Commit Graph
65 Commits
Author SHA1 Message Date
6df7eabe05 gpu: memory back-pressure for frames in flight (fixes OOM at 3–4 frames in flight) (#1550)
* 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: cap in-flight frame memory on Vulkan and DX12 (#1550)

wgpu destroys a dropped texture or buffer only once the submissions
that used it have completed and the device is maintained. With several
4K frames in flight on an export or effect-heavy render, frames can
record and drop working textures faster than the GPU retires them,
accumulating freed-but-not-destroyed allocations until a 4-8 GB adapter
runs out of memory (#879).

Add a memory gate (MemCap) checked every 8 effect steps or layers:
- Default cap of 3 GiB on discrete GPUs (low enough for 4-8 GB cards
  while leaving headroom above the 1.5 GiB upload cache and 256 MB
  shared pool) and 2 GiB on integrated/software adapters, overridable
  via EFFECTCRAFT_GPU_MEMCAP_MB (0 disables).
- Compare total_allocated_bytes against non-reclaimable bytes (upload
  cache, pool free list, live leases, staging, zeros) with hysteresis
  and a post-wait floor so the gate only drains when a wait can free
  dropped allocations and does not spin when caches or other open
  encoders hold memory over the cap.
- Submit and wait on the current Enc's own SubmissionIndex via a
  dedicated poll_wait helper (serialized by poll_lock) so a timeout
  simply carries on without retiring the context or its readback pool.

* GPU: warn on invalid EFFECTCRAFT_GPU_MEMCAP_MB, register crop sources, require GPU in the mem-cap child test

- memcap: an EFFECTCRAFT_GPU_MEMCAP_MB value that is not a whole number
  of MiB or overflows 64 bits now logs a warning and uses the default
  cap (it used to fall back silently, or wrap on overflow). Unset still
  means the default and 0 still turns the gate off.
- Enc::crop records through Enc::record, so a foreign source lease is
  marked escaped like in copy_into.
- The mem-cap child test starts its GPU through require_gpu, so
  EFFECTCRAFT_REQUIRE_GPU=1 fails when the GPU does not start, and
  prints a skip line (with the adapter name when the backend has no
  allocator report), which the parent passes on.

* 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 memcap: warn once when kept memory alone is over the cap; test the edge frames

A frame whose non-reclaimable memory exceeds the cap never waits when reclaimable
bytes stay below the hysteresis (waiting cannot free the kept set) and now logs
that once. Tests cover a frame over the cap, two frames that fit one at a time, and a
dropped frame giving its memory back.

---------

Co-authored-by: Matej Kozlovský <MatejKozlovsky@users.noreply.github.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-03 21:46:16 +01:00
08362b9c04 GPU: free effect working textures after each call instead of at frame end (#1523)
* 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>
2026-11-03 21:12:19 +01:00
Brandon Thomas 0d640999e6 Merge PR #2812 2026-11-03 09:04:46 -05:00
JonRC 6d5e84e7a5 Export: H.264, HEVC and AV1 tag the frames' own colour (#2879)
Every MP4 export said BT.709 whatever the Output color space, in the
colr box and in the bitstream, so Rec. 2020, P3, PQ and HLG renders
were labelled as BT.709.

Move the ProRes colr mapping to output_codes and use it for every movie
path: the nclx colr box, FilmCraft's H.264 ColorConfig (VUI), and new
colour fields in effectcraft-hevcenc (VUI) and effectcraft-av1enc
(color_config), which wrote 1-1-1 as constants. The matrix stays BT.709,
the coefficients every path converts with. Default renders don't change.
2026-11-02 14:11:33 -03:00
heojunfoandClaude Opus 5.5 3b2e26ceef Render Queue EXR sequences are scan-line, not tiled (#2805)
image's OpenEXR encoder writes 64x64 RLE tiles, which FilmCraft and other
scan-line readers refuse. Write the frames with the exr crate in scan lines
with ZIP, like comp.saveFrameAsExr.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 15:29:59 +09:00
Brandon ThomasandClaude Opus 5.5 35ce2186a4 Follow-up to #2804: ProRes frame headers carry the colr atom's colour codes
They said BT.709 for every output, so a non-709 render disagreed with its atom.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 21:53:42 -05:00
JonRC d0e7e09ecb Export: write a colr atom in ProRes MOVs (#2801)
ProRes renders had no colr atom, so the stream reported no primaries,
transfer or matrix. Write an nclc atom, as FilmCraft does for MOV, with
the codes of what the render path makes: the project's output space when
it has a working space, BT.709 otherwise.

sRGB output stays at transfer 1, which is still open on #340 and #464.
The frames don't change, so the pinned ProRes bytes move by exactly the
atom's 18 bytes.
2026-11-01 22:28:23 -03:00
erythrofr f6222ff5d5 Tests: document crop/resize regressions
Describe the dimension, pixel-preservation and extreme-input scenarios and
their synthetic-frame helper to address the review's documentation warning.
Test logic and the crop/resize implementation are unchanged.

AI assistance: OpenAI Codex (GPT-6).
2026-10-30 02:47:31 +01:00
erythrofr 63ec5f2aad Export: apply crop once when calculating resize dimensions
Calculate frame_size from the original rendered dimensions and effective
render scale before cropping, so locked-aspect resize does not apply the
crop margins a second time in its dimension calculation.

Add dimension and decoded-PNG regressions for crop, resize, padding, scaled
ROI, both interpolation qualities, and zero or extreme requested sizes.

AI assistance: OpenAI Codex (GPT-6).
2026-10-30 00:39:56 +01:00
BFlat 07d1de1764 Merge pull request #2534 from klosixgaming-arch/fix/2022-render-banding
export: dither 16/32 bpc renders on the way to 8 bits, and let Render Settings Color Depth set the render's depth (#2022)
2026-10-30 05:09:48 +07:00
midasmatterhorn 3217320c1c export: the yuv420 fast path checks the effective scale too 2026-10-29 23:48:55 +03:00
midasmatterhorn 7216e0eb6a Merge remote-tracking branch 'upstream/main' into fix-1568 2026-10-29 23:42:14 +03:00
BFlat 248818522a Merge pull request #1763 from Higgs32584/fix/1615-cpu-inflight-cap
Export: cap CPU frames in flight with EFFECTCRAFT_CPU_INFLIGHT (#1615)
2026-10-30 01:23:12 +07:00
BFlat b669e4a951 Merge pull request #2476 from ashokram-si/feat/targa-sequence-output
Export: Targa (.tga) sequence output, 24-bit RGB or 32-bit RGB + Alpha
2026-10-30 01:19:27 +07:00
Kaedo17 123095b6df export: tag BT.709 limited-range nclx; the ffmpeg oracles pick decoders by name and skip unbuildable fixtures
- Exported HEVC/AV1 nclx says BT.709 and limited range where the pipeline
  means it, matching what the players we tested assume; the round-trip
  tests pin the box values.
- The ffmpeg oracle helpers no longer read the flags column of
  `ffmpeg -decoders` for "is a decoder" — every row of that listing is a
  decoder, and the trailing D there is "supports direct rendering method
  1", which a build's hevc decoder may legitimately lack. Decoders are
  matched by the codec-name column alone.
- Fixtures a given ffmpeg build cannot actually encode (a listed encoder
  that fails at run time: hardware backends without their device, the
  noopenh264 stub) skip with a note instead of failing the run.
2026-10-30 01:30:53 +08:00
bflatasticandClaude Opus 5.5 3301c86f7f Export: the H.264 GPU-YUV frame loop takes the CPU cap too (Cx::inflight)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 23:19:41 +07:00
bflatastic f3f9be4be3 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-29 23:18:39 +07:00
Claude 3cac49374d G1: use as_chunks in the premultiplied dither test (clippy) (#2022) 2026-10-29 03:38:24 -05:00
Claude 9bfbce5117 G1: keep dithered premultiplied colour at or below alpha (#2022)
Dither can round a colour byte up while alpha rounds down (colour = alpha = 100.25/255 gives
alpha 100, colour 101), breaking the premultiplied invariant. Clamp each dithered colour byte
to the written alpha byte.

Test: dithered_premultiplied_colour_never_exceeds_alpha.
2026-10-29 03:06:31 -05:00
Claude 85e061fe0c Merge main into fix/2022-render-banding (#1631)
Resolve the export tests' module list (banding and h264_gpu_yuv both stay). #1631's
yuv420_frame checked Render Settings Color Depth itself; that depth is now the project's
depth for the whole render, so the GPU YUV path is taken only for 8 bpc renders. Above
8 bpc frames take the RGBA path, which dithers, so H.264 exports don't band either.
Test: renders_above_8_bpc_skip_the_planes.
2026-10-29 03:06:31 -05:00
Matej Kozlovský 6e69b91a80 Export: H.264 frames convert to YUV 4:2:0 on the GPU
Accelerator::comp_frame_yuv420 (default None) renders a top-level comp frame and
converts it over the background to the H.264 export's 8-bit BT.709 limited-range
4:2:0, every byte within one level of the CPU conversion (the GPU kernel follows
it operation for operation, including NaN and half-away-from-zero ties, but a
driver may contract its arithmetic). A 4K frame then reads back 12 MB of planes
instead of 133 MB of RGBA f32.

The H.264 export asks the accelerator for planes when a frame needs nothing after
the render (progressive, project depth, no crop/resize, rendered at the output
size) and otherwise renders and converts on the CPU as before. Deferred
readbacks (a browser worker) keep the pass-based path. Sizes the kernel can't
take (width not a multiple of 8, odd height) are declined before any GPU work.

Like Cx::frames, h264_frames caps GPU frames in flight only while the
accelerator is up (map_frames_while with the same liveness check): once the GPU
stops for good, the remaining frames render on the CPU side by side instead of
one at a time.

rgba_to_yuv420 moves to effectcraft_raster::yuv so the export and the GPU tests
share one reference. The GPU tests skip without an adapter (tests::gpu()), as
the crate's others do.
2026-10-28 13:19:24 +01:00
Dylan M. Taylor 072f2619bd Refactor export for strict Clippy checks 2026-10-28 06:09:21 +00:00
Claude 1c4e647d90 G1: dither only renders above 8 bpc (#2022)
An 8 bpc render has no finer values to dither, so its exports stay byte for byte what
they were (the pinned H.264 and ProRes files) and keep their size; 16 and 32 bpc renders
are still dithered on the way to 8 bits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
2026-10-27 16:05:02 -05:00
Claude fa14090e72 G1: dither the final 8-bit conversion so gradients don't band (#2022)
Exports converted the float frame to 8 bits by plain rounding, so a smooth
gradient rendered at 16 or 32 bpc came out as flat bands, the same as at
8 bpc: raising the depth changed nothing visible. After Effects dithers
colours converted to 8 bpc for render and export; do the same.

- raster: dither_u8 and Image::to_rgba8_dithered / to_rgba8_over_dithered
  round each channel up or down against a hash of the pixel position with
  a fixed seed (deterministic, no clock or global RNG). A value already on
  an 8-bit code, as everything rendered at 8 bpc is, is unchanged.
- export: Cx::pixels dithers the colour for every 8-bit output (stills,
  H.264, ProRes, HEVC, AV1, VP9); GIF keeps plain rounding (palette).
- export: the Render Settings' Color Depth now overrides the project's
  depth for the whole render instead of only quantising the finished
  frame, so a 16 bpc render of an 8 bpc project keeps its precision.

Tests: crates/export/tests/it/banding.rs (ramp export at 8/16 bpc and with
Color Depth overrides), raster unit tests for dither_u8.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
2026-10-27 15:38:08 -05:00
NetterSilverandClaude Opus 5.5 d8bca3cdd9 Overlap movie encoding with rendering
Movie exports (H.264, HEVC, AV1, ProRes, uncompressed) rendered a batch of
frames on every core, then encoded it frame by frame while the render
threads waited. Each batch now encodes on a pool shared by all exports while the
next batch renders (Cx::frames_beside). With deferred GPU readbacks, or
where no thread can be started (wasm without threads), the two still take
turns. A panicking encoder becomes an export error.

H.264 frames are converted to 4:2:0 on the render threads, per frame, instead
of on the encoder's critical path. The conversion reads 8-bit levels from a
table and rounds without a libm call; both give the same values as before
(tested against the previous formula).

Demo comp (1920x1080, 300 frames) to H.264 on a 16-thread Ryzen, export
wall time -6% (median of 7 interleaved runs); output byte-identical.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 17:40:41 +01:00
ashokram-si de27e1ea0a Merge main into feat/targa-sequence-output 2026-10-27 10:46:47 +05:30
ashokram-si c51a08ceb4 Export: Targa (.tga) sequence output, 24-bit RGB or 32-bit RGB + Alpha
After Effects lists Targa among its still-image output formats; EffectCraft
imported Targa (#745) but could not render to it.

- OutputFormat::TargaSequence ("Targa Sequence", `.tga`, numbered like the
  other sequences; `tga` / `targa` as a format name or output extension).
- Written by the `image` crate's Targa encoder (its `tga` feature, already
  enabled in effectcraft-media; no new crates, Cargo.lock unchanged), with
  run-length compression off: an 18-byte header, top-left origin, 24-bit BGR
  for RGB, 32-bit BGRA with 8 alpha bits in the image descriptor for
  RGB + Alpha (straight or premultiplied), 8-bit grey for Alpha.
- The render queue's size estimate counts the uncompressed bytes.
- CLI usage, the renderQueue command specs, README, architecture.md and
  file-format-parity.md name the new format.

Tests: each Targa frame holds exactly the pixels of the PNG sequence of the
same job, with the expected header, numbering and size; the frames read back
through the Targa importer as the same picture (straight, and premultiplied
when interpreted so); the image-sequence round trip, the format parser and
the renderQueue commands cover it too.
2026-10-26 15:34:12 +05:30
skylar taylor-barrick 69b9ce2bd1 M0.37: reconcile shared docking and qualify migration follow-up 2026-10-26 06:47:07 +01:00
Dylan M. TaylorandClaude Sonnet 5.5 4e9fa51f12 sonar: method paths instead of closures (rust:S1612)
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 08:17:16 +00:00
Higgs32584andClaude Opus 5.5 88f940d54e Export: CPU cap bounds images waiting to encode and survives a GPU stop (#1615)
Review of #1763:
- With EFFECTCRAFT_CPU_INFLIGHT set, each window is the CPU cap instead of
  one frame per thread, so rendered images held before encoding count
  against the cap too (a cap of 2 on 16 threads held up to 16 images).
- Once the GPU stops for good, the GPU cap lapses and the CPU cap alone
  applies, instead of the smaller cap (often the GPU default of 1) holding
  for the rest of the batch.

The caps are now an `Inflight { gpu, cpu }` that `map_frames_while`
re-evaluates per window and chunk.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 17:05:03 -04:00
Higgs32584andClaude Opus 5.5 46040928c8 #1615: cap CPU frames in flight during export (EFFECTCRAFT_CPU_INFLIGHT)
CPU renders kept one frame per thread in flight with no cap, so heavy comps
could be OOM-killed. EFFECTCRAFT_CPU_INFLIGHT=N renders at most N frames at
once through the existing capped path; unset keeps today's behaviour. With a
GPU cap too, the smaller cap holds for the whole batch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 21:56:54 -04:00
midasmatterhorn 30e02b06ca project: output_size clamps the scale, not the sides, and every renderer uses it
Clamping each side on its own broke the aspect ratio (a 30000x15000 comp
at 4x came out 30000x30000). The effective scale min(s, MAX_SIZE/w,
MAX_SIZE/h) keeps both sides within the comp limit, and the export
pipeline and the locked-aspect width derivation render at that same
scale, so nothing requests a frame larger than output_size reports.
2026-10-16 14:46:24 +03:00
Matej Kozlovský 2603a6f0e0 Export: render in parallel once the GPU stops for good 2026-10-15 01:30:54 +02:00
Matej Kozlovský 2669e1a1de Export: cap GPU renders only, for GPU-accelerated projects (#879 review)
- The cap applied whenever an accelerator was attached, so Software Only
  projects (which render on the CPU) rendered one frame at a time. It
  now needs the project's GPU acceleration too, as #898 gates it.
- Only the render is capped: each window of max(cap, threads) frames
  renders in chunks of the cap, then encodes in parallel, holding at
  most one window of images.
- An invalid EFFECTCRAFT_GPU_INFLIGHT (0, negative, not a number, too
  large) logs a warning before using the default.
- The default stays one frame: the GPU backend reports no free or total
  device memory portably, so it is not sized from VRAM.
2026-10-12 16:51:36 +02:00
Matej Kozlovský 9d63ec19fc Export: one GPU frame in flight by default (#879)
Three frames at once still filled an 8 GB card on the #879 project at
1080p (7.9 GB, the same as no cap); one frame peaked at 6.3 GB and two at
7.0 to 7.8 GB. One matches how the export scheduler in #898 renders image
sequences (one GPU worker, synchronous readback). EFFECTCRAFT_GPU_INFLIGHT
still raises it.
2026-10-12 16:23:12 +02:00
Matej Kozlovský 742472440e Export: cap GPU frames rendering at once (#879)
With a GPU accelerator every frame of a batch rendered in parallel, each
holding its own working textures, so a 30-frame 1080p batch could take
the whole card (20+ GB on an RTX 3090) and run shared-memory GPUs out of
memory. Cx::frames now renders GPU frames in consecutive chunks of 3
(EFFECTCRAFT_GPU_INFLIGHT overrides it), the same cap as the export
scheduler in #898; output order and the CPU path are unchanged.

Fixes #879
2026-10-12 16:00:05 +02:00
vangel76andClaude Opus 5.5 575642a5ed #372: uncompressed QuickTime (raw RGB / ARGB) output module format
Problem: the Render Queue had no single-file uncompressed output, so
handing a render to an external encoder meant a lossy codec, ProRes,
or an image sequence plus a separate WAV.

Fix: add the "QuickTime (Uncompressed)" Output Module format. Frames
are stored as QuickTime 'raw ' samples: 8-bit RGB (depth 24, rows
padded to even bytes) or ARGB with RGB + Alpha (depth 32), written
through FilmCraft's existing QuickTime muxer with PCM audio
(16/24-bit or float) like ProRes. Format name `uncompressed` on the
control channel; disk-space estimate and Sample Format menu included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:43:33 +02:00
sanyamsingh001andCodex 34b894a249 G3: preserve exported audio sample positions
Co-authored-by: Codex <codex@openai.com>
2026-10-10 17:55:50 +10:00
bflatasticandClaude Opus 5.5 8c4a3cbfe0 Export: a Render Queue job renders every frame on the project's renderer (#414)
Cause: pipeline::Cx rendered with Backend::Auto, which picks the CPU or the
GPU compositor for each top-level frame from measured frame times
(render::AutoPick: warm-up on both sides, a re-probe every 48 frames). The
two compositors differ slightly, so frames came out differently depending
on which side the timings favoured in that run, and two GPU exports of the
same frames differed.

Fix: the job renders every frame on the project's renderer, as After
Effects renders a job with one renderer: Backend::Gpu with Mercury GPU
Acceleration (frames the GPU declines still render on the CPU, as they do
in every GPU render), Backend::Cpu with Mercury Software Only. The viewer
and previews keep Auto. Docs (architecture, parity, web) say so.

Tests: render_settings::a_job_renders_on_one_compositor exports ten frames
with a stand-in GPU compositor that keeps Auto history and draws solid
green: with Mercury GPU Acceleration every frame is green and two runs are
identical (with Auto the warm-up sent frames to the CPU: it fails), with
Software Only the stand-in is never asked. The web worker GPU job test's
comment no longer describes Auto.

Diagnosis by @pat-the-wizard.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:26:17 +07:00
bflatasticandClaude Opus 5.5 1ccf7cb910 Export: Render Queue jobs keep a layer cache, so static layers render once (#413)
Cause: pipeline::Cx::render_at built the job's Renderer without a layer
cache, so every layer of every frame rendered from scratch (source, masks,
effects, styles), and the GPU compositor, whose uploads are keyed by the
cached buffers, uploaded every layer again on every frame.

Fix: each job (Cx) owns a LayerCache, the cache type the viewer uses, with
its default budget (1 GiB, the default Settings > Memory & CPU layer cache),
shared by the job's parallel frames and dropped with the job. With deferred
GPU readbacks it holds the accelerator's miss gate, as the job workers'
caches do. Cx::renderer builds the job's renderer (options, accelerator,
cache) for render_at and the test.

Tests: pipeline::tests::layers_render_once_per_job exports ten frames of a
solid animated only in Transform: the cache misses of the first frame are
the only ones (it fails without the cache: no layer is cached), and every
frame equals the frame rendered without the cache.

Diagnosis by @pat-the-wizard.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:26:16 +07:00
Brandon Thomas d5beb4b3c4 Merge pull request #344 from MindlessRuff/fix/exr-over-range
fix(export): keep values above 1.0 in EXR output (#339)
2026-10-09 09:31:40 -04:00
Brandon Thomas f87f3b3e1a Merge pull request #357 from HEOJUNFO/fix-317-aiff-float
Export: AIFF 32-bit float writes AIFF-C fl32 instead of 24-bit (#317)
2026-10-09 09:31:38 -04:00
7b632bdbc1 MCP: report render progress and handle cancellation
Keep serving during long renders, recover failed workers, and remove only files opened by the interrupted export. Cover progress, cancellation, EOF and output ownership with regression tests.

Co-Authored-By: OpenAI Codex <noreply@openai.com>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 00:20:22 -07:00
heojunfoandClaude Opus 5.5 303056eec4 Export: AIFF 32-bit float writes AIFF-C fl32 instead of 24-bit (#317)
The Output Module offers 32 Bit Float for AIFF and the queue reports F32, but
audio_file silently wrote 24-bit PCM because plain AIFF has no float. Write
an AIFF-C file instead: FORM type AIFC, an FVER chunk (AIFC Version 1), and a
COMM chunk naming the fl32 compression type, with big-endian IEEE float
samples in SSND. 16- and 24-bit stay plain AIFF.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:33:04 +09:00
MindlessRuff 1b2c5d1944 fix(export): keep values above 1.0 in EXR output (#339)
The EXR sequence writer and comp.saveFrameAsExr clamped colour to 0..1 before the sRGB decode, so a 32 bpc project lost every over-range value. The lower bound stays at 0 and alpha stays clamped. Tests cover Rgba and Rgb sequences and saveFrameAsExr.
2026-10-08 20:22:49 -07:00
Dexter 39e6907b5f G2: improve editing reliability and Windows rendering fidelity 2026-10-06 00:00:31 -05:00
Brandon ThomasandClaude Opus 5.5 c5e33f1a02 Never crash: deny panic lints in the already-clean crates and apps
These crates have no production panic sites: add the deny attribute so they stay clean
(geom, color, model, automation, host, export, plugin, and the desktop, CLI and web apps). The
plugin's wasm-only test module gets a separate cfg(test) attribute so clippy recognises it as
test code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 14:52:39 -04:00
Brandon ThomasandClaude Opus 5.5 f3715aac32 M13.30: web depth and polish
- GPU in browser job workers: each job worker opens its own WebGPU device
  (deferred readbacks); the Render Queue export and the analyses' frame loops
  are futures (render::passes, offload::run_request_async) whose frames
  render in passes, awaiting the device between them. GPU particles and
  Advanced 3D read back under keys too. workers.jobs reports passes and
  readbacks; the smoke test measures them.
- Layer buffers in the browser's OPFS disk cache: frame workers back their
  layer caches with a PrefetchStore; the page plans what to fetch before a
  request from recent misses (LayerPrefetch over the shared DiskIndex).
- Templates embed footage (default on, size-capped with a warning) and
  creating from a template extracts it next to the new project / into
  browser storage.
- ICC LUT profiles (lut8/lut16/lutAtoB/lutBtoA, from the public ICC spec) in
  Simulate Output > My Custom RGB, baked into a 3D LUT for the viewer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 02:57:17 -04:00
Brandon ThomasandClaude Opus 5.5 1906d9d639 M13.4: WebM Opus uses the module's bitrate and application (SILK / hybrid / CELT), low-bitrate export test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:17:57 -04:00
Brandon ThomasandClaude Opus 5.5 a30cf38180 Merge main into M13.4 (codec completion): HEVC/AV1 on the export pipeline (Cx), one key-frame interval for all movie codecs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:29:32 -04:00