keyframe spans use
it too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* frames: a keyframe edit beside muted keys re-renders the whole layer
Muted keys are skipped when a property is evaluated, so the keys that
play around an edited key can be any distance away, but the span counted
two stored keys either side. A segment from an earlier playing key kept
its stale frames. Muted keys now give the layer's whole span, like
roving keys.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* frames: one echo in the precomp time-effect test (three saturate alike), rustfmt
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
On Linux, the discrete-GPU memory cap now comes from the card's video memory: min(3 GiB, ¾ of amdgpu's `mem_info_vram_total`), so a 2 GB RX 550 gets 1.5 GiB. The card is matched by PCI address, falling back to the smallest card with the same ids.
Also folds in CodeRabbit follow-ups from #1856 (PatchMatch flags buffer limit preflight), #1490 (arbitrary-map index wrap), #1836 (round_away for |x| >= 2^23) and #3025 (saturating FrameCache byte accounting).
Fixes#1487
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
* GPU: free effect working textures after each call instead of at frame end
A GPU frame keeps its encoder open while the CPU renderer runs layers with GPU
effects (Gpu::effects -> run_chain). Each call's Enc handed its textures back
to the shared pool, where they waited for every open encoder, so all effect
intermediates of a frame stayed allocated until the frame ended (17.7 GB by
layer 17 of a heavy 4K comp, then OOM). Effect calls now borrow a pool owner
(Enc::lent) that is given back once the call's work is submitted or
discarded; its kept textures are trimmed to the pool budget, so the rest are
freed after each call.
* GPU: one pool budget for idle effect calls, trimmed at the end of a render
Review of #1523: each idle lent owner kept up to POOL_BUDGET of textures of
its own, outside the shared accounting, and there were as many idle owners as
effect calls ever ran at once (16 frame threads: ~12 GB after a 4K render).
Giving a lent owner back now moves its kept textures to the shared free list,
so one POOL_BUDGET bounds what the free list and every finished effect call
keep. They skip Pool::release's wait for open encoders: only the lent Enc
recorded work on them, and that work is submitted or discarded. Each lend is
a fresh owner id, so a lease that outlives its call (an image handed to
another encoder) is released through Pool::release; this does not rely on
the result being read back.
Accelerator::render_end (called when an export ends) drops the kept textures.
* GPU: evict the pool's oldest free textures, guard escaped leases
Review of #1523 (follow-up to 0a884fb6):
- Pool::make_free rejected a texture when the free list was full and never
evicted, so once sizes that no longer occur (per-frame blur bounds, padded
layer sizes) filled the budget, every later free was a drop and every take
an allocation. It now evicts the least recently freed textures until the
new one fits.
- A lease read by another Enc (dispatch, copy, readback, display) or handed
to a cache is marked escaped and always released through the guarded
Pool::release, so a lent call can no longer reuse a texture that a still
open encoder reads.
- Docs: POOL_BUDGET caps the free list only; textures waiting for open
encoders and those of live Encs are outside it.
- export_async calls render_end from a drop guard, so the pool is also
trimmed when an export panics or its future is dropped.
- Tests use a private context with its own pool budget instead of a global
override; new tests for stale sizes and an image read by an open encoder.
* GPU: evict only stale pool sizes, count evicted textures until the GPU frees them
Evicting the least recently freed texture for every newcomer thrashed when a frame
frees more than the budget in a repeating order (blur/glow intermediates): each free
evicted the size the next call takes first, so misses came back to the old level and
evict + reallocate raised the peak.
The free list now evicts only sizes nobody asked for in the last 2 output frames
(Accelerator::frame_end, called by the export per frame); otherwise the incoming
texture is dropped and the kept set keeps hitting. Evicted bytes count against the
budget until the work submitted so far is done, so evictions run at most one budget
ahead of the GPU.
* GPU: lower the shared pool budget to 256 MB
On 4K RTX 3090 runs 256 MB matches the old code's peak reserved on d_blurglow
(9204 MB) and is 256-512 MB above it on c_effects (6592 vs 6080 MB), while
staying faster.
* GPU: end frames on the multi-frame render paths, route recording through Enc::record
Only the export pipeline called frame_end, so off export (preview, remote
frames) the pool's clock stood still, no size went stale and a full free
list dropped every newcomer. passes::comp_frame (exports), remote frames
and the preview workers now end each frame; test without pool_frame_end.
Docs: the frame clock is coarse with many frames in flight; dying only
throttles eviction, approximately; no cache path escapes images. Enc::record
is the single way to get the encoder outside context.rs and marks the
images it names (Enc::uses).
* GPU: wait for the empty submission while evicted pool textures still count
stale_sizes_do_not_starve_a_steady_size failed with 0 hits and 20 misses on
hardware adapters: pool_frame_end submitted an empty batch and then only did a
non-blocking Poll, and the queue's work-done callback did not run before the
next frame, so Pool::dying never drained and make_free stopped evicting stale
sizes.
While dying is non-zero, pool_frame_end now waits on that empty submission for
up to the readback timeout (the pool lock is already released). A wait timeout
just moves on and does not retire the context or its readbacks; other poll
errors still retire them. Without dying textures it keeps the cheap Poll.
Enc::crop records through Enc::record(&[src, &dst]) so both pooled images are
registered like on every other recording path (review).
* GPU: do not repeat the pool frame-end wait until evicted textures drain
A wait that frees none of the evicted bytes (timeout, or a WebGPU poll that
does not block) marks the pool stalled; later frames only poll until dying
drops. Test covers the no-repeat and partial-progress cases; dying decrement
saturates.
* Remote frames: end a pending frame that a new render replaces
A render arriving while a multi-pass frame waits for readbacks dropped that frame without
`frame_end`, so the GPU pool's clock skipped it. Errors return before `frame_begin`.
* Render: end the frame even when a comp frame panics
`passes::comp_frame` called `frame_end` only after a normal return, so a frame that
panicked (or whose future was dropped between passes) never aged the GPU pool.
* GPU pool: log the reuse rate at render end; test reuse across effect calls and frames
Log cumulative hits/misses (and reuse %) once per render before trimming. Tests
cover reuse within an open frame across effect calls, and across repeated frames.
---------
Co-authored-by: Matej Kozlovský <MatejKozlovsky@users.noreply.github.com>
Co-authored-by: bflatastic <bombayapirat@gmail.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
panels::crypto_pick is the eyedropper's viewer side; it is wired in by the next commit. Armed,
the hover names the ID under the cursor and highlights its coverage, a click replaces the
Selection with it, Shift adds, Alt or Ctrl (Option or Cmd on a Mac) removes. Each pick is one
undo step, "Pick Cryptomatte".
The probe the hover needs is built off the UI thread, one at a time for the app
(EffectcraftApp::crypto_probe_busy, re-arming included), not while playing and not until a
scrub has settled for 100 ms; meanwhile the chip says so. Session::crypto_probe_ready asks for
readiness without changing anything; a job is asked for only when it starts.
Clicks made meanwhile are queued, own the build and are made in order at the end of the pass,
after its keys and edits. A click is the frame, point, resolution and project revision its
press saw. If any of them changed before it is made (an edit, Ctrl+Z, a nudge, a frame step),
it and every click waiting with it are dropped and the status says "Pick not made". A pick's
own change of the revision doesn't count as an edit for a click still held. Losing the window
focus drops a held press. A click that takes the focus from the Selection field waits for the
field to commit and is made on top of it.
The overlay takes drags too: a click that drifts picks at its press, and one dragged further
than 24 points picks nothing ("Drag cancelled the pick"). Presses and releases are read from
the pass's events in order rather than from egui's end-of-pass click state, since a slow pass
can hold a whole click. Space, the Hand and the Zoom tool keep their clicks, the middle button
pans, and a right-click is passed on under viewer::FORWARDED_SECONDARY for the viewer to open
its context menu (the viewer side is in the next commit). Errors show in the chip in red,
without the command's prefix, wrapped to the viewer's width.
The hovered ID's coverage (Session::crypto_coverage) is drawn as a texture through the layer's
effect-space transform, rebuilt only when the hovered ID, frame or revision changes, and
exposed to the test harness as viewer.cryptoPick.highlight.
Supporting changes:
- EffectcraftApp::say sets the status line and restarts its 5 s; each status message now gets
its own 5 s, also when the same text is shown again.
- Points snap to the centre of the shown frame's pixel at the exact 1/n scale the viewer
renders (frames::render_scale; the frame key keeps 0.333 for Third, which named the next
row's ID). Cache Frames When Idle renders at that exact scale too, so idle-cached frames are
on the grid the pick reads.
Problem: pressing play on frames that still had to render left the playhead
standing still for seconds. The cache bar showed a gap of a few frames right
after the playhead while frames further ahead turned green, and playback
started only once the whole prefetch window was cached. The earlier #595
change (prefetch order, eviction) started the right frames first, but they
still finished last. Cache Frames When Idle left the same late-filling gaps.
Cause: prefetch frames render side by side on one rayon pool, and each
frame's own parallel loops run on that pool too. An idle thread steals a
piece of a frame that is rendering; when that piece waits on a nested
parallel loop, the thread picks up a queued frame job instead and renders
queued frames until the queue is empty. Only then does it return to the
piece it stole, so the frame that piece belongs to cannot finish while
frames keep being queued. The frames started first are the ones just ahead
of the playhead.
Fix: the frames of a playing preview and of Cache Frames When Idle render on
lanes: one single-thread pool per frame thread, one frame at a time each. A
lane's thread only ever works on its own frame, so no frame waits under
another. The shared pool keeps the viewer's frame, which still uses every
thread, and the few frames prefetched around it while paused. Queued frames
change hands when a preview starts or stops, or when the viewer shows one.
Idle caching takes every lane instead of half the pool's threads.
Tests: frames_started_first_are_done_first (a playing preview, idle
caching) and queued_frames_render_when_a_preview_starts_or_stops.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts came from upstream splitting crates/project/src/lib.rs and moving the
frames tests. Re-applied the branch's change in the new places:
- Layer::same_pixels_with now in crates/project/src/layer.rs
- Comp::same_pixels_with, same_settings(o, with_markers), pixel_form_with and the
timing-marker helpers in crates/project/src/comp.rs (same_pixels_ignoring_markers
stays removed)
- Project::reads_markers in crates/project/src/item.rs
- crates/ui-egui/src/frames.rs uses reads_markers/same_pixels_with; the branch's
two marker tests replace the old ones in crates/ui-egui/src/frames/tests.rs
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Conflicts in project/src/lib.rs and ui-egui/src/frames.rs: Comp::same_settings
takes with_markers and is shared by same_pixels_with and changed_span (#1641);
frames identity uses same_pixels_with/reads_markers and drops
same_pixels_ignoring_markers and project_has_expressions.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- `Frames::disk_frames` takes a frame range instead of a frame count, still clamped to the existing 100,000-frame limit.
- The Timeline passes the visible range (`disk_bar_range`), including frames only partly in view, and clips the blue bar to the work-area row.
- Membership stays live: nothing is cached, so the bar updates as before when frames are written, evicted or promoted to RAM.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`crates/ui-egui/src/frames.rs`:
- The cache remembers the scale of the frame on screen (the active viewer's urgent request). Prefetch and passive viewers don't change it, so a second viewer at another zoom can't evict the active viewer's frames.
- RAM and GPU eviction take frames of other scales first, then fall back to the existing playhead-aware order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replacing a virtual file bumps a counter the UI lookup reads. The content hash runs on that miss, from a callback, so the frame path does not stat every footage item or hash on every store write.
Turning Solo on or off hides or shows every other layer at every frame, so it
now recaches the whole comp. The kept span is widened by the comp's shutter
(phase and angle), since a frame's motion blur samples cameras, lights and
transforms up to three frames away. Comp::any_solo is shared with the
renderer so both read Solo the same way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Validate the previous content identity using the selected comp's layers
as well as its address. Otherwise a new solid changes the reachable
source set and prevents all frame carry. Read sources removed by undo
from the saved base snapshot, while still checking current values of
existing dependencies, project settings and nested comps.
Add regressions for short-solid add/delete, addition undo/redo, and
simultaneous edits to existing solid or nested-comp dependencies.
Both the addition and undo regressions failed before their fixes.
Validation on macOS:
- Frame-cache tests: 23 passed.
- cargo xtask ci: passed (3452 tests passed, 31 ignored), including
workspace release Clippy, tests, docs, PDF deps, layers, assets and wasm.
Local release builds used LTO=false and codegen-units=16; repository
profile settings are unchanged.
- Release UI driver: cut, move, add and delete; all 15 cache audits pass.
Adding/deleting a 2-3s solid retains 567/600 frames (only 59-91 recache).
Undo/redo immediately restores all 600 frames.
- All 4,800 CPU cached-vs-fresh frame comparisons match at Quarter preview
resolution; four full-comp playback sweeps have zero waiting steps.
The RAM preview keyed every frame by one identity of the whole comp, so any
edit (a cut, a trim, a nudge) made every cached frame a miss and the whole
comp recached. When only some of a comp's layers change, frames outside their
In-Out span now move to the new identity. Settings changes, reorders,
expressions, and edits that reach other layers (parents, track mattes, effect
layer pickers) still recache everything.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Upstream's #1167 fix and this branch both stop marker edits from invalidating
cached frames. Kept this branch's shared Project::reads_markers/same_pixels_with/
pixel_form_with (viewer frames, disk cache, nested comps) and folded upstream's
rules into them: any expression counts as reading markers, protected time
markers with a duration still change the frames.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Adding a marker replaced the comp, so every cached frame stopped matching and the preview had to
re-render before its audio could carry on. Plain markers change no pixels; protected time markers
with a duration still do (Responsive Design). Markers count in full again when a project uses
expressions, which can read them.
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Project::reads_markers and Comp::pixel_form_with are shared by the RAM and disk frame caches.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Markers counted as pixels in a comp's frame identity, so every marker edit
dropped the cached frames; the playing preview then hit an uncached frame
and stopped its sound. They now count only when an expression mentions markers.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Problem: while a preview played, the RAM preview cache evicted the least
recently used frame. The frames just ahead of the playhead had been rendered
(prefetched) before the frames just shown, so once the cache was full they
were evicted first; prefetch asked for them again, but its queue ran in
request order, so they waited behind every frame further ahead. Playback
ran into a gap right ahead of the playhead while frames far ahead stayed
green, re-rendered the same frames over and over (about four renders per
frame shown when the preview was longer than the cache) and stalled for
seconds. The prefetch window could also reach further ahead than the cache
holds.
Fix: the playing preview tells Frames where it is (Frames::set_playhead).
Evictions then take frames the preview does not reach first (other series,
behind it without looping), least recently used first, then the frame it
reaches last; prefetch renders the frame it reaches first; queued prefetch
frames it no longer reaches are dropped (and leave the in-flight set). The
prefetch window stops at what the cache holds. The viewer puts a CPU frame
that needs no averaging on screen without copying its pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: scrubbing a long movie showed the frame under the pointer
seconds after the pointer stopped. Every viewer frame a free frame-pool
thread had started kept running: each seeked the movie's one decoder and
decoded up to a GOP, and the newest frame waited behind all of them on
the decoder's lock (45 min 1080p H.264/HEVC, GOP 250: 1.8-3.6 s for the
last frame of a drag; a single jump is 0.1-0.4 s). FilmCraft's decoder
already polls a cancellation flag, but nothing set one.
Fix: FootageSource::cancellable / called_off and CancellableFootage (a
per-render view whose frame reads run under the render's own flag, so
reads on other threads answer to the right render). MediaPool runs them
under filmcraft_media::cancel::with_cancel. The frame workers render
through it, and a newer viewer frame calls off the comp's running viewer
frames of other times. A called-off render is not cached (frames, disk,
layer cache). Drag latency is now 0.1-0.3 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every viewer request spawns a job on the frame pool. A pool thread blocked
inside a render (waiting on a parallel loop's join) runs other pool work
meanwhile, rayon's injected jobs included: the spawn of the next request
started a whole frame render on top of the waiting one. Dragging makes a
new revision, and a new viewer frame, every UI frame, so renders nested
without bound on every thread, each holding its buffers (a large image's
full-resolution copies), until all memory was used. Holding the layer still
makes no new revisions, which is why only moving it did this.
A spawn now drains the queue, and one that lands inside a render on its
thread returns at once; the render below takes the queued jobs when it is
done. Each pool thread renders one frame at a time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
The cache bars count the frames of `shown_series`, which rebuilds the
series from the frame key's scale in thousandths (333 -> 0.333). The key's
`opts` hashed the render options with the f64 scale, and the frames had been
rendered at 0.3333..., so the series never matched and the bars stayed empty
at Third (and any resolution that isn't a whole number of thousandths, such
as Custom 1/7).
`opts_hash` now hashes the scale rounded to the key's thousandths, which the
key carries anyway.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Image sequences are watched only with All Footage (the default,
Non-Sequence Footage, leaves them alone). Purge also forgets the viewer's
per-revision disk keys, which hash footage files' size and time, so a
file reloaded without a new revision is keyed again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Cause: Auto dropped to Half below 75 % magnification, so text between
50 % and 75 % was rendered with fewer pixels than the screen shows and
looked soft. Below 100 % the frame texture was minified with a plain
bilinear sampler and no mip levels (Full at 46 % skipped most frame
pixels), so edges stair-stepped.
Fix:
- Auto renders the pixels the magnification needs, as in After Effects:
the coarsest whole factor that still gives every screen pixel a
rendered one (Full above 50 %, Half down to 33.3 %, Third down to
25 %, Quarter below).
- GPU frames: the display texture carries a full mip chain, each level
the 2 x 2 mean of the one above (display.wgsl `mip`, same bind group
layout as `display`), sampled trilinearly with Viewer Zoom Quality
More Accurate (Faster keeps the nearest pixel of the full-size frame).
- CPU frames (egui-wgpu textures have no mips): uploaded averaged down
by the whole factor that leaves about one texel per screen pixel, the
same box average as the texture-limit fit (#201), re-uploaded when the
magnification calls for another factor; drawn with texture coordinates
that keep each texel over its pixels when the size isn't a multiple.
Show Channel / exposure textures follow.
Tests: gpu tests::display_frames_are_mipmapped (level count and level 1
= 2 x 2 means of level 0), viewer_tools
auto_resolution_follows_the_magnification (60 % was Half) and
minified_frames_keep_their_texels_in_place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scrubbing asks for the viewer frame under the pointer at every step.
Each newer request only demoted the earlier ones to prefetch, so every
frame the pointer passed was still rendered, oldest first, holding the
frame threads the frame under the pointer needed. A newer viewer frame
of a comp now drops that comp's viewer frames that haven't started
(and releases them, so they can be asked for again). Frames already
rendering finish into the cache (rendering can't be interrupted
mid-frame), and the viewer keeps its last frame until the new one is
in. Prefetch frames and other comps' viewer frames stay queued.
Test: a_newer_viewer_frame_drops_the_ones_still_waiting (frames).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An 11000 x 2200 comp at Full resolution renders on the CPU, and the
frame went to egui as one texture over the device's 8192 px limit:
the upload failed every frame (a panic in debug builds) and the window
stopped drawing. Creating a comp that size at Full did the same.
Frames, snapshots, the channel / exposure view, other viewers, the
Layer and Footage panels and the Roto Brush overlay now go up averaged
down by the smallest whole factor that fits. The full frame stays
readable for pixel readouts.
Tests: frames_over_the_texture_limit_are_averaged_down and
full_resolution_frames_wider_than_the_texture_limit_fit (panicked
before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018gnTnH3Jmk5zr4tMq1Mc9f
The desktop app shares egui-wgpu's device, which had no uncaptured-error
handler, so wgpu's default one panicked on an out-of-memory error on
every frame thread; the panicking frame stayed "in progress" forever and
never rendered again. The GPU frame budget was a fixed 1 GiB.
- GpuContext::new logs uncaptured errors once its pipelines are built
(errors while building them still panic there, which the app catches
to fall back to CPU compositing).
- Gpu::within_memory runs GPU work in an out-of-memory error scope; on an
error the result is discarded and uploaded layers and pooled textures
are freed.
- Frame workers render each frame within it; out of memory, the frame
renders on the CPU and the RAM preview keeps half as many GPU frames
(down to 64 MiB), since wgpu can't tell how much video memory there is.
- A frame whose render panics renders again on the CPU, or is released,
so the viewer asks for it again.
Tests: a_frame_whose_render_panics_is_released (failed before),
running_out_of_video_memory_halves_the_gpu_frame_budget and
within_memory_returns_the_work_when_there_is_room.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Toggling a layer's Audio, Lock or Shy switch (or Hide Shy Layers) threw
away every cached frame: the RAM preview identity hashes each comp's
address, which any edit replaces, and the layer and disk cache keys
hashed every switch. None of these change pixels.
- Switches::pixels, Layer::same_pixels and Comp::same_pixels (exhaustive
field lists, so a new field must be considered) and Comp::pixel_form.
- Layer cache keys hash Switches::pixels; the disk cache's comp content
key hashes Comp::pixel_form.
- Frames::identity: when a new revision's comps draw the same pixels as
those of the comp's last new identity, that identity (and the project
holding its comps' addresses) is kept, so the frames stay, also when the
switch is toggled back.
With audio on, playback skipped frames that weren't rendered yet. Now the
sound waits: until the frames ahead (to the end of the preview, or what
fits in the RAM preview) are cached, every frame shows as it renders,
silently, like a preview without audio; then the sound starts in sync.
Reaching an uncached frame stops the sound instead of skipping frames.
Tests: audio_lock_and_shy_switches_keep_the_frames (frames.rs, nested
comps and toggling back), audio_lock_and_shy_keep_cached_layers (engine),
the disk key in tests_disk_cache, and
preview_with_audio_shows_every_frame_and_sounds_once_cached.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- PanelKind::Viewer(n): more Composition viewers (panels::viewers). One is active (the full
interactive viewer, showing the active comp); the others show their own comp's frame at that
comp's current time (CPU or GPU frames, their own textures) and become active on a click or
their tab, their comp becoming the active comp.
- view.newViewer (View menu, the Composition panel menu, Alt+Shift+N): a new viewer of the
active comp next to the one in use, which is locked. Opening a comp while the active viewer
is locked shows it in an unlocked viewer, or a new one when every viewer is locked. Closing
the active viewer hands over to another with its comp. Tabs are named after their comp, with
their own lock and swatch; Preview full screen maximizes the active viewer.
- UI state: viewers (comp per viewer) and active_viewer (serde).
- Tests: ui_viewers (lock on New Viewer, routing, click to activate, all locked → new viewer,
close hand-over, tab titles; an ignored snapshot). The bounded-drag frames test asserts what
holds when freed addresses are reused. Docs: parity, control protocol.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- FrameKey's identity is the comp's content (frames::comp_content), not the project revision:
an edit keeps the cached frames of comps it doesn't touch and undo finds the frames of the
state it returns to. The identity hashes the addresses of the comps a comp draws (~0.1 ms on
the 1500-layer test project; the full content hash took ~117 ms), by value the footage, solids,
proxies and project settings; with expressions, every item. Frames::content_of keeps a
project snapshot per identity with frames (or in flight), so Arc::make_mut always copies an
edited comp and its address can't be reused meanwhile; past 64 identities the least recently
used go with their frames (long drags).
- drop_stale is gone (frames of other contents are evicted least-recently-shown first).
- disk_cache::comp_content_key covers items' proxies and Use Proxy (it served stale frames).
- Tests: frames (content keys, edits elsewhere and undo, bounded drags, in-place edit safety),
ui_ram_preview (end to end), the disk cache proxy key. Docs: roadmap (M4 done), parity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>