render: the M2 GPU zero-copy pipeline — wgpu 29, shared gpui device, GPU color LUTs
docs/zh/plans/render-pipeline-threads.md M2: the graph's textures stay on the GPU from evaluation through presentation, and presentation runs on the UI's own wgpu device. - wgpu 25 -> 29 (naga 29) across the engine, unifying it with gpui_wgpu so engine textures are directly sampleable by the presenter (a single wgpu remains in the lockfile). - GpuContext::adopt/install_shared: the app registers the window's device at startup and the render thread renders on it; texture_handle hands the raw Arc<wgpu::Texture> to SurfaceSource::Texture - zero-copy present on Linux/FreeBSD. The shared slot replaces an engine context that has not touched the GPU yet (startup-order guard) and refuses once it has. - Texture::Gpu shares a GpuLease so clones release the registry token exactly once; the compositor, transitions and adjustment sweeps keep GPU textures end to end (no per-clip readbacks; GPU clears for black/generated frames). - Color management stays on the GPU: the output node + display ICC chain is baked into a 65^3 3D LUT with the exact CPU reference and applied by the present WGSL pass (manual trilinear); ColorTransformJob bakes its OCIO processor the same way. Neither path skips color management. - The explicit readback boundaries accept GPU textures: export encoder, CLI, worker shm, disk cache; CPU OpenFX already read back. - M5 dependency: the YUV->RGB GPU pass (BT.601/709/2020 x limited/full) matches colormath::yuv444p16_to_rgb_f32. - Acceptance: gpu_transfer_counters; single-clip and layered (multi-track + transition + adjustment) playback tests assert zero GPU->CPU readbacks, and the app test asserts adopted-device present is zero-copy. GPU tests hard-fail when OAK_REQUIRE_GPU is set (CI lavapipe) instead of skipping silently.
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@@ -279,16 +279,19 @@ impl ExportTask {
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}
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}
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/// Copy a rendered `oakrender` CPU texture into an `oakcodec` frame
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/// with the matching video params (row-wise copy — line sizes may
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/// differ between the render and codec frame layouts).
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/// Copy a rendered `oakrender` texture into an `oakcodec` frame with
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/// the matching video params (row-wise copy — line sizes may differ
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/// between the render and codec frame layouts). A GPU texture is read
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/// back here: the encoder input is one of the three explicit CPU
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/// boundaries (M2).
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fn to_codec_frame(texture: &Texture) -> Result<oak_codec::frame::Frame> {
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let Texture::Cpu(frame) = texture else {
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return Err(Error::Failed(
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"Render produced a GPU texture; the CPU encoder path cannot consume it"
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.to_string(),
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));
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let frame = match texture {
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Texture::Cpu(frame) => frame.clone(),
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Texture::Gpu { .. } => texture.to_frame().map_err(|e| {
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Error::Failed(format!("Render frame readback for the encoder failed: {e:?}"))
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})?,
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};
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let frame = &frame;
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let params = CommonVideoParams::new_basic(
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frame.width,
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frame.height,
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