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- 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>
962 lines
38 KiB
Rust
962 lines
38 KiB
Rust
//! Background frame rendering and the RAM preview cache.
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//!
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//! Frames render on a dedicated thread pool from immutable `Arc<Project>` snapshots, so the UI
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//! never waits for the compositor. Results land in a memory-budgeted cache keyed by the comp's
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//! *content* ([`comp_content`]: the comp and everything it uses), frame, scale, view and render
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//! options; the timeline draws the cached range as the green cache bar. An edit keeps the frames
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//! of every comp it doesn't touch, and undo finds the frames of the state it returns to, as in
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//! After Effects. When the budget is full the least recently shown frames go first.
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//!
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//! wasm32 has no threads: jobs wait in the same priority queue and [`Frames::pump`] hands them
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//! to a [`RemoteFrames`] (the browser's frame worker, a second engine instance fed with project
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//! diffs, `effectcraft_engine::remote`) or, without one, renders them on the UI thread between
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//! egui frames, within a time budget.
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//!
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//! With the disk cache on (Settings ▸ Media & Disk Cache), every CPU-rendered frame is also
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//! written to disk under a content key (the comp's content hash, frame, scale, view and render
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//! options), and a job first looks there: frames survive restarts and project reopenings. The
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//! timeline shows disk-only frames as a blue cache bar.
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//!
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//! With Mercury GPU Acceleration (a [`Gpu`] on egui-wgpu's device and the project's renderer set
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//! to the GPU) frames stay on the GPU: the compositor writes an RGBA8 texture that the viewer
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//! registers with egui-wgpu and draws directly; pixels are read back only when something needs
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//! them (Info panel, eyedroppers, histograms).
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use std::collections::{BTreeSet, HashMap, HashSet, VecDeque};
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use std::sync::{Arc, Mutex};
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use effectcraft_engine::project::{ItemId, ItemKind, LayerSource, Node, Project, PropGroup};
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use effectcraft_engine::render::disk_cache::{self, DiskCache};
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use effectcraft_engine::render::{ExprHost, FootageSource, LayerCache, RenderOpts, Renderer};
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use effectcraft_engine::time::Tick;
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use effectcraft_gpu::{DisplayFrame, Gpu};
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use rayon::prelude::*;
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/// Comp identities (and the project snapshots behind them) the RAM preview keeps frames of.
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const MAX_KEEPERS: usize = 64;
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/// GPU frames kept for RAM preview (bytes of video memory).
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const GPU_BUDGET: usize = 1 << 30;
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/// A rendered viewer frame: CPU pixels or a GPU texture.
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#[derive(Clone)]
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pub enum FrameImage {
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Cpu(Arc<egui::ColorImage>),
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Gpu(Arc<DisplayFrame>),
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}
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impl FrameImage {
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pub fn size(&self) -> [usize; 2] {
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match self {
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FrameImage::Cpu(c) => c.size,
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FrameImage::Gpu(f) => [f.width as usize, f.height as usize],
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}
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}
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fn bytes(&self) -> usize {
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self.size()[0] * self.size()[1] * 4
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}
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fn is_gpu(&self) -> bool {
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matches!(self, FrameImage::Gpu(_))
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}
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}
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/// A viewer frame: its comp's content, the frame, scale, view and render options. `revision` is
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/// the project revision it was asked for at (job bookkeeping); it is not part of the identity, so
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/// a later revision with the same content finds the frame.
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#[derive(Clone, Copy, Debug)]
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pub struct FrameKey {
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pub revision: u64,
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/// The comp's content key ([`Frames::content_of`]).
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pub content: u64,
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pub comp: u64,
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pub frame: i64,
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/// Render scale × 1000.
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pub scale: u32,
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/// Hash of the 3D view camera (0 = the comp's active camera).
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pub view: u64,
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/// Hash of the other render options (Draft / Fast Previews, shadows, nested switches…).
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pub opts: u64,
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}
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impl FrameKey {
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/// Everything but the revision.
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fn id(&self) -> (u64, u64, i64, u32, u64, u64) {
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(self.content, self.comp, self.frame, self.scale, self.view, self.opts)
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}
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/// Whether `self` is a frame of the same comp content, scale, view and options as `base`.
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pub fn same_series(&self, base: &FrameKey) -> bool {
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FrameKey { frame: base.frame, ..*self } == *base
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}
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}
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impl PartialEq for FrameKey {
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fn eq(&self, o: &FrameKey) -> bool {
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self.id() == o.id()
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}
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}
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impl Eq for FrameKey {}
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impl std::hash::Hash for FrameKey {
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fn hash<H: std::hash::Hasher>(&self, h: &mut H) {
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self.id().hash(h);
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}
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}
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struct Cache {
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map: HashMap<FrameKey, FrameImage>,
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order: VecDeque<FrameKey>,
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bytes: usize,
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/// Bytes of GPU frames (also counted in `bytes`).
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gpu_bytes: usize,
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budget: usize,
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}
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impl Cache {
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fn insert(&mut self, k: FrameKey, img: FrameImage) {
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let (sz, gpu) = (img.bytes(), img.is_gpu());
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if let Some(old) = self.map.insert(k, img) {
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self.forget(&old);
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} else {
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self.order.push_back(k);
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}
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self.bytes += sz;
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if gpu {
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self.gpu_bytes += sz;
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}
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while self.bytes > self.budget {
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let Some(old) = self.order.pop_front() else { break };
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self.remove(&old);
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}
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// Video memory: drop the oldest GPU frames past their own budget.
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while self.gpu_bytes > GPU_BUDGET {
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let Some(i) = self.order.iter().position(|k| self.map.get(k).is_some_and(FrameImage::is_gpu)) else { break };
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if let Some(old) = self.order.remove(i) {
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self.remove(&old);
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}
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}
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}
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fn forget(&mut self, img: &FrameImage) {
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self.bytes -= img.bytes();
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if img.is_gpu() {
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self.gpu_bytes -= img.bytes();
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}
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}
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fn remove(&mut self, k: &FrameKey) {
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if let Some(i) = self.map.remove(k) {
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self.forget(&i);
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}
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}
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/// Shown again: last in line for eviction.
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fn touch(&mut self, k: &FrameKey) {
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if let Some(i) = self.order.iter().rposition(|o| o == k)
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&& let Some(k) = self.order.remove(i)
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{
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self.order.push_back(k);
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}
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}
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/// Drop every frame of the identities in `gone`.
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fn drop_contents(&mut self, gone: &HashSet<u64>) {
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let keys: Vec<FrameKey> = self.map.keys().filter(|k| gone.contains(&k.content)).copied().collect();
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for k in &keys {
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self.remove(k);
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}
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self.order.retain(|k| !gone.contains(&k.content));
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}
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fn evict_to_budget(&mut self) {
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while self.bytes > self.budget {
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let Some(old) = self.order.pop_front() else { break };
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self.remove(&old);
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}
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}
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}
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/// What a render job needs (all cheap clones).
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#[derive(Clone)]
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pub struct RenderSource {
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pub project: Arc<Project>,
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pub footage: Arc<dyn FootageSource>,
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pub expr: Option<Arc<dyn ExprHost>>,
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pub layer_cache: Arc<LayerCache>,
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/// GPU compositor on the viewer's device (Mercury GPU Acceleration), if available.
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pub gpu: Option<Gpu>,
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/// Keep GPU frames on the GPU for the viewer (native egui-wgpu textures). Off on the
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/// desktop: Show Channel / exposure / region-of-interest drawing read the CPU frame texture,
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/// so GPU frames are read back (the compositing still runs on the GPU). On in the browser
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/// while the viewer draws plainly, because there frames can't be read back synchronously
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/// (`EffectcraftApp::gpu_display`).
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pub gpu_display: bool,
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/// The persistent disk cache, when enabled.
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pub disk: Option<Arc<DiskCache>>,
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}
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/// Content keys of (project revision, comp), computed once per revision.
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type ContentKeys = Arc<Mutex<HashMap<(u64, u64), u128>>>;
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fn content_key(keys: &ContentKeys, project: &Project, revision: u64, comp: u64) -> u128 {
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if let Some(k) = keys.lock().ok().and_then(|m| m.get(&(revision, comp)).copied()) {
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return k;
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}
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let k = disk_cache::comp_content_key(project, ItemId(comp));
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if let Ok(mut m) = keys.lock() {
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if m.len() > 256 {
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m.clear();
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}
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m.insert((revision, comp), k);
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}
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k
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}
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/// The identity of a comp's pixels in `project`, cheap enough to take at every revision: the
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/// addresses of the comps it draws (an edit replaces a comp's `Arc`: `Arc::make_mut` copies it
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/// while another snapshot holds it, and [`Frames::content_of`] keeps one for every identity it
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/// hands out), and by value the project settings and the footage, solids and proxies it uses.
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/// With expressions in its comps (which can read anything) every item counts.
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pub fn comp_content(project: &Project, comp: ItemId) -> u64 {
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use std::hash::{Hash, Hasher};
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fn has_expression(g: &PropGroup) -> bool {
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g.children.iter().any(|c| match c {
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Node::Prop(p) => p.expr.is_some(),
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Node::Group(sub) => has_expression(sub),
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})
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}
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let mut h = std::collections::hash_map::DefaultHasher::new();
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format!("{:?}", project.settings).hash(&mut h);
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let mut seen = BTreeSet::new();
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let mut stack = vec![comp];
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let mut expressions = false;
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while let Some(id) = stack.pop() {
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if !seen.insert(id) {
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continue;
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}
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let Some(ItemKind::Comp(c)) = project.item(id).map(|i| &i.kind) else { continue };
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for l in &c.layers {
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if let LayerSource::Comp { item } | LayerSource::Footage { item } | LayerSource::Solid { item } = l.source {
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stack.push(item);
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}
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expressions = expressions || has_expression(&l.props);
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}
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}
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let ids: Vec<ItemId> = if expressions { project.items.keys().copied().collect() } else { seen.into_iter().collect() };
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for id in ids {
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let Some(it) = project.item(id) else { continue };
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id.0.hash(&mut h);
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if expressions {
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// (`comp("Name")`, `footage("Name")`)
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it.name.hash(&mut h);
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}
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match &it.kind {
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ItemKind::Comp(c) => (Arc::as_ptr(c) as usize).hash(&mut h),
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k => format!("{k:?}").hash(&mut h),
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}
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format!("{:?}", it.proxy).hash(&mut h);
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}
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comp.0.hash(&mut h);
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h.finish()
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}
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/// Hash of render options (part of [`FrameKey`] and of the disk key).
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pub fn opts_hash(o: &RenderOpts) -> u64 {
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let mut h = disk_cache::Hash128::default();
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h.write(format!("{o:?}").as_bytes());
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h.finish() as u64
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}
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/// Disk key of a viewer frame (render options included: region of interest, draft…).
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fn frame_disk_key(keys: &ContentKeys, project: &Project, key: &FrameKey, opts_hash: u64) -> u128 {
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let content = content_key(keys, project, key.revision, key.comp);
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disk_cache::frame_key(content, key.frame, key.scale, key.view ^ opts_hash)
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}
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/// A frame for a [`RemoteFrames`] renderer.
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pub struct RemoteJob {
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pub project: Arc<Project>,
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pub revision: u64,
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pub comp: ItemId,
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pub t: Tick,
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pub opts: RenderOpts,
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/// The frame's disk-cache key, when the renderer keeps a disk cache
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/// ([`RemoteFrames::disk`]): served from it on a hit, stored there after a render.
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pub disk_key: Option<u128>,
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}
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/// Premultiplied RGBA8 pixels from a [`RemoteFrames`] renderer.
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pub struct RemoteFrame {
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pub width: u32,
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pub height: u32,
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pub rgba: Vec<u8>,
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/// Render time (ms).
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pub ms: f64,
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}
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/// Called once with a remote frame (or why there is none).
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pub type RemoteDone = Box<dyn FnOnce(Result<RemoteFrame, String>) + Send>;
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/// Renders viewer frames elsewhere (the browser's frame worker), so the UI thread never does.
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pub trait RemoteFrames: Send + Sync {
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/// Frames it can render at the same time (0 when it is not usable: frames then render on
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/// the UI thread again).
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fn slots(&self) -> usize;
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/// Start rendering `job`; `done` runs when the frame arrives.
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fn start(&self, job: RemoteJob, done: RemoteDone);
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/// Drop cached intermediate results (Edit ▸ Purge).
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fn purge(&self) {}
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/// It renders GPU effects (its own GPU device): frames with effects go to it rather than
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/// the UI thread's GPU compositor, which would run their effects on the CPU.
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fn gpu(&self) -> bool {
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false
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}
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/// It keeps a disk cache of frames (the browser's Origin Private File System).
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fn disk(&self) -> bool {
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false
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}
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/// The disk cache holds the frame of this key (the blue cache bar).
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fn disk_contains(&self, _key: u128) -> bool {
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false
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}
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}
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/// Whether a comp (or a comp it nests) has a layer with enabled effects.
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pub fn comp_has_effects(project: &Project, comp: ItemId) -> bool {
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fn walk(p: &Project, comp: ItemId, depth: usize) -> bool {
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let Some(c) = p.comp(comp) else { return false };
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c.layers.iter().any(|l| {
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l.switches.effects && l.effects().is_some_and(|fx| fx.groups().any(|g| g.enabled))
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|| depth < 16 && matches!(l.source, effectcraft_engine::project::LayerSource::Comp { item } if walk(p, item, depth + 1))
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})
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}
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walk(project, comp, 0)
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}
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pub struct Frames {
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cache: Arc<Mutex<Cache>>,
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/// Keys queued or rendering.
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inflight: Arc<Mutex<HashSet<FrameKey>>>,
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/// Pending jobs, picked by priority when a pool thread frees up (the viewer's frame first).
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queue: Arc<Mutex<Queue>>,
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#[cfg(not(target_arch = "wasm32"))]
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/// None if the OS refused the threads: jobs then go to rayon's global pool.
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pool: Option<rayon::ThreadPool>,
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ctx: Option<egui::Context>,
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/// Render time of the last viewer (urgent) frame in ms, for the Info panel / perf readout.
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pub last_ms: Arc<Mutex<f64>>,
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content_keys: ContentKeys,
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/// [`comp_content`] identities by (revision, comp).
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identities: Mutex<HashMap<(u64, u64), u64>>,
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/// A project snapshot for each identity handed out, with when it was last asked for (see
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/// [`Frames::content_of`]); the counter.
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keepers: Mutex<(u64, HashMap<u64, (u64, Arc<Project>)>)>,
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/// Where frames render instead of the UI thread (wasm32), and how many it is rendering.
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remote: Option<Arc<dyn RemoteFrames>>,
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remote_busy: Arc<Mutex<usize>>,
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}
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impl Default for Frames {
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fn default() -> Self {
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#[cfg(not(target_arch = "wasm32"))]
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let threads = std::thread::available_parallelism().map(|n| n.get()).unwrap_or(4).clamp(2, 16);
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Frames {
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cache: Arc::new(Mutex::new(Cache { map: HashMap::new(), order: VecDeque::new(), bytes: 0, gpu_bytes: 0, budget: 3 << 30 })),
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inflight: Arc::new(Mutex::new(HashSet::new())),
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queue: Arc::new(Mutex::new(Queue::default())),
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#[cfg(not(target_arch = "wasm32"))]
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// A panicking job would abort the whole process (rayon's default for `spawn`): log it
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// and lose only that frame (the panic hook has logged the message).
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pool: rayon::ThreadPoolBuilder::new()
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.num_threads(threads)
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.thread_name(|i| format!("ec-frame-{i}"))
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.panic_handler(|_| log::error!("a frame render panicked; that frame was skipped"))
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.build()
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.ok(),
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ctx: None,
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last_ms: Arc::new(Mutex::new(0.0)),
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content_keys: Arc::default(),
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identities: Mutex::default(),
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keepers: Mutex::default(),
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remote: None,
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remote_busy: Arc::default(),
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}
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}
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}
|
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|
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/// Premultiplied f32 → egui premultiplied Color32 (alpha kept, so the viewer can show the
|
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/// transparency grid or the comp background colour underneath).
|
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pub fn to_color_image(img: &effectcraft_engine::render::Image) -> egui::ColorImage {
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let px: Vec<egui::Color32> = img
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.data
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.par_iter()
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.map(|p| {
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let a = p[3].clamp(0.0, 1.0);
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let c = |v: f32| (v.clamp(0.0, a) * 255.0 + 0.5) as u8;
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egui::Color32::from_rgba_premultiplied(c(p[0]), c(p[1]), c(p[2]), (a * 255.0 + 0.5) as u8)
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})
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.collect();
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egui::ColorImage::new([img.width as usize, img.height as usize], px)
|
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}
|
||
|
||
impl Frames {
|
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pub fn set_context(&mut self, ctx: &egui::Context) {
|
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if self.ctx.is_none() {
|
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self.ctx = Some(ctx.clone());
|
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}
|
||
}
|
||
|
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/// The egui context (to request repaints from callbacks).
|
||
pub fn context(&self) -> Option<egui::Context> {
|
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self.ctx.clone()
|
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}
|
||
|
||
/// The cached frame, which becomes the most recently used.
|
||
pub fn get(&self, k: &FrameKey) -> Option<FrameImage> {
|
||
let mut c = self.cache.lock().ok()?;
|
||
let img = c.map.get(k).cloned()?;
|
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c.touch(k);
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Some(img)
|
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}
|
||
|
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/// The [`comp_content`] identity of `comp` in `project` at `revision` (taken once per
|
||
/// revision). The project is kept while frames of that identity are cached or rendering, so
|
||
/// the comp addresses it hashes can't be reused by other comps meanwhile.
|
||
pub fn content_of(&self, project: &Arc<Project>, revision: u64, comp: ItemId) -> u64 {
|
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let known = self.identities.lock().ok().and_then(|m| m.get(&(revision, comp.0)).copied());
|
||
let id = known.unwrap_or_else(|| {
|
||
let id = comp_content(project, comp);
|
||
if let Ok(mut m) = self.identities.lock() {
|
||
if m.len() > 256 {
|
||
m.clear();
|
||
}
|
||
m.insert((revision, comp.0), id);
|
||
}
|
||
id
|
||
});
|
||
if let Ok(mut guard) = self.keepers.lock() {
|
||
let (clock, k) = &mut *guard;
|
||
*clock += 1;
|
||
let now = *clock;
|
||
k.entry(id).or_insert_with(|| (now, project.clone())).0 = now;
|
||
if k.len() > MAX_KEEPERS {
|
||
let inflight: HashSet<u64> = self.inflight.lock().map(|s| s.iter().map(|f| f.content).collect()).unwrap_or_default();
|
||
if let Ok(mut c) = self.cache.lock() {
|
||
// Snapshots of identities without frames go; past the limit the least
|
||
// recently asked for go too, with their frames (a long drag leaves many).
|
||
let cached: HashSet<u64> = c.map.keys().map(|f| f.content).collect();
|
||
k.retain(|i, _| *i == id || cached.contains(i) || inflight.contains(i));
|
||
if k.len() > MAX_KEEPERS {
|
||
let mut ages: Vec<(u64, u64)> = k.iter().filter(|(i, _)| **i != id && !inflight.contains(i)).map(|(i, (t, _))| (*t, *i)).collect();
|
||
ages.sort_unstable();
|
||
let gone: HashSet<u64> = ages.into_iter().take(k.len().saturating_sub(MAX_KEEPERS / 2)).map(|(_, i)| i).collect();
|
||
k.retain(|i, _| !gone.contains(i));
|
||
c.drop_contents(&gone);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
id
|
||
}
|
||
|
||
pub fn is_cached(&self, k: &FrameKey) -> bool {
|
||
self.cache.lock().map(|c| c.map.contains_key(k)).unwrap_or(false)
|
||
}
|
||
|
||
pub fn inflight(&self) -> usize {
|
||
self.inflight.lock().map(|s| s.len()).unwrap_or(0)
|
||
}
|
||
|
||
/// Cached frame numbers of the series of `base` (its comp content, scale, view and render
|
||
/// options) — for the cache bar.
|
||
pub fn cached_frames(&self, base: &FrameKey) -> Vec<i64> {
|
||
let Ok(c) = self.cache.lock() else { return vec![] };
|
||
let mut v: Vec<i64> = c.map.keys().filter(|k| k.same_series(base)).map(|k| k.frame).collect();
|
||
v.sort_unstable();
|
||
v
|
||
}
|
||
|
||
/// Frames of the series of `base` in the disk cache but not in RAM — the blue cache bar.
|
||
/// `opts` are the viewer's render options (part of the disk key).
|
||
pub fn disk_frames(&self, src: &RenderSource, base: &FrameKey, frames: i64, opts: &RenderOpts) -> Vec<i64> {
|
||
let remote = self.remote.as_ref().filter(|r| r.disk());
|
||
let contains = |k: u128| match (&src.disk, remote) {
|
||
(Some(dc), _) => dc.contains(disk_cache::Kind::Frame, k),
|
||
(None, Some(r)) => r.disk_contains(k),
|
||
(None, None) => false,
|
||
};
|
||
if src.disk.is_none() && remote.is_none() {
|
||
return vec![];
|
||
}
|
||
let ram: HashSet<i64> = self.cached_frames(base).into_iter().collect();
|
||
let oh = opts_hash(opts);
|
||
(0..frames.clamp(0, 100_000))
|
||
.filter(|f| !ram.contains(f))
|
||
.filter(|f| contains(frame_disk_key(&self.content_keys, &src.project, &FrameKey { frame: *f, ..*base }, oh)))
|
||
.collect()
|
||
}
|
||
|
||
/// Change the RAM preview cache budget (Settings ▸ Memory & CPU), evicting the oldest
|
||
/// frames when it shrinks.
|
||
pub fn set_budget(&self, bytes: usize) {
|
||
if let Ok(mut c) = self.cache.lock() {
|
||
c.budget = bytes;
|
||
c.evict_to_budget();
|
||
}
|
||
}
|
||
|
||
pub fn budget(&self) -> usize {
|
||
self.cache.lock().map(|c| c.budget).unwrap_or(0)
|
||
}
|
||
|
||
pub fn clear(&self) {
|
||
if let Some(r) = &self.remote {
|
||
r.purge();
|
||
}
|
||
if let Ok(mut c) = self.cache.lock() {
|
||
c.map.clear();
|
||
c.order.clear();
|
||
c.bytes = 0;
|
||
c.gpu_bytes = 0;
|
||
}
|
||
}
|
||
|
||
/// Queue a prefetch frame (no-op if cached or already queued/rendering).
|
||
pub fn request(&self, src: &RenderSource, key: FrameKey, comp: ItemId, t: Tick, opts: RenderOpts) {
|
||
self.request_with(src, key, comp, t, opts, false);
|
||
}
|
||
|
||
/// Queue the frame the viewer is showing: it jumps ahead of every prefetch job.
|
||
pub fn request_urgent(&self, src: &RenderSource, key: FrameKey, comp: ItemId, t: Tick, opts: RenderOpts) {
|
||
self.request_with(src, key, comp, t, opts, true);
|
||
}
|
||
|
||
/// An urgent (viewer) frame is queued or rendering.
|
||
pub fn urgent_pending(&self) -> bool {
|
||
self.queue.lock().map(|q| q.urgent_running > 0 || q.jobs.iter().any(|j| j.urgent)).unwrap_or(false)
|
||
}
|
||
|
||
fn request_with(&self, src: &RenderSource, key: FrameKey, comp: ItemId, t: Tick, opts: RenderOpts, urgent: bool) {
|
||
if self.is_cached(&key) {
|
||
return;
|
||
}
|
||
let Ok(mut q) = self.queue.lock() else { return };
|
||
// Jobs for an older project revision can never be shown: drop them.
|
||
let before = q.jobs.len();
|
||
q.jobs.retain(|j| j.key.revision >= key.revision);
|
||
let dropped = before - q.jobs.len();
|
||
if dropped > 0
|
||
&& let Ok(mut inf) = self.inflight.lock()
|
||
{
|
||
inf.retain(|k| k.revision >= key.revision || q.running.contains(k));
|
||
}
|
||
if urgent {
|
||
// Only the newest viewer frame is urgent; earlier ones become prefetch.
|
||
for j in q.jobs.iter_mut() {
|
||
j.urgent = j.key == key;
|
||
}
|
||
}
|
||
{
|
||
let Ok(mut inf) = self.inflight.lock() else { return };
|
||
if !inf.insert(key) {
|
||
return;
|
||
}
|
||
}
|
||
q.seq += 1;
|
||
let seq = q.seq;
|
||
q.jobs.push(Job { key, src: src.clone(), comp, t, opts, urgent, seq });
|
||
drop(q);
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
if self.remote.is_none() {
|
||
let w = self.worker();
|
||
// One spawn per job; each spawn renders whichever queued job matters most right now.
|
||
let job = move || {
|
||
w.run_next();
|
||
};
|
||
match &self.pool {
|
||
Some(pool) => pool.spawn(job),
|
||
None => rayon::spawn(job),
|
||
}
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
if let Some(ctx) = &self.ctx {
|
||
// rendered by `pump` after this UI frame
|
||
ctx.request_repaint();
|
||
}
|
||
}
|
||
|
||
fn worker(&self) -> Worker {
|
||
Worker {
|
||
queue: self.queue.clone(),
|
||
cache: self.cache.clone(),
|
||
inflight: self.inflight.clone(),
|
||
ctx: self.ctx.clone(),
|
||
last: self.last_ms.clone(),
|
||
content_keys: self.content_keys.clone(),
|
||
}
|
||
}
|
||
|
||
/// Render frames with `remote` from now on (`None`: on this thread again).
|
||
pub fn set_remote(&mut self, remote: Option<Arc<dyn RemoteFrames>>) {
|
||
self.remote = remote;
|
||
}
|
||
|
||
/// The remote renderer keeps a disk cache (the browser's).
|
||
pub fn remote_disk(&self) -> bool {
|
||
self.remote.as_ref().is_some_and(|r| r.disk())
|
||
}
|
||
|
||
/// Whether frames go to a usable [`RemoteFrames`].
|
||
pub fn remote_active(&self) -> bool {
|
||
self.remote.as_ref().is_some_and(|r| r.slots() > 0)
|
||
}
|
||
|
||
/// Frames the remote renderer renders at once (0 without one).
|
||
pub fn remote_slots(&self) -> usize {
|
||
self.remote.as_ref().map(|r| r.slots()).unwrap_or(0)
|
||
}
|
||
|
||
/// Frames being rendered remotely.
|
||
pub fn remote_busy(&self) -> usize {
|
||
self.remote_busy.lock().map(|b| *b).unwrap_or(0)
|
||
}
|
||
|
||
/// Hand queued frames to the remote renderer while it has free slots, most important first
|
||
/// (the viewer's frame, then prefetch in request order; a viewer frame requested while every
|
||
/// slot is busy goes to the first one that frees up). Frames that the GPU compositor can keep
|
||
/// on the GPU render here instead (no readback). Returns how many were started.
|
||
pub fn dispatch_remote(&self) -> usize {
|
||
let Some(remote) = self.remote.clone() else { return 0 };
|
||
let slots = remote.slots();
|
||
let w = self.worker();
|
||
let mut started = 0;
|
||
loop {
|
||
let busy = self.remote_busy();
|
||
if busy >= slots {
|
||
break;
|
||
}
|
||
let job = {
|
||
let Ok(mut q) = self.queue.lock() else { break };
|
||
let Some(i) = Queue::best(&q.jobs) else { break };
|
||
let job = q.jobs.swap_remove(i);
|
||
q.running.insert(job.key);
|
||
if job.urgent {
|
||
q.urgent_running += 1;
|
||
}
|
||
job
|
||
};
|
||
// The GPU compositor here keeps the frame on the GPU, but runs layer effects on the
|
||
// CPU (this thread can't wait for readbacks): frames with effects go to workers
|
||
// that render them on their own GPU.
|
||
let gpu_here = job.src.gpu.is_some() && job.src.gpu_display && !(remote.gpu() && comp_has_effects(&job.src.project, job.comp));
|
||
if gpu_here {
|
||
let t0 = web_time::Instant::now();
|
||
if let Some(img) = w.render_gpu(&job) {
|
||
w.finish(&job, img, t0);
|
||
continue;
|
||
}
|
||
}
|
||
if let Ok(mut b) = self.remote_busy.lock() {
|
||
*b += 1;
|
||
}
|
||
started += 1;
|
||
let (key, urgent) = (job.key, job.urgent);
|
||
let fw = self.worker();
|
||
let busy = self.remote_busy.clone();
|
||
let t0 = web_time::Instant::now();
|
||
let disk_key = remote.disk().then(|| frame_disk_key(&w.content_keys, &job.src.project, &key, opts_hash(&job.opts)));
|
||
let rj = RemoteJob { project: job.src.project.clone(), revision: key.revision, comp: job.comp, t: job.t, opts: job.opts, disk_key };
|
||
remote.start(
|
||
rj,
|
||
Box::new(move |r: Result<RemoteFrame, String>| {
|
||
if let Ok(mut b) = busy.lock() {
|
||
*b = b.saturating_sub(1);
|
||
}
|
||
match r {
|
||
Ok(f) => {
|
||
let img = egui::ColorImage::from_rgba_premultiplied([f.width as usize, f.height as usize], &f.rgba);
|
||
fw.finish_key(key, urgent, FrameImage::Cpu(Arc::new(img)), t0);
|
||
}
|
||
Err(e) => {
|
||
// Not rendered (a stale revision, a lost worker): the viewer asks again.
|
||
log::debug!("remote frame: {e}");
|
||
fw.release(key, urgent);
|
||
}
|
||
}
|
||
}),
|
||
);
|
||
}
|
||
started
|
||
}
|
||
|
||
/// Render queued frames, most important first. With a usable [`RemoteFrames`] they are only
|
||
/// handed over ([`Frames::dispatch_remote`]); otherwise they render on this thread until the
|
||
/// queue is empty or `budget` has passed (at least one frame). Returns whether frames are
|
||
/// still queued or rendering remotely. Only wasm32 needs this (native frames render on the
|
||
/// pool); elsewhere it does nothing.
|
||
pub fn pump(&self, budget: std::time::Duration) -> bool {
|
||
if cfg!(not(target_arch = "wasm32")) {
|
||
return false;
|
||
}
|
||
if self.remote_active() {
|
||
self.dispatch_remote();
|
||
return self.queue.lock().map(|q| !q.jobs.is_empty()).unwrap_or(false) || self.remote_busy() > 0;
|
||
}
|
||
let t0 = web_time::Instant::now();
|
||
let w = self.worker();
|
||
while w.run_next() {
|
||
if t0.elapsed() >= budget {
|
||
break;
|
||
}
|
||
}
|
||
self.queue.lock().map(|q| !q.jobs.is_empty()).unwrap_or(false)
|
||
}
|
||
}
|
||
|
||
/// Renders queued jobs (on a pool thread, or the UI thread on wasm32).
|
||
struct Worker {
|
||
queue: Arc<Mutex<Queue>>,
|
||
cache: Arc<Mutex<Cache>>,
|
||
inflight: Arc<Mutex<HashSet<FrameKey>>>,
|
||
ctx: Option<egui::Context>,
|
||
last: Arc<Mutex<f64>>,
|
||
content_keys: ContentKeys,
|
||
}
|
||
|
||
impl Worker {
|
||
/// Render the queued job that matters most right now. `false` when the queue was empty.
|
||
fn run_next(&self) -> bool {
|
||
let Worker { queue, content_keys, .. } = self;
|
||
let job = {
|
||
let Ok(mut q) = queue.lock() else { return false };
|
||
let Some(i) = Queue::best(&q.jobs) else { return false };
|
||
let job = q.jobs.swap_remove(i);
|
||
q.running.insert(job.key);
|
||
if job.urgent {
|
||
q.urgent_running += 1;
|
||
}
|
||
job
|
||
};
|
||
let t0 = web_time::Instant::now();
|
||
let disk = job.src.disk.as_ref().map(|dc| (dc.clone(), frame_disk_key(content_keys, &job.src.project, &job.key, opts_hash(&job.opts))));
|
||
let from_disk = disk.as_ref().and_then(|(dc, k)| dc.get_frame(*k));
|
||
let ci = match from_disk {
|
||
Some(f) => FrameImage::Cpu(Arc::new(egui::ColorImage::from_rgba_premultiplied([f.width as usize, f.height as usize], &f.rgba))),
|
||
None => {
|
||
let ci = self.render_job(&job);
|
||
if let (Some((dc, k)), FrameImage::Cpu(img)) = (&disk, &ci) {
|
||
let rgba: Vec<u8> = img.pixels.iter().flat_map(|c| c.to_array()).collect();
|
||
dc.put_frame(*k, img.size[0] as u32, img.size[1] as u32, &rgba);
|
||
}
|
||
ci
|
||
}
|
||
};
|
||
self.finish(&job, ci, t0);
|
||
true
|
||
}
|
||
|
||
/// Store a finished frame and release its job.
|
||
fn finish(&self, job: &Job, img: FrameImage, t0: web_time::Instant) {
|
||
self.finish_key(job.key, job.urgent, img, t0);
|
||
}
|
||
|
||
fn finish_key(&self, key: FrameKey, urgent: bool, img: FrameImage, t0: web_time::Instant) {
|
||
if urgent && let Ok(mut l) = self.last.lock() {
|
||
*l = t0.elapsed().as_secs_f64() * 1000.0;
|
||
}
|
||
if let Ok(mut c) = self.cache.lock() {
|
||
c.insert(key, img);
|
||
}
|
||
self.release(key, urgent);
|
||
}
|
||
|
||
/// The job of `key` is no longer queued or running (rendered or dropped).
|
||
fn release(&self, key: FrameKey, urgent: bool) {
|
||
if let Ok(mut inf) = self.inflight.lock() {
|
||
inf.remove(&key);
|
||
}
|
||
if let Ok(mut q) = self.queue.lock() {
|
||
q.running.remove(&key);
|
||
if urgent {
|
||
q.urgent_running = q.urgent_running.saturating_sub(1);
|
||
}
|
||
}
|
||
if let Some(ctx) = &self.ctx {
|
||
ctx.request_repaint();
|
||
}
|
||
}
|
||
|
||
/// The frame on the GPU, kept there for the viewer, if the compositor can do it alone.
|
||
fn render_gpu(&self, job: &Job) -> Option<FrameImage> {
|
||
let g = job.src.gpu.as_ref()?;
|
||
let mut r = Renderer::new(&job.src.project, job.src.footage.as_ref(), job.opts);
|
||
r.expr = job.src.expr.as_deref();
|
||
r.cache = Some(&job.src.layer_cache);
|
||
r.accel = Some(g as &dyn effectcraft_engine::render::Accelerator);
|
||
r.active_accel()?;
|
||
g.render_display(&r, job.comp, job.t).map(|f| FrameImage::Gpu(Arc::new(f)))
|
||
}
|
||
|
||
fn render_job(&self, job: &Job) -> FrameImage {
|
||
let mut r = Renderer::new(&job.src.project, job.src.footage.as_ref(), job.opts);
|
||
r.expr = job.src.expr.as_deref();
|
||
r.cache = Some(&job.src.layer_cache);
|
||
r.accel = job.src.gpu.as_ref().map(|g| g as &dyn effectcraft_engine::render::Accelerator);
|
||
// The GPU leaves the frame in a texture for the viewer; otherwise (Software Only, no
|
||
// adapter, or a frame the GPU cannot finish here) the CPU renders it.
|
||
// Auto (Mercury GPU Acceleration) shows each comp on whichever compositor measured
|
||
// faster for it (light comps composite faster on the CPU).
|
||
if let (Some(g), Some(a)) = (&job.src.gpu, r.active_accel())
|
||
&& job.src.gpu_display
|
||
{
|
||
// The browser cannot wait for the GPU to time it (and its CPU path is slow): always
|
||
// the GPU there.
|
||
let auto = if cfg!(target_arch = "wasm32") { None } else { r.frame_auto(a, job.comp, true) };
|
||
if auto.is_none_or(|(p, key)| p.choose(key)) {
|
||
let t0 = web_time::Instant::now();
|
||
if let Some(f) = g.render_display(&r, job.comp, job.t) {
|
||
if let Some((p, key)) = auto {
|
||
// Time the GPU's work, not just its recording.
|
||
g.wait();
|
||
p.record(key, true, t0.elapsed().as_secs_f64() * 1000.0);
|
||
}
|
||
return FrameImage::Gpu(Arc::new(f));
|
||
}
|
||
if let Some((p, key)) = auto {
|
||
p.declined(key);
|
||
}
|
||
}
|
||
let t0 = web_time::Instant::now();
|
||
let img = to_color_image(&r.comp_frame_cpu(job.comp, job.t));
|
||
if let Some((p, key)) = auto {
|
||
p.record(key, false, t0.elapsed().as_secs_f64() * 1000.0);
|
||
}
|
||
return FrameImage::Cpu(Arc::new(img));
|
||
}
|
||
FrameImage::Cpu(Arc::new(to_color_image(&r.comp_frame(job.comp, job.t))))
|
||
}
|
||
}
|
||
|
||
struct Job {
|
||
key: FrameKey,
|
||
src: RenderSource,
|
||
comp: ItemId,
|
||
t: Tick,
|
||
opts: RenderOpts,
|
||
urgent: bool,
|
||
seq: u64,
|
||
}
|
||
|
||
#[derive(Default)]
|
||
struct Queue {
|
||
jobs: Vec<Job>,
|
||
running: HashSet<FrameKey>,
|
||
urgent_running: usize,
|
||
seq: u64,
|
||
}
|
||
|
||
impl Queue {
|
||
/// The job that matters most: urgent first (newest), then prefetch in request order.
|
||
fn best(jobs: &[Job]) -> Option<usize> {
|
||
jobs.iter().enumerate().max_by_key(|(_, j)| (j.urgent, if j.urgent { j.seq as i64 } else { -(j.seq as i64) })).map(|(i, _)| i)
|
||
}
|
||
}
|
||
|
||
#[cfg(test)]
|
||
mod tests {
|
||
use super::*;
|
||
|
||
fn key(content: u64, frame: i64, opts: u64) -> FrameKey {
|
||
FrameKey { revision: content, content, comp: 1, frame, scale: 1000, view: 0, opts }
|
||
}
|
||
|
||
fn img() -> FrameImage {
|
||
FrameImage::Cpu(Arc::new(egui::ColorImage::new([2, 2], vec![egui::Color32::BLACK; 4])))
|
||
}
|
||
|
||
fn insert(f: &Frames, k: FrameKey) {
|
||
f.cache.lock().unwrap().insert(k, img());
|
||
}
|
||
|
||
#[test]
|
||
fn least_recently_shown_frames_go_first() {
|
||
let f = Frames::default();
|
||
f.set_budget(3 * 16);
|
||
for i in 0..3 {
|
||
insert(&f, key(1, i, 0));
|
||
}
|
||
// Frame 0 is shown again, so frame 1 is now the oldest.
|
||
assert!(f.get(&key(1, 0, 0)).is_some());
|
||
insert(&f, key(1, 3, 0));
|
||
assert!(f.is_cached(&key(1, 0, 0)) && !f.is_cached(&key(1, 1, 0)));
|
||
assert!(f.is_cached(&key(1, 2, 0)) && f.is_cached(&key(1, 3, 0)));
|
||
}
|
||
|
||
#[test]
|
||
fn frames_are_keyed_by_content_and_series_are_kept_apart() {
|
||
let f = Frames::default();
|
||
insert(&f, key(1, 0, 0));
|
||
insert(&f, key(2, 0, 0));
|
||
insert(&f, key(2, 1, 7));
|
||
// Other content or render options (Draft, shadows…) are another series.
|
||
assert_eq!(f.cached_frames(&key(2, 0, 0)), vec![0]);
|
||
assert_eq!(f.cached_frames(&key(2, 0, 7)), vec![1]);
|
||
// A later revision with the same content finds the frame (an edit elsewhere, an undo).
|
||
assert!(f.is_cached(&FrameKey { revision: 99, ..key(1, 0, 0) }));
|
||
assert!(!f.is_cached(&key(3, 0, 0)));
|
||
}
|
||
|
||
#[test]
|
||
fn an_edit_keeps_the_frames_of_comps_it_does_not_touch() {
|
||
use effectcraft_engine::Session;
|
||
use serde_json::json;
|
||
let mut s = Session::default();
|
||
let a = ItemId(s.execute("comp.new", json!({"name": "A", "width": 8, "height": 8, "duration": 1})).unwrap()["comp"].as_u64().unwrap());
|
||
let b = ItemId(s.execute("comp.new", json!({"name": "B", "width": 8, "height": 8, "duration": 1})).unwrap()["comp"].as_u64().unwrap());
|
||
let f = Frames::default();
|
||
let at = |s: &Session, c: ItemId| f.content_of(&s.project, s.revision, c);
|
||
let (a0, b0) = (at(&s, a), at(&s, b));
|
||
// Edit B: A's content (and frames) stay, B's change.
|
||
s.execute("layer.newSolid", json!({"comp": b.0, "color": "#ff0000"})).unwrap();
|
||
assert_eq!(at(&s, a), a0);
|
||
assert_ne!(at(&s, b), b0);
|
||
// Undo: B is back to the content its old frames were rendered for.
|
||
s.execute("edit.undo", json!({})).unwrap();
|
||
assert_eq!(at(&s, b), b0);
|
||
}
|
||
|
||
#[test]
|
||
fn a_long_drag_keeps_a_bounded_number_of_states() {
|
||
use effectcraft_engine::Session;
|
||
use serde_json::json;
|
||
let mut s = Session::default();
|
||
let a = ItemId(s.execute("comp.new", json!({"name": "A", "width": 8, "height": 8, "duration": 1})).unwrap()["comp"].as_u64().unwrap());
|
||
let f = Frames::default();
|
||
let mut last = None;
|
||
for i in 0..200 {
|
||
s.execute("comp.settings", json!({"width": 8 + i, "merge": "drag"})).unwrap();
|
||
let k = FrameKey { content: f.content_of(&s.project, s.revision, a), ..key(0, 0, 0) };
|
||
insert(&f, k);
|
||
last = Some(k);
|
||
}
|
||
// The snapshots and the frames kept stay bounded (a dropped identity's frames go with it,
|
||
// so a later state that reuses its addresses can't be shown an old frame).
|
||
assert!(f.keepers.lock().unwrap().1.len() <= MAX_KEEPERS);
|
||
assert!(f.cache.lock().unwrap().map.len() <= MAX_KEEPERS);
|
||
assert!(f.is_cached(&last.unwrap()), "the current state's frame stays");
|
||
}
|
||
|
||
#[test]
|
||
fn an_identity_keeps_its_comps_so_an_edit_in_place_still_changes_it() {
|
||
use effectcraft_engine::Session;
|
||
use serde_json::json;
|
||
let mut s = Session::default();
|
||
let a = ItemId(s.execute("comp.new", json!({"name": "A", "width": 8, "height": 8, "duration": 1})).unwrap()["comp"].as_u64().unwrap());
|
||
// A project nothing else holds (no undo history): make_mut would edit the comp in place,
|
||
// at the same address, if the identity hadn't kept a snapshot holding it.
|
||
let mut p = Arc::new((*s.project).clone());
|
||
drop(s);
|
||
let f = Frames::default();
|
||
let before = f.content_of(&p, 1, a);
|
||
let comp = Arc::make_mut(&mut p).comp_mut(a).unwrap();
|
||
comp.width = 16;
|
||
assert_ne!(f.content_of(&p, 2, a), before);
|
||
}
|
||
}
|