Files
tylerjenningsw 28e9e5229e Quick Offset: layer.quickOffset and keys.quickOffset commands (#1012)
After Effects 25.4's Quick Offset staggers selected layers, or each
layer's selected keyframes, in the order they were selected: the first
stays, the last moves by the drag and the ones between by equal steps,
landing on subframes.

layer.quickOffset {delta, layers?} moves each layer's start, in and out
point by total * i / (n - 1), worked out once in ticks with integer
arithmetic, so 1 frame over 4 layers gives 0, 1/3, 2/3 and 1 frame
exactly. keys.quickOffset {delta} does the same per layer for the
selected keys, the layers in the order their first key was selected;
every selected key of a layer, across its properties, moves by that
layer's comp-time offset through its start and stretch (reversed too),
keeping values, interpolation, easing and labels. Locked layers are
skipped and at least two layers are needed. With merge and fromStart,
delta is the whole drag and each step starts again from before it, so
the drag is one undo step and a key passed over survives. A delta or a
destination out of the range of times is an error, not a clamped move.

Docs: agents.md; architecture.md notes Quick Offset as the exception to
times snapping to frames.
2026-10-12 17:37:31 -04:00

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Architecture

Last reviewed: 2026-10-10 · Last updated: 2026-10-10 · Change: minor (crate table checked against crates/: effect count 306, VP9 inter frames) · Target: Adobe After Effects 2026

EffectCraft is a stack of small Rust crates. The engine knows nothing about the user interface; the egui frontend, the command-line tool and the MCP server all sit on top of the same Session and drive it through the same command registry.

1. Crates and layering

Dependencies only point downward (or along the few same-layer edges listed below). cargo xtask layers enforces this, and fails the build if a crate below L5 depends on egui, eframe, winit, rfd, cpal or muda. Everything in L0 to L4, the egui UI and the web app also build for wasm32-unknown-unknown (cargo xtask wasm); see web.md.

Layer Crate (effectcraft-…) Responsibility
L0 time Tick (254 016 000 000 per second), rational frame rates incl. NTSC, SMPTE and drop-frame timecode
L0 geom Vectors, matrices, quaternions, the layer transform (anchor, position, scale, orientation, rotation)
L0 color sRGB and linear, HSL/HSV, luminance, the 38 blend modes, label colors
L0 vp9enc VP9 encoder (profile 0, 8-bit 4:2:0, key and inter frames with motion search, loop filter and rate control; lossless at quality 100) for WebM export, from the VP9 bitstream specification
L0 opusenc Opus encoder: RFC 6716 SILK (NB/MB/WB), hybrid (SWB/FB) and CELT (FB) modes chosen by bitrate and application (audio / voice), 48 kHz 20 ms packets, mono/stereo, and the RFC 7845 OpusHead, for WebM export audio
L0 hevcenc HEVC (H.265) encoder from ITU-T H.265: Main / Main 10 4:2:0, IDR + P slices (quarter-pel motion, merge/AMVP), CABAC, deblocking, bitrate or constant-QP rate control, for MP4 (hvc1) export
L0 av1enc AV1 encoder from the AV1 bitstream specification: Main profile 8/10-bit 4:2:0, key + inter frames (quarter-pel motion), deblocking, for MP4 (av01) and WebM export
L1 raster Premultiplied float images, sampling, affine and projective warps, blurs, compositing (parallel with rayon)
L1 keyframe Animated values, keyframes with temporal ease and spatial Bezier, roving, hold, velocity
L1 segment Swappable trained models for Roto Brush and face tracking: the MaskModel and FaceModel interfaces, a registry of open-licensed models (authors, licence, URL, size, SHA-256), PyTorch checkpoint and TensorFlow Lite readers (with an interpreter), SHA-256, MobileSAM (TinyViT + Segment Anything decoder) and MediaPipe Face Landmarker (BlazeFace + Face Mesh V2) on rayon and ndarray's safe GEMM
L1 psd Photoshop PSD/PSB reader (layers, groups, masks, blend modes, text, layer effects, adjustment layers; 8/16/32-bit; RGB/CMYK/Gray/Lab) and a minimal writer, from Adobe's published format specification
L1 path Bezier paths, path operators (trim, offset, round corners, zig zag, twist, merge…), stroking, coverage masks
L2 project The document: items, compositions, layers, the property tree, render queue model, .ecproj serde
L2 text Fonts, shaping, layout, per-glyph geometry, text animators and selectors
L2 effects The effect registry (306 effects) and their CPU implementations
L2 svg SVG import (W3C SVG 1.1/2 static subset: shapes, paths, transforms, use, CSS, gradients) and rasterisation at any scale
L2 pdf PDF, PDF-compatible Illustrator (.ai) and EPS (PostScript subset) vector footage into the svg render tree: paths, fills, strokes, shadings, tiling patterns, clipping, text (embedded TrueType / CFF / Type 1 / Type 3 fonts; the bundled text fonts for the standard 14), images, blend modes, soft masks, optional-content layers
L2 model 3D models for Advanced 3D: glTF 2.0 (.gltf/.glb) and OBJ/MTL import (meshes, PBR metallic-roughness materials and textures, node hierarchy, skins, animations), parametric primitives, extruded/bevelled outline meshes and polygon triangulation
L2 track Motion tracking: feature/search region point tracking (pyramid normalized cross-correlation, Lucas–Kanade sub-pixel refinement), confidence, homography/affine/similarity solves
L3 render Evaluation and compositing: sources, masks, effects, transforms, 3D, motion blur, mattes, blending, layer cache, audio mixdown
L3 media Footage decoding (FilmCraft's pure-Rust codecs), image sequences, Photoshop and SVG stills, frame cache
L3 expr The expression engine (JavaScript via boa) with the After Effects object model
L3 export Render queue encoding: H.264, HEVC and AV1 MP4, ProRes, WebM (VP9 + alpha or AV1, Opus), PNG/JPEG/TIFF/EXR sequences, GIF, WAV/AIFF
L3 gpu The GPU compositor and GPU effects on wgpu compute shaders (Metal, Vulkan, Direct3D 12, WebGPU), checked against the CPU renderer
L3 interchange Premiere Pro interop through timeline interchange (FCP7 XML, FCPXML, OTIO, EDL, AAF, OMF via FilmCraft's filmcraft-interchange): sequences ↔ compositions (§6a)
L3 lottie Lottie JSON / dotLottie import and export (layers, precomps, eased and spatial keyframes, shapes, masks, mattes) with a warnings list for what Lottie cannot express
L3 plugin Effect plug-ins: loads sandboxed WebAssembly effect modules (plug-in API v1; the wasmi interpreter behind the wasm feature, on for native hosts) into the effect registry (plugins.md)
L4 engine Session: project, branching undo history, editor state, the command registry and menus, the ScriptUI window model (scriptui)
L4 script Scripting: JavaScript (boa) with an After Effects-style object model (app.project, comps, layers, properties, render queue) and ScriptUI (dialogs, palettes, dockable panels; script-host threads so dialogs block show()), whose edits run engine commands; AE match names
L4 host A fully wired Session (media, expressions, scripting, WebAssembly plug-ins, exporter) for the frontends
L5 ui-egui The desktop interface: docking, panels, viewer, timeline, graph editor, dialogs, control channel
L5 automation The MCP server, headless or bridged to the running app
L6 apps effectcraft, effectcraft-cli, effectcraft-web Desktop app; command-line tool (render, exec, get/set, MCP); the browser app (wasm32, web.md)

Allowed same-layer edges: path → keyframe, raster, text → path, pdf → svg, text, effects → project, text, path, track, media / expr / export / gpu → render, export → media, lottie → format, host → engine, script, script → engine.

The frontend uses craft-ui::docking for atomic layout transactions and pointer drop targets, and craft-ui::layout for bounded split geometry and resize interactions. A small adapter preserves EffectCraft's saved dock tree, stacked entries, floating rectangles and dynamic viewer/ScriptUI identities. Tab moves, edge splits, reordering, float/redock, activation and close operations use the shared model. The app retains composition-tab behavior, accordion height allocation and ScriptUI close callbacks. Lower layers cannot depend on craft-ui.

Viewer controls retain their native widgets inside a horizontal scroll area, so narrow panels keep dropdowns, exposure dragging and snapshot holds reachable. Keyboard focus scrolls the focused control into view. Active composition breadcrumbs use the selected-row theme color. The viewer_geometry tests inspect actual painted contrast, scroll geometry and pointer/keyboard reachability across the three themes.

2. Time

All time is an integer Tick, 254 016 000 000 per second, the least common multiple of every broadcast frame rate (×1001) and audio sample rate, so frame and sample positions are exact. Keyframe times are in layer time; layer_time = (comp_time - start_time) / stretch, and a Time Remap property overrides the source time. Commands snap layer times, keyframe times and comp durations to whole frames, as After Effects does, except Quick Offset (layer.quickOffset, keys.quickOffset), which staggers layers and keys onto subframes, as After Effects 25.4 does. Timecode is only a display.

3. Document model

Project { settings, items, render_queue }
Item    { id, name, label, parent folder, kind: Folder | Comp | Footage | Solid }
Comp    { size, pixel aspect, frame rate, duration, start timecode, background, work area,
          layers (index 0 = layer #1), markers, motion blur shutter, renderer }
Layer   { id, name, source (footage | comp | solid | text | shape | null | camera | light),
          in/out/start, stretch, switches, blend mode, track matte, parent, props }

Everything animatable is a Property in the layer's PropGroup tree, addressed by a path such as transform/position, effects/#1/blurriness, masks/#1/feather, or by @uid. Effects, masks, text animators and shape contents are groups in the same tree.

A project file (.ecproj) is the project as readable JSON, headed by savedBy (the EffectCraft version that wrote it) and schema; .ecprojx is the same data as XML (File ▸ Save a Copy As XML). Saving goes through Project::to_file_json, which checks that the text reads back before anything is written (JSON can't hold NaN or infinity), and files are written atomically. Opening a file that a newer EffectCraft saved shows a warning: fields this version doesn't know are dropped if it saves the project. Save, Save As, Save a Copy and Increment and Save keep the file's format (.ecprojx stays XML). Next to savedBy the file records the active comp and the open comp tabs (activeComp, openComps), which opening restores; they are editor state, not part of Project, so older files (and ids that no longer name a comp) open on the first comp and older versions ignore them.

schema changes when a saved value changes meaning; a project from an older schema is converted when it is opened (effectcraft_engine::upgrade_effects, which also refreshes effect instances from the registry) and saved with the current one, which older versions refuse to open rather than render wrongly. Schema 2 put effect positions on shape and text layers in effect space (§4, #227). Opening a schema 1 project moves what an effect on a shape or text layer (not an adjustment layer, whose effects see the comp below as before) holds as a position by half the comp size, so points that were set keep their place in the comp: point parameters with their keyframes, Paint stroke paths and clone positions, Puppet mesh seeds, pin rest points and positions, and Liquify and Roto Brush strokes. A point parameter still at its default and not animated is left alone: the old default sat at the comp's bottom-right corner, where most effects did nothing, and the same value is now the layer centre, as in After Effects. Expression controls (Point Control…) keep their values, because their meaning is up to the expressions that read them, and expressions are not rewritten, so an expression that computes an effect point on a shape or text layer from other values may need + [thisComp.width / 2, thisComp.height / 2]. Effects that use the layer bounds (edge pinning, wipes, Offset, generators) now cover the whole comp-sized bounds instead of their bottom-right quarter. Tracking data of effects that analyse footage (Warp Stabilizer, 3D Camera Tracker, Mocha shape) is left as it is: footage has a source rectangle, whose effect space did not change.

4. Rendering

Renderer::comp_frame(comp, t) walks the layers bottom to top. For each visible layer it renders the source (solid, footage frame, text, shape contents, or a nested comp), applies masks, then effects in order, then layer styles, then the transform into comp space (with motion blur sub-samples when enabled), the track matte, and finally blends into the accumulator. Adjustment layers apply their effects to the accumulator.

Effects run in effect space (effectcraft_render::effect_bounds): layer pixels measured from the top-left of the layer's effect bounds, which are the source rectangle, or for layers without one (shape, text) a comp-sized rectangle centred on the layer's origin that their content surrounds. A shape layer's default effect point (the bounds' centre) is therefore its content's origin, as in After Effects. The renderer moves the layer buffer into effect space for the whole stack (Buf::rebase, on the CPU and the GPU alike) and hands effects everything else in it too: masks, other layers' pixels for layer parameters (each in its own effect space), the layer's own frames at other times (Renderer::layer_input, also what Puppet, Roto Brush and the Layer panel read) and the comp camera. Effect point handles, Puppet pins and the Layer panel map effect space to the comp with EvalCtx::effect_to_comp. Adjustment layers run their effects on the comp below as it is.

Runs of 3D layers are composited per pixel through the active camera, with lights, shadows and depth of field (Classic 3D), or rasterised as meshes by the Advanced 3D renderer (below).

Advanced 3D (Composition Settings ▸ 3D Renderer ▸ Advanced 3D, comp.renderer; crates/render/src/three_d/adv, crates/model). A run of 3D layers becomes one scene of world-space triangles: 3D model layers (glTF 2.0 / OBJ footage, mapped from +Y-up model units into the layer by Geometry Options ▸ Model Scale; skins and animation clips played along layer time), primitive layers (Layer ▸ New ▸ Cube/Sphere/Plane/Torus/Cone/Cylinder, parametric in Geometry Options), text and shape layers with Geometry Options ▸ Extrusion Depth (glyph and fill outlines flattened, triangulated with holes and extruded with Angular/Concave/Convex bevels, per character so per-character 3D carries over), and a textured card for every other 3D layer. Classic 3D doesn't draw model or primitive layers, so adding one switches a Classic 3D comp to Advanced 3D in the same undo step, as in After Effects. Shading is physically based in linear light (glTF metallic-roughness; Cook–Torrance GGX specular, Smith–Schlick geometry, Schlick Fresnel, Lambert diffuse, after Karis 2013): parallel, spot and point lights with After Effects' falloffs, ambient lights, image-based light from an Environment light whose Source (or the comp's Environment Layer, Layer ▸ Environment Layer) is an equirectangular image (cosine irradiance map; roughness-indexed mip chain with the split-sum environment BRDF fit), and percentage-closer-filtered shadow maps (spot: perspective, parallel: orthographic over the scene, point: six cube faces). Cards keep Material Options (Accepts Lights/Shadows, Casts Shadows On/Only, Ambient, Diffuse, Specular); models and primitives add Base Color, Metallic, Roughness, Emissive. Rasterisation runs at 2×2 supersampling with a reversed-Z depth buffer; opaque triangles resolve visibility first, the transparent ones are sorted back to front and blended. The software rasteriser (adv::raster) is the reference and the headless/CI path; effectcraft-gpu implements Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) that repeats the shading step for step, and tests compare the two. Resolve, depth of field (a gather blur by each pixel's circle of confusion from the camera's Depth of Field settings) and the conversion back to the working encoding run on the CPU for both. Motion blur renders the scene at sub-samples spread over the comp's shutter (angle, phase, samples per frame) — layers with the Motion Blur switch, the camera and the lights at the sub-sample time, other layers at the frame time — and averages them. Layers with a blend mode, a track matte or Preserve Transparency are rendered on their own through the same camera and lights, hidden where the rest of the run is nearer, and composited from the farthest to the nearest through the 2D path (a 3D matte is itself drawn through the camera). Environment Light Background layers (Layer ▸ Light) draw their equirectangular image behind the run, looked up by each pixel's view direction. Not yet: collapsed 3D precomps (drawn flattened), morph targets, extruded strokes.

A layer cache keeps each layer's finished pixels (source, masks and effects) keyed by a hash of its evaluated inputs, excluding the transform. Static and transform-only layers render once; editing one layer re-renders only that layer. Each Render Queue job keeps its own layer cache for its frames. Effects that read the clock directly are declared in effects::TIME_DEPENDENT, and a test checks every registered effect against that list.

The viewer's RAM preview (ui-egui/src/frames.rs) keeps finished frames keyed by comp content, frame, scale, 3D view / region of interest and a hash of the other render options (Draft / Fast Previews, shadows, nested switches). Edits preserve unaffected comps' frames, and undo can reuse earlier content. During rapid edits at the same time and view, the viewer shows the newest completed revision while the exact requested revision renders; out-of-order completions cannot move it backwards. This avoids freezing until a slider or layer drag stops. Frames at other times or with other render options are never substituted. Obsolete queued jobs are dropped; running jobs finish into the cache. When the budget (Settings ▸ Memory & CPU) is full the least recently shown frames go first. The timeline's green bar counts cached frames of the current content and viewer settings. Resolution Auto renders the pixels the magnification needs, as in After Effects (Full above 50 %, Half down to 33.3 %, Third down to 25 %, then Quarter). The Resolution is the comp's (Comp::resolution, saved with the project): setting it is no undo step (undo, redo and history jumps carry the current values over) and, like the Shy switches, it is outside Comp::same_pixels, so cached frames stay valid. Below 100 % the viewer averages instead of skipping pixels (Viewer Zoom Quality More Accurate): GPU frames carry a mip chain sampled trilinearly, CPU frames go up averaged down by the whole factor that leaves about one texel per screen pixel.

A persistent disk cache (render::disk_cache, Settings ▸ Media & Disk Cache) backs both the layer cache and the viewer's RAM preview: layer buffers that were slow to render and every preview frame are written (LZ4, atomic rename, checksummed) under 128-bit content keys — the comp's content hash (the comp, what it uses, footage file size and time) plus frame, scale and view for frames; the layer key salted with the footage fingerprint for layers — so entries survive restarts and never go stale. LRU eviction keeps it under the size limit; Edit ▸ Purge empties it, cache.diskStats reports it, and the timeline draws disk-only frames in blue. In the browser the frames live in the Origin Private File System: frame workers write them, the page keeps the index (DiskIndex) and reads hits (web.md).

Deferred readbacks (effectcraft-gpu deferred): where a readback can't be waited for (WebGPU in a browser worker) a frame renders in passes. Accelerator::frame_begin / pass_begin / pass_missed / miss_gate: a readback not there yet starts asynchronously and the step returns a placeholder; the pass is missed, the layer cache's gate drops inserts until the pass ends, and the caller (remote::FrameServer::resume) renders again once the device delivered. Readbacks are keyed by content (a chain's input pixels and parameters; the frame's comp, time and options), so later passes are served from them; a pass without a miss is the frame.

Time effects (Echo, Posterize Time, Timewarp…) read the layer at other times through EffectHost::self_at: the renderer renders the layer's source and masks (plus, optionally, the effects before it) at that layer time via Renderer::layer_input, cached under separate input keys, with a nesting-depth guard.

Audio is mixed by render::audio::mix_comp in blocks: Audio switch, solo, Audio Levels and the Effect > Audio effects (effects::audio_fx, applied per layer with a pre-roll so blocks are independent). Export and preview playback share it; the desktop app plays it through cpal and the audio clock drives preview playback (ui-egui::audio). The sound starts once the frames ahead are cached; until then, and whenever playback reaches a frame that isn't cached, every frame shows as it renders, silently, rather than being skipped. Layer and frame caches ignore the switches that don't change pixels (Audio, Lock, Shy, Hide Shy Layers: Switches::pixels, Comp::same_pixels), so toggling them keeps the cached frames.

Layer styles (Layer ▸ Layer Styles; crates/render/src/styles.rs) render in layer space and may grow the layer's bounds. Drop Shadow and Outer Glow become separate passes composited below the layer with their own blend modes; the interior styles, Stroke and Bevel and Emboss are baked into the layer body. Interior styles are clipped to the layer: they blend onto its colour inside its shape and keep its alpha, so an anti-aliased edge mixes the style and the background only. Layer opacity fades the whole stack; Knockout and the R/G/B channel switches apply at composite time. Styled pixels are cached separately from the layer content, so editing a style reuses the cached source/masks/effects. Global Light is one setting per comp, mirrored into every layer's Blending Options and kept in step after each edit.

Paint and Puppet are effects whose instances carry nested groups. Paint (effects::paint) holds Brush / Clone / Eraser strokes (Path, Stroke Options, Transform, hidden Duration span); strokes rasterize as brush-tip dabs and composite in order, and the layer cache key includes which strokes are visible at the frame. Puppet (effects::puppet) holds meshes and pins: the mesh is traced from the input alpha, expanded, and triangulated (Delaunay + constraint recovery, cached by content); pins drive an as-rigid-as-possible solve (Igarashi et al. 2005) each frame and the input is texture-mapped through the deformed triangles. Pins are selected like properties (puppet.selectPins, marquee, Select All by kind) and rigged with expressions: Points Follow Nulls / Nulls Follow Points take pins as well as paths, and puppet.follow gives follower pins a Position expression that trails the leader by a delay. The renderer flattens nested effect groups into Params keys (effects::flatten_params). Commands: paint.*, puppet.*.

Half, Third and Quarter resolution render proportionally fewer pixels end to end. Footage starts at the render's size where the source can make it more cheaply than the full frame (FootageSource::frame_at_size): movies in opaque 4:2:0 Y'CbCr are box-filtered to half size before conversion (a quarter of the conversions; the result differs from converting first only in blocks where colours clip) and resampled from there, as other frames are from full size.

GPU compositor (crates/gpu; Project Settings ▸ Video Rendering and Effects ▸ Mercury GPU Acceleration, the default, or Mercury Software Only; render.backend). The CPU renderer is the reference and keeps rendering layer content (sources, masks, CPU effects, layer styles) into the layer cache. The render crate defines an Accelerator trait; effectcraft_gpu::Gpu implements it on wgpu compute shaders. RenderOpts::backend picks Cpu, Gpu or Auto (an accelerator attached and the project's renderer the GPU). Auto renders each comp's top-level frames on whichever compositor measured faster for it (render::auto::AutoPick, kept by the accelerator): per comp, output scale and path (readback or viewer display) it averages CPU and GPU frame times (warm-up on both sides, the fastest warm-up frame starting the average, single stalls capped), picks the GPU unless the CPU is clearly faster, and re-measures the other side every 48 frames. Render Queue jobs don't use Auto: every frame of a job renders on the project's renderer (the GPU compositor with Mercury GPU Acceleration), so runs of a render don't differ by timing. Light comps (a few small layers, which the CPU composites only within their bounds) then stay on the CPU instead of paying for full-frame passes and a readback. A GPU frame walks the comp like draw_comp: cached layer buffers are uploaded once per buffer, then transformed with the CPU's sampling (nearest, bilinear, Catmull-Rom bicubic, the same minification pre-filter), motion-blur sub-samples are accumulated, and track mattes, Preserve Transparency, layer style passes, knockout, all 38 blend modes (a WGSL port of color::blend), the 8/16 bpc clamp-and-quantise steps and colour-space conversions run on the GPU. Classic 3D runs composite on the GPU too (gpu::classic3d): the render crate prepares the planes (Renderer::prepare_3d_run: layer buffers with their bokeh depth of field, homographies per motion-blur sub-sample, materials, lights, track mattes), the GPU packs the buffers into one atlas texture and one kernel does the per-pixel fragment sort (intersecting planes, coplanar stack order), Blinn-Phong lighting, ray-cast shadows against the caster planes (Shadow Diffusion, Light Transmission) and blending. Adjustment layers run their effect stacks on the GPU-resident comp (Renderer::run_effects_on with an FxTarget): runs of GPU effects stay on the device and only non-GPU effects read back and upload. Advanced 3D runs render on the GPU end to end (gpu::adv3d, Renderer::prepare_adv_run / Accelerator::render_3d): each motion-blur sub-sample's scene is rasterised (advanced3d.wgsl), then compute kernels (adv3d.wgsl) resolve the 2×2 supersampling, average the sub-samples (nearest depth), apply the depth-based iris depth of field with the Classic 3D bokeh spans (three_d::bokeh::kernel_spans, highlight boost, progressive blur levels) and composite over the GPU canvas; only the depth of field reads back its 8-byte radius range. Runs whose layers need the 2D compositing path (blend modes, track mattes, Preserve Transparency) come to the GPU as a three_d::adv::SplitRun (Renderer::split_adv_run, draw_run's steps as data): the plain layers render as one scene over the canvas, then each special layer, farthest first, renders on its own, is hidden where the main scene is nearer (occlude), and goes through the 2D matte / Preserve Transparency / blend kernels (a 3D track matte renders solo through the camera). Environment Light Background layers draw their sky in a kernel (adv_sky, from Renderer::sky_draw) before the rest of the run, in Classic and Advanced 3D comps. Wireframe outlines draw on the GPU from the CPU's pixel list (Renderer::wireframe_pixels). GPU effects (effects::GPU_EFFECTS, 280 of them: blurs, colour correction, keying incl. Key Light, mattes, channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC Page Turn, CC Bender, CC Blobbylize), Cartoon, bevels, shapes, the transitions (CC light family, CC transitions, Block Dissolve), perspective (Radial Shadow, CC Cylinder / Sphere / Spotlight / Environment, 3D Glasses), generators, noise, grain, text (Numbers, Timecode), time, 3D Channel (aux channels as an extra texture), Immersive Video, colour management (colour programs from effects::color_program, LUTs in a storage buffer) and the simulations' render passes (the simulation stays on the CPU and hands its plan — sprites, pieces, blobs, grids — to a tiled rasteriser; the particle effects too, gpu::fx_particles: CC Particle World / Systems II, Particle Playground with its Layer Map frames in one atlas, CC Ball Action, CC Pixel Polly, CC Scatterize; plans too large for one item table draw in several passes over the previous one), and the geometry generators (Lightning, Advanced Lightning, Radio Waves, Stroke, Scribble, Vegas, Write-on, Audio Spectrum / Waveform, Basic / Path Text: bolts, strokes, waves, audio marks and glyphs are planned on the CPU, shared with the CPU effect, and rasterised in tiles with the CPU's coverage functions); see effects.md) repeat the CPU effect's steps (padding, box radii, parameters, hashes) as kernels, in one module per family (gpu::fx_* with shaders/fx_*.wgsl); consecutive GPU effects run as one chain with one upload and one readback. Statistics that need the whole frame (Auto Levels / Contrast / Color, Equalize, Shadow/Highlight, Color Stabilizer, Remove Grain's noise level) are measured on the CPU from one readback and applied on the GPU; effects reading other frames (Echo, Posterize Time, Time Difference, Time Displacement, CC Force Motion Blur, CC Wide Time, Pixel Motion Blur, Timewarp) upload the frames the host renders (time_frames) and combine them on the GPU; Time Displacement's per-pixel times and Timewarp's motion vectors (time_fx::timewarp_plan) are computed on the CPU. Numbers and Timecode rasterise their glyph coverage on the CPU (textfx::text_layer) and composite it on the GPU. Other layers an effect reads (gradients, reveals, environments) are fitted on the CPU (util::fit_layer) and uploaded. Where f32 cannot follow the CPU's f64, the CPU solves the part that needs it and the GPU uses the result: Warp's Fisheye and Twist past 50 % or with a distortion (a Newton inverse that wanders chaotically near the crease) sample the CPU's inverse map (warp_inverse_map). Settings a kernel cannot match still render on the CPU (effects::catalog::gpu_supported: Cell Pattern's HQ variants, Turbulent Displace's locked pinning and the controls in CPU_ONLY_CONTROLS). Tests render scenes on both paths and compare them (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc); they skip without an adapter. Working textures (premultiplied RGBA f32) come from a pool: a released texture is reused once every encoder that could still read it has been submitted, transparent inputs share one zero texture per size, readback staging buffers are reused, and the 8/16 bpc quantisation after each layer is fused into the layer's composite kernel; under test, pooled scratch images start as NaNs (a kernel that skips pixels fails the oracle) and validation errors panic. The desktop viewer builds the Gpu on egui-wgpu's device and shows frames from GPU textures without reading them back (ui-egui::frames); headless renders, the CLI (unless --gpu) and CI use the CPU. Outside tests, device errors are logged rather than fatal. A viewer frame that runs out of video memory (Gpu::within_memory) renders on the CPU, the uploaded layers and pooled textures are freed, and the RAM preview keeps half as many GPU frames from then on. A frame whose render panics is rendered again on the CPU or released, never left in progress. Native readbacks and timing waits share a finite deadline; failure retires pending readbacks exactly once, and late results are discarded. The desktop executable and browser page own their shared device's error/loss handlers and forward failures to the compositor through a weak notifier. Libraries borrowing a device preserve its host's handlers. A host fault disables shared-device preview acceleration without editing the project or its renderer preference; materialized CPU frames remain usable and late GPU textures cannot return to the preview cache. Scoped allocation failures retain the adaptive budget/CPU retry behavior.

Recovery boundary: the host installs handlers through eframe's CreationContext, after egui's presentation pipelines but before EffectCraft's pipelines. This does not cover that earlier egui startup window. eframe 0.36.2 supports lost-surface recreation, not replacing its live device and all presentation resources. Device loss therefore requires restarting the presentation backend; CPU compositing alone cannot restore that display. No automatic restart or persistent safe-mode sentinel is implemented here. Browser scope futures are not synchronously awaited; the browser page forwards shared-device errors, while owned worker devices install their own handlers. On the web (WebGPU) the GPU composites viewer frames; steps that need a readback fall back to the CPU (the Info panel's pixel readout reads GPU frames back asynchronously). GPU particles (effects::psim, gpu::particles): CC Particle World, CC Particle Systems II and Particle Playground cannons without interacting forces evolve every particle independently, so the GPU backend (reached through EffectHost::particles when the GPU compositor is active) simulates one particle per invocation from the CPU's birth schedule and keeps per-key state checkpoints on the GPU, like SimCache; the CPU simulation stays the oracle (tests compare ids and positions). effectcraft-cli bench --gpu reports CPU vs GPU ms/frame, speed-up, Auto's ms/frame, pixel agreement and the steady-state upload / readback MB per frame for every comp plus an adjustment-layer comp.

Colour and bit depth (crates/render/src/color.rs, crates/color/src/space.rs). Pixels are f32, but 8 and 16 bpc projects clamp and quantise each layer after its source and masks and after every effect, and the comp after every layer (16 bpc uses 0..32768), so over-range values (Add, Screen, Exposure…) only survive in 32 bpc; blend modes without HDR support clamp their inputs in 32 bpc. With a working space (sRGB, Rec. 709, Rec. 2020, Display P3; matrices derived from the published primaries), footage is converted from its colour profile (stream metadata or Interpret Footage, else sRGB) and the top-level comp is converted to the sRGB display. Linearize Working Space runs everything in linear light; Blend Colors Using 1.0 Gamma linearises only for blending. Layer cache keys include these settings.

Frame blending: footage and precomp layers whose source time falls between source frames (rate conform, stretch, remap) blend the two neighbouring frames, by cross-fade (Frame Mix) or by hierarchical block-matching optical flow and a bidirectional warp (Pixel Motion, raster::flow).

Collapse Transformations: a collapsed precomp layer without masks, effects or styles draws its nested layers straight into the parent with concatenated transforms (one resample), so nested blend modes and adjustment layers act on the parent's layers; nested 3D layers use the parent's camera and lights and, when the precomp layer is 3D, are depth-sorted with the parent's 3D run. Masks, effects or styles force a flattened render. Text layers are always rasterised at their on-screen scale, as text is vector in After Effects; on shape layers and vector footage the switch is Continuously Rasterize and does the same. Quality: Draft samples nearest-neighbour, Wireframe draws the layer bounds. Slip edit (layer.slip, Alt+PageUp/Down, dragging the source bar in the timeline) moves the source under fixed in/out points. Dragging a layer bar's in or out edge with several layers selected trims every selected layer by the same amount from its own in/out point (layer.timing {inDelta | outDelta}), clamped to the comp and to one frame of layer, as one undo step.

Nested comps show nothing before they start or after they end (Comp::covers), even when the precomp layer is trimmed or remapped past them. A comp with Preserve frame rate when nested or in render queue shows only its own frames when nested (EvalCtx::nested_time floors the precomp layer's source time to its frame rate) and renders at its own rate in the Render Queue; one with Preserve resolution when nested renders at full size inside a comp drawn at a lower resolution (the buffer's scale places it).

Motion blur has one gate, Renderer::mb_on: the render options (Render Settings ▸ Motion Blur, previews), the comp's switch and the layer's switch, limited by the precomp layers above when switches affect nested comps. Layer motion, mask motion blur (the comp's Samples Per Frame, four in Draft), effects that read the shutter and Advanced 3D all follow it, and the layer cache key of a layer with masks or effects records it.

Motion tracking (Animation ▸ Track Motion / Stabilize Motion, Window ▸ Tracker): a tracker is a Tracker group under the layer's Motion Trackers group, with Track Point groups (Feature Center, Feature Size, Search Offset, Search Size, Confidence, Attach Point, Attach Point Offset) keyframed per analysed frame. track.analyze renders the layer's source frames (Renderer::layer_source) on a background thread (engine::tracking, polled like the render queue; blocking with wait), and effectcraft-track matches each point in parallel. One undo step covers an analysis. track.apply keys the target's Position/Rotation/Scale, the tracked layer's Anchor Point and Position (Stabilize), or a Corner Pin effect (Parallel / Perspective).

Mask tracking (track.mask, engine::mask_track) runs the same kind of background job over the layer's source frames: effectcraft-track's mask tracker detects features inside the mask, tracks them with pyramidal Lucas–Kanade and fits the chosen model (position … perspective) with RANSAC; the motion moves the Mask Path's vertices and tangents and is keyed per frame. Mask Interpolation (mask.interpolate) uses effectcraft-path's smart interpolation (arc-length vertex insertion, shape-context matching, rigid in-betweens) to key in-between shapes. The two Face Tracking methods (effectcraft_track::face) fit a face inside the mask instead: a skin colour model from the first frame, the face outline along rays from the skin component's centre (an area-moment ellipse gives centre, size and roll), facial features as the non-skin components inside it, and an active-shape point distribution model trained on synthetic face shapes (our own generator, no external weights) that fills and checks the landmarks. The outline keys the Mask Path; Detailed Features keys a Face Track Points effect, and track.extractFaceMeasurements derives a keyed Face Measurements effect (and copies its keys). With a trained face model chosen (effectcraft_segment::face::FaceModel, Settings ▸ Face Tracking; Session::models hands it to the mask track), FaceTracker::new_with lets the model find the face in the mask and follow it; the model's outline and named points replace the classical steps, and chin and jaw still come from the outline so the measurements agree.

Warp Stabilizer (effects::warp_stab, engine::warp): warp.analyze renders the layer's input to the effect (Renderer::layer_input: source, masks and the effects above it) for every frame on a background thread and stores effectcraft-track's WarpAnalysis (per-frame translation / similarity / homography fits) as JSON in the effect's hidden Analysis parameter, with a key of the layer's source, In/Out, start, stretch and Time Remap. Session::edit clears analyses whose key no longer matches and queues them; the desktop app re-analyses them in the background. Rendering derives the stabilization plan (smoothed camera path or No Motion, framing, auto-scale; cached per analysis and settings) and warps each frame. Subspace Warp also stores long feature trajectories in the analysis, smooths them in a low-rank subspace (Liu et al. 2011) and warps each frame with a content-preserving mesh (Liu et al. 2009) fitted to the smoothed positions, rendered as a per-pixel mesh lookup; Synthesize Edges fills the borders from neighbouring frames read with EffectHost::self_at. The effect lives in the effects crate, hence the effects → track edge.

Essential Graphics (project::essential, engine::commands::essential): a comp's essential field lists its exposed controls (properties, Media Replacement, groups, comments). Every precomp layer of such a comp gets an Essential Properties group (GroupKind::Essential, children eg<control id>), kept in step by Session::edit; editing a child overrides it for that instance. The renderer draws an instance with overrides from a copy of the project with the overridden source properties set (essential::with_overrides). Templates are .ectemplate ZIPs: manifest.json (controls), project.ecproj (the comp and its dependencies), media/… and poster.png; importing offsets every id past the project's (essential::offset_ids). Responsive Design — Time: a time-stretched precomp maps time piecewise so its protected marker regions play at 100 % (eval::responsive_source_time).

Proxies and interpretation: an item's proxy (footage or comp) is decoded in its place at the source's nominal size when RenderOpts::proxy (Render Settings ▸ Proxy Use) allows it. Interpret Footage's Separate Fields turns each field into a frame at twice the rate (the other lines interpolated); pixel aspect stretches footage, solids and precomps in the comp (EvalCtx::par_ratio, not inherited by children); Invert Alpha and Interpret As Linear Light apply after decoding.

3D Camera Tracker (effects::camera_tracker, engine::camera_track, effectcraft-track's camtrack): camera.analyze / track.camera render the layer's input to the effect on a background thread and run structure from motion in two steps. Step 1 follows Shi–Tomasi features through the clip with pyramidal Lucas–Kanade (forward–backward checked, re-detected where the frame has none) into long 2D tracks. Step 2 solves the camera: parallax keyframes; a two-view start from the essential matrix (normalised 8-point in RANSAC) or a planar homography decomposition; incremental resection and triangulation; a sparse Levenberg–Marquardt bundle adjustment (Schur complement over the points, Huber loss) with the focal length fixed, shared, or per frame; a log-spaced and golden-section focal search for Fixed Angle of View / Variable Zoom; a rotation-only model for tripod pans, chosen by Auto Detect when it explains the tracks as well; with Solve Lens Distortion (or Detailed Analysis) radial distortion k1, k2 is adjusted jointly in a final bundle adjustment on the raw tracks and the solve repeated on tracks undistorted with that estimate; Undistort Footage renders the input through the inverse model. Tracks and solve are stored as JSON in hidden effect parameters with keys: changing the layer's frames clears both, changing Shot Type, Angle of View, Solve Method or deleting points only re-solves. The solve's canonical frame maps to comp space so the first frame's camera is the default comp camera (or so a chosen ground plane is the X-Z plane at the origin); camera.createFromSolve keys a one-node "3D Tracker Camera" on every frame and places text, solids, nulls or a shadow catcher and light on the target plane.

Roto Brush & Refine Edge (effectcraft_track::roto, effects::roto, engine::roto): strokes (foreground, background, Refine Edge) are stored as JSON in the effect's hidden Strokes parameter with the base frame and segmentation span. Each frame is segmented by graph cut (Boykov–Jolly hard constraints, GrabCut colour mixtures, our own Boykov–Kolmogorov max-flow, coarse to fine) and propagated to the next frame by warping the matte with block optical flow and re-cutting in a Search Radius band; frames with correction strokes are re-cut with the warped matte as a soft prior. With Version 2.0 / 3.0 and a trained model chosen (effectcraft_segment, Settings ▸ Roto Brush), the model's foreground probability, prompted by the strokes or by the warped matte, becomes a strong prior for the same cut (falling back to the classic result when it disagrees with the flow); the model's id is part of the chain seed. Refine Edge bands get guided-filter + closed-form matting and foreground-colour decontamination. Segmentations are derived data: each frame's chain key (Input Key, settings, strokes from the base frame out) indexes a process-wide cache that renders fill on demand (self_at) and roto.propagate fills in the background; Session::edit keeps the Input Key in step with the layer's source, masks and upstream effects. Freeze stores final 8-bit mattes in the effect.

Content-Aware Fill (raster::inpaint, engine::commands::content_fill): the hole is where the layer's masked source (Renderer::layer_input with no effects) is under half opacity, grown by Alpha Expansion. Optical flow between neighbouring membrane-filled frames is completed inside the holes (membrane interpolation of the surrounding tiles' motion); each missing pixel follows it forwards and backwards to the nearest frame (or reference frame) where it is visible, the two candidates blended by temporal distance, with Lighting Correction adding the membrane of the border mismatch (Poisson-style). What no frame shows is synthesised by PatchMatch (Barnes et al. 2009) inside Wexler et al.'s (2007) multi-scale EM: Object refines each frame starting from the previous result warped along the flow; Surface carries one synthesised fill through the range; Edge Blend is the membrane fill alone. The frames are written as a PNG sequence and imported into a "Fill" layer above the source. It runs as a generic background task (engine::jobs: a closure with progress and cancel on a thread, inline on wasm32 or with wait, whose result is applied on the UI thread as one undo step); the Progress panel and jobs.list / jobs.cancel show these tasks together with the render queue and the analyses.

Scene Edit Detection (raster::cuts) compares consecutive frames by colour-histogram distance and motion-compensated (block-flow warped) luma error, takes their geometric mean and marks frames that exceed a threshold and several times their neighbours' median; the cuts become layer markers, split layers, or split-and-precomposed layers. Auto-trace (path::trace) runs marching squares on the chosen channel, Douglas–Peucker simplification and cubic fitting with Corner Roundness blending chord and smooth tangents; holes become Subtract masks, and a work-area trace keys Mask Path per frame.

Align Video to Data reads data footage (File ▸ Import of .json, .csv, .tsv, kept as text in the project). Supported data: JSON as an array of objects or an object holding one ({"samples": [...]}), CSV/TSV with a header row (quoted fields allowed). The time key is the key parameter or the first field named time, timestamp, t, date, datetime, utc, gps_time, seconds or time_s; values may be ISO 8601 date-times (with Z or ±hh:mm), times of day (hh:mm:ss.sss), timecode (hh:mm:ss:ff at the footage rate), Unix seconds or Unix milliseconds. The layer's Start Time becomes dataStart + videoStart − firstSample (videoStart given, or the file's creation date on the desktop; reduced to a time of day when the data has no dates).

Lumetri Scopes (raster::scopes) are density plots of the viewer frame (rendered over the comp background) with BT.601 / BT.709 / BT.2020 luma and colour-difference coefficients.

5. Expressions

Expressions are JavaScript, run by boa, with After Effects' object model (thisComp, thisLayer, time, value, wiggle, loopOut, vector maths on arrays, and so on). A syntax error keeps the text, disables the expression and shows a warning, like After Effects. sampleImage renders the sampled layer through the evaluating renderer's footage source (EvalCtx::footage), cached per thread and frame; footage(name) reads data footage (JSON, CSV, TSV imported with File ▸ Import, text kept in the project) through sourceData, sourceText and dataValue. expr.errors lists failing expressions on demand. The viewer's error bar uses the same checks against an immutable project snapshot, after 150 ms without editing, pointer interaction or playback. Native builds run these automatic checks on one persistent worker; layout and paint only read completed results. Requests are coalesced per comp, cancelled between properties when obsolete, and bounded to eight comp entries. Results must match the current project, revision and time. Disabling Show Expression Error Banner cancels automatic checks. Non-solo layers still receive diagnostics, including disabled expressions with syntax errors. The single-threaded web build shares the cache and debounce but evaluates one scan on the UI thread after interaction stops. Each thread keeps one boa context; boa leaves values on its stack whenever an exception unwinds through call frames (every pending host request does), so a run that hits the stack limit gets a fresh context and is retried once.

Snapping memoizes expression values while collecting one immutable set of targets. Bounds, vertices and transforms share those values; the cache is discarded before the next query, so time changes and edits always use current geometry. Native timeline disk-cache indicators also request missing content hashes in the background, coalescing edits per comp. Their blue bars appear after the key is ready instead of serializing composition content during painting.

5a. Scripting

effectcraft-script runs JavaScript (boa, a fresh context per run; the Script Console keeps one) with an object model written from the behaviour the After Effects Scripting Guide documents: app, Project, ItemCollection, CompItem/FootageItem/FolderItem, LayerCollection, AVLayer/TextLayer/ShapeLayer/CameraLayer/LightLayer, PropertyGroup/Property (values, keyframes, eases, expressions), TextDocument, Shape, KeyframeEase, MarkerValue, RenderQueue/RenderQueueItem/OutputModule, File/Folder and the enums. The model lives in prelude.js; it reads the session through __query (JSON snapshots of items, layers, property nodes, values and keys) and edits only through __exec, which runs engine commands, so every scripted edit is undoable and identical to the UI's. While a script runs the session is moved into a thread-local the natives borrow (nothing borrowed enters the JS heap); the comp a call targets is made active for that command only. app.beginUndoGroup/endUndoGroup fold the undo steps in between into one named step. Match names (ADBE Transform Group, ADBE Position, ADBE Gaussian Blur 2, ADBE Vector Shape - Rect…) come from a table in matchnames.rs; effect parameters are <effect match name>-0001…. File reads are limited to the project's folder, and writes and the network are refused, unless Preferences ▸ Scripting & Expressions ▸ Allow Scripts to Write Files and Access Network is on. Entry points: the script.run command (Session::script, set by the host), File ▸ Scripts ▸ Run Script File… (.jsx/.js; .json command scripts still run as steps), Window ▸ Script Console, effectcraft-cli script and the MCP run_script tool.

6. Commands, the UI seam and automation

Every action is a command: an id, a label, a menu path, a shortcut, a parameter description, enabled() and run(). The menu bar is a tree of command ids. The desktop UI, the command line, the JSON control channel and the MCP server all dispatch by id, so anything a person can do from a menu, an agent can do too. Every interactive widget registers an automation id, so agents can also inspect and click the interface. See agents.md and control-protocol.md.

Settings (engine::prefs), keyboard shortcut presets (engine::shortcuts) and auto-save / crash recovery (engine::autosave) live in the engine too; they persist through a ConfigStore the frontend provides (a directory on the desktop; the Origin Private File System, or IndexedDB, on the web). Auto-saves go through the store's FileOps (the file system by default, the browser storage on the web).

Renders and analyses run on background threads on the desktop. Where there are no threads (the browser), engine::offload sends them to a second engine instance instead: the session's Offload ships the serialized project, the footage it reads and the job (WorkerRequest) to a Web Worker, and the worker's replies (progress, item status, the analysed property group) are applied on the UI thread. The shortcut dispatcher and the menus read the active preset. See preferences.md.

6a. Premiere Pro interop (timeline interchange)

After Effects' File ▸ Import / Export ▸ Adobe Premiere Pro Project… go through the public interchange formats Premiere Pro itself reads and writes, not the native .prproj file (it has no public specification; supporting it awaits a decision). crates/interchange (L3, no file I/O) maps FilmCraft's timeline model (filmcraft-project, parsed and written by filmcraft-interchange, pinned at the same git revision as the other filmcraft-* crates; pure Rust, builds for wasm32) to compositions and back:

  • Import (file.importTimeline {path, format?, edlFrameRate?}): Final Cut Pro 7 XML (xmeml, Premiere's File ▸ Export ▸ Final Cut Pro XML), FCPXML 1.9–1.11, OpenTimelineIO, CMX 3600 EDL, AAF and OMF. Sequences become comps (size, rate, duration, pixel aspect, start timecode, markers); video tracks become layers stacked by track (top track = top layer, later clips of a track above earlier ones); clips become footage layers with their in/out/start, speed and reverse (time stretch) and frame holds (Time Remap); Motion (position, scale / scale width, rotation, anchor point, Scale to Frame Size) and Opacity (blend mode) with keyframes, keyframe times converted from clip time to layer time; cross dissolves and dips become overlapping layers with opacity keyframes; nested sequences become precomps; audio tracks become audio-only layers with Audio Levels (clip volume + gain + track volume, crossfades as level keyframes); colour mattes and adjustment layers become solids; bins become Project panel folders under a folder named after the document; media that cannot be found become placeholders with the document's metadata (missing in the result). Effects, effect masks, titles/graphics and speed ramps are reported in warnings.
  • Export (file.exportTimeline {comp?, path, format?, prerender?, precomps?}): one sequence per comp, one track per layer (bottom layer = V1), footage clips with their timing, Motion, Opacity and audio levels (linked audio clips for layers with sound), precomps as nested sequences, full-frame solids as colour mattes. Layers a timeline cannot represent (text, shapes, 3D, effects, masks, track mattes, parenting, expressions, animated time remapping, non-uniform scale, blend modes Premiere lacks) are pre-rendered to ProRes 4444 with alpha next to the document (prerender: unsupported, the default; all renders every visual layer; none leaves them out with a warning) and referenced as media. The menu keeps After Effects' label "Adobe Premiere Pro Project…", but the file written is Final Cut Pro XML (.xml), which Premiere Pro imports with File ▸ Import; the dialog says so. FCPXML, OTIO, EDL, AAF and OMF are the other formats.

AAF and OMF (FilmCraft's structured-storage and Bento readers/writers) import and export too; media embedded in them is not extracted, and the AAF writer keeps neither speed nor nesting.

7. Performance of everyday operations

effectcraft-cli bench --ops [--small] [--layers N] [--comps N] [--footage N] measures the operations people do all day on a large generated project (engine::perf::large_project: 200 comps, 5,000 layers in the main comp plus 10 in each other comp, 300 footage items — 100 image sequences of 240 frames, 100 movies, 100 stills — a 20-deep precomp chain, expressions on every 4th layer, Gaussian Blur on every 6th, parenting). The engine side is engine::perf::ops_bench; the UI side (ui-egui::bench) drives the real EffectcraftApp headless: layout, painting and tessellation, no window or GPU upload.

What keeps it fast:

  • Lazy open. A project file carries its footage metadata, so File ▸ Open is read + parse + swap. Nothing is decoded until a frame needs it, expressions compile on first evaluation (cached by text), and system fonts are scanned on first need (a text layer asking for a family that isn't bundled, or a font menu or text.fonts listing the families); the desktop app starts that scan on a background thread at launch, reading name tables only. The footage files are checked afterwards in the background (footage.check, a "Checking footage" job in the Progress panel): missing items are flagged, items saved without metadata are probed, and the project is not marked modified. The desktop app does this after every open (Session::check_footage_on_open); headless sessions run footage.check {wait:true}.
  • No deep copies per frame. Panels hold Arc<Comp> snapshots (Session::active_comp_arc, Project::comp_arc) instead of cloning a comp's layers every frame.
  • Virtualised lists. The Timeline and the Project panel draw (and register automation ids for) only the rows in view; the Project panel scrolls vertically and reveals an item selected elsewhere. Menus listing every layer (track matte, parent) are built only while open.
  • Off the UI thread. Project panel thumbnails render on a background thread (the previous thumbnail stays up meanwhile); auto-save snapshots the project (an Arc clone) and serialises and writes compact JSON on a background thread (AutoSaveState::background, on in the desktop app; inline on wasm32).
  • Undo is a pointer swap. History stores Arc<Project> snapshots and comps are Arcs, so undo and redo of any edit are constant time. An edit copies the comps it changes (a one-layer edit in a 5,000-layer comp copies that comp: ~8 ms). An edit that changes nothing (a value set to what it already was) records no step: Project::same_content compares the comps the edit left shared by pointer, so the check costs about as much as the copy.
  • Modified follows undo. The session keeps the snapshot it last opened or saved (Session::saved_project); the project is unmodified whenever the current snapshot is that one, so undoing (or jumping in the History panel, or rolling back a batch) to the saved state clears the modified mark. The window title shows the project and * while it is modified, and closing a modified project (Quit, the window's close button, New Project, Open, Open Recent, Close Project, Revert, the demo project, a Home template) asks Save / Don't Save / Cancel first (ui-egui/src/panels/unsaved.rs). Agents' engine.execute calls are never asked.

Numbers (Apple Silicon, 14 cores, release build, best of 3–20 runs; the machine was shared with other builds, load average 150–220, so treat them as orders of magnitude). "Before" is the commit before M13.14 with the same benchmark code:

Operation Before After
Startup to first full UI frame (open + app + 2 frames) 2,119 ms 432 ms (1,482 ms at load 220)
File ▸ Open (125 MB pretty JSON; parse is ~95% of it) 1,049 ms 269–733 ms
Save (pretty JSON, 125 MB) 845 ms 275–359 ms
Auto-save, UI-thread cost 530 ms (pretty, synchronous) 0.1–0.2 ms (compact, background; 69–172 ms off-thread)
Steady frame, Standard workspace 862 ms 0.5–6.9 ms
Timeline frame scrolling 5,000 layers 1,725 ms 1.5–8.1 ms
Timeline frame, 500 layers twirled open 1,508 ms 1.8–5.5 ms
Project panel frame, 503 items, all folders open 1.2 ms (first screenful only, no scrolling) 0.4–2.8 ms (scrolling)
Small edit (one property) / undo + redo 14.7 ms / 0.01 ms 8.4–19.7 ms / 0.01 ms
Large edit (switch on 5,000 layers) / undo / redo 62 / 0.03 / 0.01 ms 18–57 / 0.02 / 0.01 ms
First rendered frame of the 5,000-layer comp at ¼ (viewer thread) 5.7 s 2.7–3.6 s (unchanged code; load)

The before frame times were dominated by an O(layers²) menu build per visible timeline row and by every panel deep-cloning the active comp each frame. Left for later: per-layer structural sharing (so a one-layer edit doesn't copy its comp), a binary or compact project format (pretty JSON parsing is now the bulk of open), and rendering 5,000-layer comps faster.

Revision history

Date Change Summary
2026-10-10 minor Status line added; crate table checked against crates/ (every crate listed); effect count and VP9 encoder description corrected