codec/render: silence hw-decode failures, vram-aware dynamic worker pool

- open_hw_accel marks the device unavailable when the decoder OPEN fails
  (cuvidCreateDecoder OOM at 4K) too, not just device-context creation:
  without it every subsequent decoder session retried CUDA and flooded
  the log per open.
- Decoder gains hardware_decoding(); the oak-render decode-session LRU
  evicts hardware sessions first (each pins a GPU surface pool — ~100 MB
  at 4K), so a full cache cannot exhaust video memory before the next
  open.
- Worker pool count now factors GPU vram: per-worker budget = 1 GiB
  (1080p peak) scaled by pixel ratio + 256 MiB idle floor, 10% reserve
  of free vram; applied when hardware decoding is on (nvidia-smi query,
  None otherwise falls back to the RAM/CPU policy).
- Dynamic pool resize: ProcessDispatcher::set_target_workers grows or
  retires workers; retiring ones stop claiming, drain their in-flight
  batch (future playback frames included), then exit naturally on the
  shutdown signal — no mid-work kill (30 s deadline only as a hung-
  decoder last resort). A retiring worker that dies re-queues its frames
  to surviving workers. Resizes are throttled to 2 s (a resolution burst
  merges; only the latest target applies) so 1080p<->4K flaps cannot
  thrash process spawns.
- RenderManager::set_workspace_size announces the sequence resolution;
  RealEngine calls it from refresh_sequence_info.
- Integration test: shrink 3->1 mid-wave (all frames complete, retired
  workers exit naturally) then regrow 1->3 and render a fresh wave.
This commit is contained in:
2026-08-30 21:59:06 +08:00
parent 5937e557a7
commit 9352fca4a9
9 changed files with 566 additions and 23 deletions
+9
View File
@@ -320,6 +320,15 @@ pub trait Decoder: Send + Sync {
cancelled: Option<&CancelAtom>,
) -> crate::error::Result<()>;
/// Unless the media requires it, prefer hardware over software (e.g. the
/// FFmpeg decoder's platform hwaccel). The decode-session cache evicts
/// hardware sessions first: each one pins GPU memory (an NVDEC 4K
/// decoder holds ~10 surface frames of `4096×2160×1.5` ≈ 100+ MB of
/// CUDA memory), while software sessions pin only system RAM.
fn hardware_decoding(&self) -> bool {
false
}
/// Offset of the audio start relative to the video (rational seconds).
fn get_audio_start_offset(&self) -> Rational {
// C++ default `virtual Rational get_audio_start_offset() const { return 0; }`