Checking applicationName was not reliable. The worker process uses
QGuiApplication while the main process uses QApplication, so use
qobject_cast<QApplication*> to determine whether it is safe to access
RenderManager/PreviewAutoCacher. This prevents the worker from crashing
when loading or switching LUT files.
The LUT processor generation was calling RenderManager::GetCacher()
during project load in the render worker, but the worker has no
RenderManager/PreviewAutoCacher. This caused a SEGV and made the main
process hang waiting for the worker. Only cancel/invalidate caches in
the main GUI process.
After synchronously generating the new LUT processor, cancel any
running background video cache jobs before invalidating the cache.
This prevents the preview autocacher from re-rendering the entire
timeline, which was causing the UI to freeze, while still updating
the current visible frame with the new LUT.
Background generation caused the UI to freeze indefinitely when
switching LUT files, likely due to a deadlock between the worker
process, the preview autocacher, and the asynchronous set_processor
path. Synchronous generation is fast enough for typical 33^3 .cube
files and keeps the cache invalidation logic simple and safe.
The passthrough fix in OCIOBaseNode::Value() is retained so the
viewer shows the input frame while a processor is being created.
InvalidateAll() on the OCIO LUT node caused the preview autocacher to
re-render the entire timeline, freezing the UI when switching LUT files.
Instead, let the new processor be used naturally on the next render
request (scrubbing/playback).
InvalidateAll() on the OCIO LUT node triggered the worker's
PreviewAutoCacher to re-cache the entire timeline, causing the main
process to freeze while waiting for frames. Only invalidate in the
main GUI process so the viewer refreshes; the worker will naturally
use the new processor on its next render request.
- Pass through input texture when the LUT processor is not ready yet,
preventing black frames while the processor is being generated.
- Serialize processor generation with a single in-flight task to avoid
concurrent OCIO lock contention that could freeze the UI.
- Invalidate cached frames after the async processor is set so the viewer
refreshes automatically without requiring the playhead to be moved.
- Add OAK_DISABLE_HWACCEL environment variable to force software decoding.
- Add FFmpegDecoderHW regression test for H.264 4:2:2 10-bit decoding.
- Document that Vulkan now passes an end-to-end upload/blit/download test
on real hardware.
- List recently landed fixes: shared vertex/fragment UBO, descriptor set
layout, render pass dependencies, image layout transitions, framebuffer
and sampler caching, grayscale swizzle, texture-enable uniforms.
- Add remaining gaps: iterative/pin-pong multi-pass Blit, 1/3-channel
upload/download alignment, and full viewer/proxy/export smoke tests.
- Cache a VkFramebuffer per texture to avoid creating/destroying one for
every Blit() call.
- Create and cache both linear and nearest samplers; honor
Texture::Interpolation in descriptor writes.
- Add single-channel image-view component swizzle (R -> RGB, A = 1) to
match OpenGL grayscale behavior.
- Set texture-enable uniforms (NAME_enabled) when shaders declare them.
- Guard Blit() with null destination and emit a clear warning instead of
recording an invalid render pass.
ctest passes 4/4 in both dynamic-backend ON and OFF builds.
- Add shared UBO layout across vertex + fragment stages so vertex
uniforms like ove_mvpmat compile and bind correctly.
- Rewrite uniform extraction/injection to avoid corrupting the UBO
block and to keep explicit sampler bindings stable.
- Make the UBO and sampler descriptor bindings visible to both vertex
and fragment stages.
- Add layout locations for vertex varyings (ove_texcoord) and fragment
inputs so SPIR-V generation succeeds.
- Extend TransitionImageLayout() to cover all layout pairs used by
upload/download/clear/blit.
- Add subpass dependencies to the cached render pass and leave
destinations in SHADER_READ_ONLY_OPTIMAL after Blit().
- Move descriptor allocation before command recording and abort cleanly
if allocation fails; switch Blit() to the persistent linear sampler.
- Add a gtest that creates a Vulkan backend, uploads a red U8 RGBA
texture, blits through the default pass-through shader, and verifies
the downloaded pixel is red. This test passes on the current system.
ctest passes 4/4; DynamicRenderBackend.* passes 3/1 (Vulkan fallback
skipped because Vulkan is available).
- Remove unconditional VK_KHR_swapchain request; offscreen renderer needs
no device extensions, fixing failures on headless/CI setups.
- Enumerate physical devices properly and pick the first one with a
graphics queue family instead of blindly choosing device 0.
- Check vkEnumeratePhysicalDevices/vkBindImageMemory/vkBindBufferMemory
results.
- Validate FindMemoryType() result before allocation and log clear errors.
- Add a persistent linear sampler created in PostInit and destroy it in
DestroyInternal.
- Fix DestroyInternal() early-return leak: now tears down the instance
even if device creation failed.
ctest passes 4/4.
- dynamic plan: mark that RenderManager::backend() now syncs with
DynamicRenderer's actual loaded backend after internal fallback.
- manual test plan: add checks in 10.2/10.3 that RenderManager reports
the actual runtime backend (OpenGL after Vulkan fallback).
No code changes; ctest passes 4/4.
DynamicRenderer::Load() can internally fall back from Vulkan to
OpenGL when the Vulkan library is missing or is_available() fails.
Previously RenderManager::backend_ stayed at kVulkan, so callers
asking RenderManager::backend() got the wrong answer. After a
successful dynamic load, sync backend_ from
DynamicRenderer::backend_name() and log any fallback.
ctest still passes 4/4 in build-default-on.
- Add PickRenderableFormat / IsColorAttachmentSupported so 3-channel
Vulkan formats fall back to 4-channel when unsupported.
- Make oakvulkan target and C ABI check conditional on Vulkan_FOUND;
skip liboakvulkan build/dependencies when Vulkan headers/libs are
absent.
- Update Preferences tooltip to reflect Vulkan is an experimental
prototype that may fall back to OpenGL.
- Revise dynamic backend plan doc: phase 3/4/5 described as prototype
frameworks with runtime validation pending, and list recent Vulkan
fixes (init idempotency, descriptor/sampler lifetime, dynamic
viewport/scissor, render pass clear, format probing).
Both OAK_ENABLE_DYNAMIC_RENDER_BACKEND=ON and OFF configurations
build and pass ctest (4/4).
- Extract libolive-rendercore static library to minimize backend link boundary.
- Add DynamicRenderer adapter with C ABI (oakgl/oakvulkan shared libs).
- Make OAK_ENABLE_DYNAMIC_RENDER_BACKEND default ON with OpenGL fallback.
- Implement VulkanRenderer prototype (textures, shaders, UBO blit, readback).
- Add backend-neutral viewer readback path (offscreen -> QImage -> QPainter).
- Refactor PluginRenderer to be renderer-agnostic; OFX plugins fall back to CPU
path on non-OpenGL backends while preserving OpenGL render path.
- Add Renderer::AttachOutputTexture/DetachOutputTexture and C ABI forwards.
- Update docs/zh/render-backend-dynamic-plan.md for Phase 3/4/5.