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.
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@@ -203,11 +203,23 @@ pub fn open_hw_accel(
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unsafe { (*context.as_mut_ptr()).hw_device_ctx = device };
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let mut opts = Dictionary::new();
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opts.set("threads", &crate::ffmpeg::decoder_threads());
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context
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.decoder()
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.open_as_with(codec, opts)
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.ok()
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.map(|opened| (opened, device_type))
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let opened = match context.decoder().open_as_with(codec, opts) {
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Ok(opened) => opened,
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Err(_) => {
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// The device context was created but the hardware DECODER
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// could not be created for this stream (e.g. NVDEC
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// `cuvidCreateDecoder` out-of-memory at 4K — 4K surface pools
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// need tens of MB of video memory, and a full/too-small GPU
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// would otherwise spam its error on EVERY decoder open for
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// the life of the process). Same treatment as a failed
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// device-context creation: mark the type so later opens skip
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// the attempt and its log noise; the caller falls back to the
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// next candidate / software decode.
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mark_device_unavailable(device_type);
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return None;
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}
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};
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Some((opened, device_type))
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}
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/// Whether a decoded frame's pixel format is a hardware surface that
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