Related to #1365. Display labels only; effect, command, parameter, panel and serialized ids and the AEP/script match-name tables are unchanged.
- 69 Cycore CC effects, Key Light, Mocha shape, Lumetri Color/Scopes and the Mercury renderer labels get descriptive names; the old names stay case-insensitive lookup and search aliases.
- Backend::parse accepts the new renderer labels, so reported settings round-trip.
- Display names are unique per language in every effect catalog (new test).
- Warp Stabilizer and Roto Brush keep their names until RFC-0029 settles.
- Mapping in docs/feature-naming.md.
* Disk cache: record the source files each frame reads
Part of #3184 (step 1): renders now report which footage files they read,
each with its identity (size and modification time) as read. Nothing uses
the list yet: images, cache keys and cache behaviour are unchanged.
- render: `reads` module with `FileStamp`, `ReadFile`, `ReadFiles` (sorted,
deduplicated, bounded; marked incomplete when it can't vouch for every
file) and the thread-safe `ReadLog`. `Renderer::reads` collects a frame's
files; `FootageSource::recording` lets a source note what it reads.
`file_stamp` uses the same identity.
- Layer cache entries keep the files their buffer was made of and report
them on every hit; derived entries (styles, blend space, flattened) keep
their base's. Buffers from the disk cache or the browser store don't know
their files yet and mark the list incomplete.
- Media pool: every file read notes its identity, taken from the file it
opens. Decoded frames, opened movies, GIFs, models and EXR channels keep
it with the cache entry, so a frame served from memory reports its file
without touching the disk.
- Viewer frame worker collects each frame's list and carries it to where
the disk entry is written (step 2 stores it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Automation: confined footage passes on the files it reads
Part of #3184: ConfinedFootage forwards FootageSource::recording to the
source it wraps, so renders of an automation session list their files
instead of coming back incomplete. The read tests also render through the
viewer's CancellableFootage wrapper.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: frame entries keep their source files, comp key from memory
Part of #3184 (step 2). Fixes#3175: opening a comp no longer stamps every
footage file of the project before its first frame can show.
- The comp's content key (`disk_cache::comp_content_key`) is taken from the
project in memory alone: no footage or proxy file is stamped, no
`VirtualFileId` is asked. `comp_content_key_with` is gone; `frame_key`
hashes a new entry version, so entries of the earlier format are never
looked up again (LRU evicts them).
- Frame entries (formats 2 and 3) store the files the frame read
(`EntryFiles`: size and modification time as read; size and content hash
through `VirtualFileId` for files from memory; missing files), then the
pixels. Formats 0 and 1 read as misses and are deleted.
- Check on hit: `get_frame`/`get_frame_f16` look only at the listed files
(one metadata call each) on the frame worker. A changed, back or unreadable
file, or a damaged entry, is a miss: the entry is deleted and the frame
rendered and stored again.
- A frame whose file list is incomplete is shown but not stored. The RAM
preview keeps each frame's files, so `persist_missing` writes only frames
with a complete list.
- Remote frame worker: `FrameServer` records each frame's reads
(`take_files`); the web worker stores them with the entry and the page
checks them through the file table before using it. The browser's media
epoch existed only for the old key and is removed. Export does not use
frame entries.
- The cache indicator still only asks whether an entry exists.
Tests: entry format round trip and damage, the check per file, and in the
viewer: a changed file re-renders exactly its frames (and a reopen reads the
rest from disk); a frame checks only its own files in a project with a large
unused sequence and the key looks at no file; missing, unreadable files and
damaged entries never serve a stale frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: layer entries keep their source files, no footage salt
Part of #3184 (step 3 of 4).
Layer buffers on disk (and in the browser's layer store) now carry the
files they were made of, like frame entries since step 2, and are checked
against exactly those files when used. The project-wide footage salt is
gone: nothing stamps every footage file any more.
- Layer entry format 4: the buffer's EntryFiles, then the pixels. A hit
checks only the listed files (metadata, or the VirtualFileId hook for
files from memory; Missing must still be missing); a change, a damaged
entry or the old format 0 is a miss and the entry is deleted, so the
re-rendered buffer replaces it. A hit reports its file list, so frames
made of buffers from disk are complete and get stored again.
- Buffers whose files can't all be named are not written.
- Layer disk keys: layer_disk_key = hash of the layer entry version, the
renderer version and the layer cache key (which names the footage items
with their paths and settings, from memory).
- PrefetchStore checks on use; an entry made of changed files is dropped
and forgotten, so the new buffer is queued over it. FrameServer passes
its virtual-file hook to its layer cache.
- Removed: footage_salt(_with), file_stamp, footage_stamp,
set_disk_salt, set_store_salt, Session::refresh_disk_salt,
poll_disk_salt, footage_fingerprint, disk_salt, disk_salt_background,
disk_salt_job, DiskSaltJob, the UI's per-frame poll, the salt in
FrameServer and in the availability worker (with its cache_enabled
plumbing). The disk cache is attached as soon as it is configured.
- Docs: architecture.md, web.md.
Tests: layer entries check their files (size, time, missing/back,
folder, damaged, old format, incomplete); virtual files; prefetch store;
media tests with a real pool across restarts (only the changed file is
read, projects with the same item ids never share an entry, missing,
unreadable and damaged never serve stale buffers); engine tests that the
cache is attached at once and edits do no file work (#1926, #3106).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: no-salt worker test, sequence paths in the frame-blend key
Part of #3184 (step 3 of 4).
- A frame-blended footage frame's layer-cache key now hashes the
sequence's file list: with no project-wide salt, two projects whose
items share an id and a first frame must not share its disk entry.
- Test: a frame worker syncing, patching and rendering a project with an
unused 5000-frame sequence asks its file hook only about the file its
buffer reads (the salt asked about every file at every sync).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: the comp key covers what its expressions can read
With an expression anywhere in the project, every comp's disk key hashed
every item of the project, so any edit (another comp, an unused footage
item) threw away every comp's frames on disk. The key now covers what the
comp can draw plus what the expressions among it can reach
(Project::pixel_reach):
- without expressions: the items the comp draws, without silent layers,
plus the footage its precomp layers swap in (Media Replacement);
- with expressions: every layer of the comps they reach, their markers,
the comps and footage they name with string literals (comp("Name"),
footage("Name")) together with which items have those names now, and
the footage named like a reached source (its data is read by name);
- the whole project when an expression computes a name, uses the object
model's constructors or internals, dynamic code, computed keys or
writes, or text the scanner can't read for sure (regex literals,
template strings, escapes): expression_reach errs towards reaching more.
Markers count only where an expression can read them (#1083). Memory
only, no file is looked at.
Tests: scanner and reach unit tests in the project crate; engine tests
for the key (own-comp expressions keep the key through edits elsewhere,
comp("Other") follows Other and not a third comp, a second comp taking
the name counts, a computed name counts every item, markers read from
another comp); a ui-egui test that the disk frames outside an expression
layer are carried when the comp it names changes.
Part of #3184. Part of #1492.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: Reload Footage drops the entries of its files, docs
File > Reload Footage now deletes the frame and layer entries whose file
lists name the reloaded item's files (DiskCache::drop_files), so a file
replaced by one with the same size and modification time, which the
check on hit can't tell apart, is read again. The index knows keys, not
files: the writer thread reads the files section at the start of each
frame and layer entry (not the pixels) after the writes queued before
it, and deletes the entries that list one of the files. Until it is
done, an entry made of one of them is a miss and frames aren't linked to
new keys. The entries are gone for good, so they don't come back after a
restart. Automatic reloads don't drop anything: they follow a changed
stamp, which the check on hit catches. The browser needs nothing (its
file identities are content hashes).
Removed: disk_cache::seal, which steps 2 and 3 left without callers (the
tests use seal_format). Updated the module, seal_format and forget_media
docs, and docs/architecture.md / docs/web.md describe the final design:
what is cached, keys from memory, file lists checked on hit, nothing
scans the project, incomplete lists stay in memory, Reload Footage drops
entries, edits keep the frames they can't change.
Tests: render unit tests (same size and time passes the check but not
the drop; other files' entries stay; an entry queued before the drop is
dropped; a layer entry too; written again afterwards it is used; the
drop survives a restart; a pending drop is a miss), and an engine test
through file.reloadFootage.
Closes#3184. Part of #1492.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: file stamps keep the whole modification time
A file's modification time was nanoseconds since 1970 as u64: a time before 1970
read as "no time" (two such files of one size looked alike) and times after 2554
were truncated. It is now i128 nanoseconds, negative before the epoch; None only
means the file system has no time. The content-key hash writes a presence tag and
the full value.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Automation: a refused footage read leaves the render's file list incomplete
Footage outside the read roots shows nothing and was noted as no file at all, so a
picture made without it had a complete, empty list and could be kept on disk for
a later session with other roots. A refused read during `recording` now marks the
list incomplete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Render: a buffer kept by another worker comes with its own files
LayerCache::insert returns the files of the buffer it keeps, and Renderer::keep
notes them in the render's log and returns them, so a render that uses another
worker's buffer lists that buffer's files (a file changed between the two reads
then has two identities and the list is incomplete).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Render: sampleImage and text fonts note the files they read
EvalCtx carries the render's read log. A sampleImage render records its footage
reads, keeps them with its per-thread cached buffer and notes them in the
evaluating render's log on every use. Text notes the font files it is drawn with,
with the identity their bytes were read with; a family that isn't installed, a
fallback or missing glyph, or a font from memory leaves the list incomplete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: frame entries store the whole modification time
A frame entry's file list stores a file's modification time as i128 nanoseconds
since 1970 (negative before), as the file stamps now keep it; the frame entry
format version goes to frame-entry-files-2 so entries in the old layout are not
read.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: layer entries store the whole modification time
Layer entries share the frame entries' file list layout, which now stores the
full i128 modification time: the layer entry format version goes to
layer-entry-files-2. The module doc names the font files text is drawn with
among an entry's source files, and what keeps a list incomplete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Layer cache: buffers that read other layers are keyed by the switches passed down
A layer whose effect reads another layer (Gradient Wipe, Set Matte, Blend…) gets
that layer drawn by its own renderer. Through a precomp layer, Switches Affect
Nested Comps, the switches inherited from the precomp layers above and motion
blur on change those pixels, but the key held only the layers' own switches: a
buffer made with the setting on was reused (from memory or the disk cache) with
it off. Such layers now derive their key with what the renderer passes down.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Layer cache: masked buffers are keyed by the mask motion blur gate
A mask with Mask Motion Blur On blurs even when the layer's own switch is off,
as long as the render's gate is open (Render Settings motion blur, and with
Switches Affect Nested Comps the precomp layers above). The key held the
layer's own motion blur state only, so a buffer blurred with the gate open was
reused with it closed (and the other way round), also from the disk cache.
Masked layer, input and footprint keys now tell a closed gate apart.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Render: cached buffers list what their expressions and substituted characters read
- Buffers made under `Renderer::recorded` (layer content, a Time effect's input, an adjustment
layer's footprint) evaluate their masks, shapes and effects with the context that notes into
the buffer's own read log, so a file an expression reads (`sampleImage`, also at shutter times
mask motion blur adds and the cache key doesn't see) is in the buffer's files.
- A styled layer served from the cache lists the files of the cached body and passes too, so
the buffers made of it (flattened, blending space) don't get a complete list when one of them
came with an incomplete one.
- A character put in by Character Offset or Character Value without a relayout notes the font
it is drawn with; a fallback face (or none) leaves the list incomplete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Render: text lists the font file of a run that draws no glyph; tests clean their temp dirs
An empty first paragraph draws no glyph, but in a box its face sets the
first baseline that places every later line. The read list took faces only
from glyphs, so it could be complete without that file. Note each style
run's resolved face as well.
The font-reads and confine tests use tempfile::tempdir(): a fresh
directory per run, removed on panic too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: Reload Footage closes the gaps around its drop (#3184)
- A reload while the disk cache is off is kept on the session
(pending_disk_drops) and applied when the cache is switched on, before
anything is read from it.
- Each render takes the cache's drop generation before it reads (frame
worker; layer cache at the miss). An entry listing a file dropped after
that is refused under the queue's lock, so a render that was under way
during the reload can't store pixels from before it. Such a frame is
shown with an incomplete file list, so persist_missing skips it too.
The per-file record is bounded (past it, everything older is refused).
- An entry read while its drop was pending is a miss even when the
writer ends the sweep between the read and the check (a stale hit
found under load): the pending drops and the generation are taken
before the entry is read.
- Test: a reopened project serves its frame from disk with no source file
opened or decoded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Disk cache: RAM frames keep the drop generation their render started at
Reload Footage empties the RAM preview, but an idle pass of
persist_missing may already hold a frame from before the reload. It
took the cache's drop generation when it ran, after the drop, so the old
pixels could be written back and, with the file's size and time
unchanged, served again after a restart.
Each RAM frame now keeps the disk cache its render started with and
that cache's drop generation then. persist_missing writes a frame only
to that cache, with that generation, and skips it once one of its files
was dropped since; a frame rendered without that cache is not written
from there.
Tests use tempfile directories (the layer drop test, the frame_files
folders under target/).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Doc comments for the functions this PR touches
* Disk cache: cap the free-space reserve at 10 GB, skip encodes the limit refuses
The reserve the cache leaves free on its disk was max(2 GB, 5% of the
disk) (#2551). On a 4 TB disk with 190 GB free that is 200 GB, so a
cache set to 20 GB had a limit of 0: every write was refused, the cache
never held anything, and only a log warning said so.
The reserve is now clamp(5% of the disk, 2 GB, 10 GB). It is there to
keep the cache from filling the disk, not to keep a share of a large
disk free: 10 GB leaves the system room to work on any disk, a small
disk still keeps 2 GB, and a 100 GB disk keeps 5 GB as before. After
Effects has only a maximum cache size and no reserve; a clamp keeps
the floor for small disks, where a fixed 10 GB would take most of the
space.
Writes the limit refuses cost no work: DiskCache::accepts_writes (one
atomic read) is checked before a frame is converted (put_disk_frame)
and before frames and layers are compressed (put_frame, put_frame_f16,
put_layer). The frame workers spent about 8 ms per frame and 14 ms per
layer on encodes that were then refused. persist_missing returns at
once at limit 0 instead of converting the RAM frames on every idle pass.
Settings > Disk shows the limit in effect in MB under Maximum Disk
Cache Size, with a note when free disk space lowers it
(settings.disk.cacheLimit).
* Disk cache: refuse writes below 64 MB of room, show this disk's reserve
Review follow-ups to the reserve fix:
- accepts_writes also refuses while free disk space leaves less than
64 MB of room (a limit the setting asks for is always used): a few
frames would fill it, and the rest would be compressed only to be
refused.
- While writes are refused the idle passes ask for no repaint, so the
UI keeps a frame coming every 5 s: the free space is read again and
the RAM frames are written once there is room.
- Settings > Disk names the space kept free on this disk (the reserve
the last reading applied; the rule from MIN/MAX_DISK_RESERVE when it
is unknown), and the "no room" note follows accepts_writes.
- The settings.disk.cacheLimit automation label is machine-readable
and the same in every language: limitMb, maxMb, reserveMb,
spaceLimited, writes.
- cargo fmt.
* Disk cache: follow 3D model sources in the comp's reach
The reach walk followed comp, footage and solid sources but not
LayerSource::Model. An expression reading a model layer's source
(thisComp.layer("Model").source.name) left the model item out of the
comp's content key, so renaming the model kept the key and the old
frames on disk were served. Every source item is followed now
(LayerSource::item), which also counts the model when no expression
reads it (Advanced 3D draws it).
The same omission is fixed in the RAM preview's content walk
(frames.rs) and in the layer key's walk of referenced layers
(cache/dependencies.rs).
* Disk cache: a render's drop generation travels with its reads; no disk entries for Expression Selectors
Drop generation per render: the layer cache recovered a buffer's drop
generation from the latest miss of its key, so a second render of the
key that started after File > Reload Footage lent its generation to a
render still running from before, and that render's buffer (the file as
it was) was written after the sweep. Now Renderer::recorded starts each
buffer's read log at the store's drop generation before anything is
read (ReadLog::starting_at); ReadFiles carries the earliest generation
through merges, so derived buffers (styles, the blend-space copy, the
flattened layer) and frames that use a buffer from memory carry it too.
LayerCache::insert keeps a buffer made of a file dropped since its
reads began neither on disk nor in memory; a list that doesn't say
counts as made before every drop. DiskCache::dropped_since takes the
list's own generation too. missed_at keeps only the miss time.
Expression Selectors: the layer key evaluates a text Expression
Selector's amount for the first character only, so a per-character
dependency such as textIndex == 1 ? 0 : footage("ref.png").width was
not in the key, and after the footage item's width changed a reopened
session reused the old layer entry. A text layer with an Expression
Selector now marks its reads unkeyed (ReadFiles::is_unkeyed), which
merges like the generation; such buffers stay in memory and are never
written to disk. Frame entries are unaffected: the comp's frame key
hashes what the expressions name. The equality and hash of ReadFiles
ignore both new fields.
* Disk cache: never serve a RAM layer buffer made before a drop of its files
A render that passed the drop check could sit in put_layer's encode
while Reload Footage cleared the layer cache and dropped the file, then
publish its old pixels to memory after the purge; get, and a fresh
render's insert, then served them. The disk-hit promotion went through
the same insert_mem.
Every way the cache hands out a RAM buffer (get, the kept-first path of
insert, an existing entry in insert_mem) now checks the entry's files
against the store's drops from their own generation (ReadFiles::since):
an entry made before a drop of one of its files is forgotten and the
lookup misses, so a fresh render's buffer replaces it. insert_mem also
re-checks a buffer just before publishing it.
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
A project file, an .aep, a timeline document or a Lottie file could give a
layer a time stretch of 1e-300 %, 0 or 1e300 %. Layer and comp time divide
by it and the audio mix read about usize::MAX source samples for one block,
which overflowed or tried a huge allocation and aborted the app.
- limits::stretch brings a stretch within After Effects' range (±1 % to
±9900 %, Layer.stretch in the scripting guide), sign kept; 0 and NaN are
100 %. Opening a project file corrects each layer and says so; a stretch
written as null (NaN in an auto-save) now opens instead of failing.
- .aep import and Lottie import clamp and report the stretch; timeline
import clamps the clip speed and warns.
- layer.timeStretch refuses a non-number and more than 9900 %; the Time
Stretch dialog's ranges match.
- Layer::layer_time / comp_time and the audio mix use the clamped stretch,
so a value set in memory can't divide by zero or read without bound.
Fixes#3247
* 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>
An adjustment layer replaced the comp below with its effects' result whatever its blend
mode. As in After Effects, a mode other than Normal now blends the adjusted comp onto the
comp below in that mode, inside the footprint, track matte and opacity (an adjustment
layer with no effects in Screen screens the comp with itself). CPU and GPU paths.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Noise, paint, the shutter, and the comp scene were still reaching the footprint key, so a finishing adjustment re-uploaded a full frame every frame. The key now uses EffectScope::Footprint and ignores that stack, while a moving mask still re-keys it.
The referenced model's solo render goes through the comp camera: its
depth of field (focus, aperture, iris, highlights) blurs it, none of
which is in the projection matrix — the evaluated Dof is hashed in now
(CodeRabbit, review of #2410).
A model with an animation clip selected is posed at its layer time
(Animation Speed and Looping are static and hashed): the layer time is
folded into the key, so every time is its own entry. A model without a
clip keeps one key across times, as before.
An Environment light's image lights Advanced 3D models, and its source
can be any layer's render (or any environment layer) — too open-ended
to hash: while one is on, the read is not cached. Each is covered by a
render test.
CC Composite stays After Effects-pure: its Layer parameter is gone, so
parameter indices match AE again (scripts and expressions that address
parameters by index). The model reference lives in its own effect,
ec.3d.instance3d (3D Channel, CPU, one layer parameter), which replaces
the layer's pixels with the referenced layer's render — alpha included.
A referenced model's solo render is now hashed into the owner's cache key
instead of declining the entry (Bflat, review of #2410): the layer, its
animated values and transform, the mesh item, the comp camera and lights,
draft 3D, the renderer setting and the in/out gate. Covered by a render
test: the copy is cached, served on the second render, and re-rendered
when the camera pans or the model leaves its in/out range.
Every undoable edit keeps the previous project for undo, so the comp it touches
is shared and Arc::make_mut deep-copies it: every layer and every keyframe. An
edit therefore costs time in proportion to the comp's size, and a script that
sets many keyframes in a big comp goes quadratic (a 1,600-layer build with
~100k sampled keys took ~45 minutes).
Comp::layers is now a Layers collection backed by Vec<Arc<Layer>>: copying the
stack copies pointers, and only the layer an edit changes is copied. The API
mirrors Vec<Layer>; serialized form is unchanged (a list of layers).
Comp::layer_mut and the iter_mut().filter/find call sites use find_mut /
iter_mut_where so they copy only the layers they actually change.
- prop.addKey in a 400-layer comp: 1.36 ms -> 0.16 ms per key (flat in comp size)
- the 1,600-layer script build: ~45 min -> 47 s, frames pixel-identical
- regression tests: an edit leaves the other layers shared with undo; layers
round-trip as a plain list
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VkpGcKfWyCudfSsQNiWAaG
render: upstream moved the tests_*.rs modules into crates/render/src/tests/; the branch's
tests_mask_feather.rs now lives at tests/mask_feather.rs and is registered in tests.rs.
path: rect() keeps the branch's explicit-outline version with an added NaN guard on the
roundness clamp bound (main's fix for the same panic).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Preview workers that start together miss the layer cache together, and each kept its own copy
of every layer; on the GPU each copy was uploaded and packed into its own Classic 3D atlas, which
ran the device out of memory on a cold start. LayerCache::insert now keeps the first buffer of a
key and returns it, and the renderer goes on with the returned buffer, so the workers share one.
Renders don't wait for each other: on the shared frame pool a blocking wait could end up beneath
the work it waits for (tried, it stalled playback for the wait's timeout).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects 2026 (sRGB working space, not linearised) maps red, green,
blue and 50% grey solids at Tint's defaults to 76, 150, 29 and 128/255:
Rec. 601 weights on the working-space values, not Rec. 709. CPU and GPU
kernel changed; tests pin the four greys within 1/255.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Through the renderer, a keyed burst draws as the constant rate during it,
still draws after the rate drops to 0 (unlike a rate of 0 throughout),
and draws as nothing born once Longevity has run out. A Birth Rate
expression on any of the three stepped particle systems keeps the layer
out of the layer cache; without one it is cached.
A Hold cut at 0.5 s reads 3 just before and 0 at 0.5 s under 33.3 %,
133.33 % and 200 % stretch, and the frame matches the unstretched one.
A Birth Rate expression reading a Controller layer's Opacity before
0.5 s: changing the Controller changes the 0.9 s frame, and the cached
render matches the uncached one.
The issue's scene: a Birth Rate keyed 3 until 0.5 s then 0 matches the
constant rate during the burst, still draws the burst at 0.9 s with no
new births, and is empty once Longevity has run out. Moving the earlier
key changes the 0.9 s frame through the layer cache. Layers offset by
0.5 s or stretched 200 % sample their own layer times.
A layer selected by another layer's effect (Displacement Map, Blend...) had
its structure, values, matrix and time hashed into the owner's key, but not
the comp camera/lights its own scene-reading effects (Caustics, CC Particle
World...) see. The owner's key included the scene only when the owner itself
ran such an effect, and a cached owner never runs the selected layer's
effects, so moving the camera or a light reused stale owner pixels.
Dependencies::layer now hashes comp_scene for every selected (or nested)
layer that reads it, with the same policy as owner keys.
Fixes#1252
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N9kwMcw2pYQ5fSjKa3ZPnh
In After Effects solo is not time-dependent: while any AV layer is soloed,
non-soloed layers are excluded at every time. The renderer, nested/collapsed
3D paths, engine viewer helpers and viewer hit tests only counted solo layers
active at the current time, so outside the soloed layer's in-out range the
whole comp reappeared. Drop the time condition (audio already ignored it).
Update the #66 viewer regression test to the AE behaviour and add a render
test for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Picking Alpha / Alpha Inverted / Luma / Luma Inverted in a layer's Timeline
Track Matte menu only dispatched a command when the layer already had a
matte layer, so with "No Track Matte" the click closed the menu and did
nothing. The mode items now run layer.trackMatte (Layer > Track Matte),
which keeps an existing matte and otherwise takes the layer above, or
reports that the top layer has none. The menu ticks the current mode and
the cell's tooltip names the matte layer and the mode (the 104 px cell
has no room for both).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Problem: scrubbing a long movie showed the frame under the pointer
seconds after the pointer stopped. Every viewer frame a free frame-pool
thread had started kept running: each seeked the movie's one decoder and
decoded up to a GOP, and the newest frame waited behind all of them on
the decoder's lock (45 min 1080p H.264/HEVC, GOP 250: 1.8-3.6 s for the
last frame of a drag; a single jump is 0.1-0.4 s). FilmCraft's decoder
already polls a cancellation flag, but nothing set one.
Fix: FootageSource::cancellable / called_off and CancellableFootage (a
per-render view whose frame reads run under the render's own flag, so
reads on other threads answer to the right render). MediaPool runs them
under filmcraft_media::cancel::with_cancel. The frame workers render
through it, and a newer viewer frame calls off the comp's running viewer
frames of other times. A called-off render is not cached (frames, disk,
layer cache). Drag latency is now 0.1-0.3 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An authored layer's effect buffer spanned only its painted content — the glyph
bounding box for text, the drawn bounds for shapes — while the size the stack
measures from (effect_bounds) is the whole comp-sized layer rectangle. Tiling
and displacement effects computed correct output for pixels outside the painted
rectangle and then wrote them into the buffer that was too small, so CC Tiler
repeated only within the text box and CC Smear lost its liquid trail at the
glyph edge (#658). Buf::cover now grows the stack's input to the layer's
rectangle with transparent margins — what a sized source's buffer already is —
applied by run_effect_stack whenever an enabled video effect will run, and
natively on the GPU by reallocating and copying the texture. The placement and
the sized-source paths are unchanged; two regression tests (CC Tiler spans the
region, CC Smear trails past the text bounds) fail without the growth.
Cause: render::content_bounds (used by snapping's targets and source, Align,
Distribute, the viewer's bounding box and handles) took shape layers' bounds
from draw_bounds, the rasteriser's safety rectangle: 1 px of anti-aliasing
padding around fills and width x miter limit / 2 + 1 around strokes. Two
squares snapped edge to edge therefore stayed 2 px apart, or much more with
strokes.
Fix: shapes::content_bounds uses visual bounds, as After Effects' layer bounds
do: the path bounds plus half the stroke width (through the draw's group
scale), with no anti-aliasing or miter padding. Rendering keeps draw_bounds.
Tests: render shape_content_bounds_are_the_visual_edges (a 100 x 100
rectangle is exactly +-50, +-55 with a 10 px stroke); engine
shape_layers_align_by_their_visual_edges (widths 100 / 110, Align Left puts
both edges exactly at 0).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit bfd0abd7437ad1d38652e3aef51f9ba5dea9100b)
Cause: CC Particle World projected its particles through a fixed camera
(distance 2 layer widths, looking at the layer centre) and never asked the
host for the comp camera, so moving or orbiting a camera layer left the
particles flat on the layer. It also had no Extras > Effect Camera. Separately,
the layer cache key ignored the comp camera and lights, so the effects that
read them (Card Dance / Shatter / Card Wipe Comp Camera, First Comp Light,
Caustics) kept a stale frame when the camera, a light or the layer moved.
Fix: as the Cycore manual describes, Particle World sees its particles through
the comp's active camera layer when there is one (EffectHost::comp_scene now
says whether its camera is a camera layer's, CompScene::camera_layer), through
card3d's comp-camera projection (factored out of Card Dance as comp_proj, with
Proj::view for depth, size scale and screen velocity). Otherwise it uses the
new Extras > Effect Camera: Distance (2), Rotation X / Y / Z (0) and FOV (50)
orbit the world origin; FOV moves the camera so the origin's plane keeps the
scale Distance gives it, so the defaults reproduce the old fixed camera bit for
bit (golden hashes unchanged) and old projects render as before. The Effect
Camera is left out of the simulation cache key, so animating it doesn't
restart the simulation. The plan is shared, so the GPU compositor follows too.
The layer cache folds the comp scene into the key of layers running an effect
in effects::READS_COMP_SCENE (render::comp_scene is shared with the host).
Tests: sim particle_world_follows_the_comp_camera (panning a camera layer moves
the particles, zooming spreads them, the Effect Camera is ignored then, the
default view keeps the Effect Camera, cameras facing away / zero / NaN draw
nothing) and particle_world_effect_camera (missing params = defaults, rotation,
distance and FOV change the view, extremes stay finite, the sim key ignores the
camera); render particle_world_follows_the_comp_camera (a real camera layer
panned 40 px moves the particles left, and the cached render after the move
equals an uncached one: it failed with the old cache key); gpu
particle_world_through_the_comp_camera (CPU vs GPU at 8 / 32 bpc, full and
half resolution). particle_golden / sim_golden unchanged. effects.md
regenerated; parity.md and gaps.md describe the fix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effects: effect points on shape layers start at the layer centre (#227)
# Conflicts:
# crates/ui-egui/src/panels/puppet_tool.rs
# crates/ui-egui/src/panels/viewer.rs
While a mask was being drawn with the Pen, its open path was filled as
if closed, so the layer went black except inside the points placed so
far, which made rotoscoping by eye impossible. As in After Effects, an
open mask makes no transparency: the layer shows whole until the path
is closed. Effects that take a mask as a path (Stroke and the others)
still get open masks.
Test: open_masks_make_no_transparency (render).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shape and text layers have comp-sized effect bounds centred on their
origin, but effects measured positions from the origin: a point at its
default "layer centre" sat at the comp's bottom-right corner, so Twirl
on a centred shape changed nothing and Bulge only its bottom-right
quarter. As in After Effects, effects now work in effect space,
measured from the top-left of the layer's effect bounds.
The renderer moves the layer buffer into effect space for the whole
stack (Buf::rebase, CPU and GPU alike) and hands effects everything
else in it: masks, other layers' pixels for layer parameters (each in
its own effect space, so Set Matte and displacement maps see a whole
shape layer), the layer's own frames (layer_input, also what Puppet,
Roto Brush and the Layer panel read) and the comp camera
(CompScene::rebased). Layer bounds are now right for every effect, so
pin_rect and EffectEnv::bounds_origin go and layer_rect serves edge
pinning too. Adjustment layers still run on the comp below as it is.
effect_bounds / EvalCtx::effect_to_comp replace the repeated "comp size
when there is no source" code; the viewer's effect point handles and
eyedroppers, Puppet pins, the Layer panel (paint, Roto Brush) and the
tracker's Corner Pin output use them.
Project schema 2: opening a schema 1 project moves positions held by
effects on shape and text layers by half the comp size, so set points
keep their place (point parameters with keyframes, Paint paths and
clone positions, Puppet seeds and pins, Liquify and Roto Brush
strokes). Points still at their default become the layer centre;
expression controls, adjustment layers and expressions are left as
they are (docs/architecture.md). The disk cache's render version is
bumped.
Tests: default_effect_points_sit_at_the_centre_of_a_shape_layer and
layer_parameters_see_a_whole_shape_layer (render, both fail before),
effect_points_on_a_shape_layer (GPU vs CPU),
opening_a_schema_1_project_moves_shape_layer_effect_points_into_effect_space
(engine), and the effects migration tests.
Part of #227
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Edge pinning (Turbulent Displace's default Pin All, Wave Warp's
Pinning, Bulge's Pin All Edges) holds the layer bounds still: a
comp-sized rectangle for shape and text layers. That rectangle started
at the layer's origin, but a shape layer's content surrounds its origin
(anchor 0,0), so everything left of or above the origin counted as
outside the layer and was pinned: only the bottom-right quadrant of a
centred shape moved.
The renderer now passes the bounds' top-left in layer coordinates
(EffectEnv::bounds_origin): (-w/2, -h/2) for layers without a source
rectangle, (0, 0) otherwise. util::pin_rect places the bounds there and
the three effects use it on the CPU and the GPU. Effect point
parameters keep their current layer coordinates.
Test: edge_pinning_displaces_all_of_a_centred_shape_layer,
edge_pinning_on_a_shape_layer (GPU vs CPU).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>