Commit Graph
191 Commits
Author SHA1 Message Date
Mike-Solar 80e6b8bb6e render: skip posix_fallocate off Linux (macOS CI)
macOS has no posix_fallocate (and the libc crate rightly does not
expose it there), so the shm segment setup failed to compile. The
eager reservation is a tmpfs concern; off Linux the call is skipped
and the existing touch-every-page fallback runs instead.
2026-09-11 15:49:36 +08:00
Mike-Solar 4413676780 app: show the graph endpoints in the node editor, protected
The GraphInput/GraphOutput cards render through the same build path
as every other node (real graph data, fixed header accents outside
both palettes), GraphOutput as a pure sink with no output ports.
UI-layer protection keeps the pair fixed: the context menu drops the
whole edit section (cut/copy/paste/duplicate/rename/delete) for
them, and delete requests naming an endpoint are narrowed at the
panel — the endpoints and the wires hanging off them always stay,
a request left with nothing is dropped whole. The engine reports the
protected set through AppEngine::protected_graph_nodes (the real
engine resolves Graph::endpoints; the mock demo graph carries its
own marked pair).
2026-09-11 15:48:17 +08:00
Mike-Solar 29204d1f63 node: virtual graph endpoints and the Kahn-order BFS sweep (M0b core)
Per docs/zh/plans/render-pipeline-threads.md §3.8:

- oak-node/nodes/graphendpoints.rs: the GraphInput/GraphOutput
  virtual node pair — factory-registered but hidden from every create
  menu, duplicate refused, real value() semantics (the input forwards
  its feed_in row, the output publishes its tex_in as the frame).
  The input endpoint also declares a connectable feed_in port
  (documented deviation: footage/generator sources have no connectable
  inputs, so the walk needs a feeder anchor).
- graph.rs: ensure_endpoints/endpoints/is_endpoint — idempotent,
  identified by type id, default input->output edge only while the
  output's tex_in is free; remove_node refuses endpoints.
- project.rs + serializer.rs: every project graph carries the pair;
  a legacy file without endpoints migrates on load (roundtrip and
  legacy-migration tests, re-save is idempotent).
- traverser.rs: eval_graph_bfs — the endpoint-to-endpoint Kahn
  sweep. Live set = (input's forward cone U its feeder cone) INTERSECT
  (output's backward cone); multi-input nodes dequeue at zero
  in-degree over the live subgraph; deterministic ascending-id ready
  order (Graph::edges is a BTreeSet, so insertion order is
  unrecoverable — documented); time-shifted upstreams pull through
  the shared DFS memo (walk_dfs, factored out of evaluate);
  un-orderable remainder reports a named cycle; missing endpoints /
  unreachable output are errors. Eight BFS tests cover the plan's
  acceptance bullets.
- oak-render: bfs_endpoint_sweep_renders_footage_through_position —
  real clip through a real Position node via the sweep, shifted
  pixels asserted against a reference decode.
- Endpoint names localized in all eight i18n packs; storage/structure
  tests updated for the two extra nodes.
2026-09-11 15:13:53 +08:00
Mike-Solar 3a48dd4991 render: Job enum in the tables, single-loop match resolve, real CacheJob
M0a of the render-pipeline plan (docs/zh/plans/render-pipeline-threads.md):

- oak-node: every payload push site (58 across footage.rs, plugin.rs
  and the nodes/* effects) now boxes the Job enum instead of the raw
  payload. The enum gains CacheJob with a CacheJobPayload (path +
  time + fallback value, the C++ cachejob.h shape), plus safe as_*
  accessors and unsafe probe helpers beside job_ref.
- oak-render: RenderEvalHooks::resolve is one loop over the table —
  a single get_checked::<Job> probe per texture value, a match
  dispatch to process_footage/shader/plugin/color_transform/cache,
  and recursive resolution of the job boxes embedded in a payload's
  inputs (depth-capped, cycle-guarded) — replacing the four
  sequential full-table scans (resolve_*_jobs, deleted).
- The disk frame cache is real: frameio.rs implements a minimal
  self-describing F32 container (magic/version/dims/format/timestamp
  + payload, tmp-write + atomic rename, full header validation on
  load) because the OIIO bridge is a stub and EXR is unavailable in
  this build; process_cache_job genuinely reads the file before
  falling back to the job's (already resolved) fallback value.
- Tests: CacheJob roundtrip (save -> resolve -> pixel equality),
  missing-file fallback, nested cache-job-through-shader resolution,
  plus four frameio container tests. 2330 passed, 0 failed across
  the workspace.
2026-09-11 10:38:12 +08:00
Mike-Solar d216567bcd nodes: fix the swirl shader's duplicated uv declaration
The off-frame mask edit redeclared vec2 uv inside main(); naga's GLSL
frontend rejects the redeclaration, so the swirl shader failed to
translate for wgpu.
2026-09-11 09:40:33 +08:00
Mike-Solar 20535546d6 timeline: drag a whole multi-selection, not just the grabbed clip
A clip drag moved only the clip under the cursor (plus its graph-linked
A/V partner); the rest of the selection stayed behind. The engine now
keeps the full timeline selection (it used to collapse it to the
effect-stack's single target) and expands ClipMoveRequested to the
grabbed clip's transitive link group UNION, when the grabbed clip is
part of the multi-selection, every other selected clip and their link
groups. Each follower stays on its own track and shifts by the same
frame delta (relative positions preserved), the group-wide clamp keeps
every clip at or after frame 0, and the whole move is one undoable
entry. Followers on locked tracks are left in place.

moving_a_multi_selection_drags_the_whole_group covers two A/V pairs:
selecting both video clips and dragging one moves all four clips by
the same delta, and one undo restores them.
2026-09-11 09:40:33 +08:00
Mike-Solar 5b0f5939f3 app: fix the transition drop (frame rate lookup + lock reentry)
Dropping a transition on the timeline failed with "the track has no
frame rate": drop_transition_at asked sequence_time_base for the TRACK
node, but the frame rate lives on the sequence (tracks carry no video
params, so the lookup always returned None).

With that fixed the drop deadlocked instead: the edge resolution ran
while holding the project lock, and the add_transition_at_seam/edge
builders lock the project internally. The function now plans under the
lock and executes after it is released.

Covered by engine_drops_a_transition_at_a_clip_edge: a head-edge drop
with no previous clip lands a single-sided transition wired into the
clip only.
2026-09-11 09:40:21 +08:00
Mike-Solar 2817ac286c timeline: drag generators onto the timeline, drop transitions at clip edges
Generator effects (bars, checkerboard) can be dragged from the library
onto the timeline, where they land as a standalone five-second clip
built from the node factory; the inspector shows the generator's
parameters as the clip's own chain.

Transitions are no longer junction-only. The render planner accepts a
transition with at least one wired neighbor and blends the missing
side against transparent black, so head transitions fade in from black
and tail transitions fade out to black. add_transition_at_edge creates
those single-sided blocks (wired to just the IN or OUT block), the
default-transition command covers both ends of a lone clip, and an
effect drag dropped near a clip edge routes to the nearest seam or
edge within a one-second window.
2026-09-11 08:49:08 +08:00
Mike-Solar 16364d414a nodes: mask off-frame samples to transparent in the distort shaders
Translating, rotating or warping content past the frame edge used to
smear the clamped edge row/column across the vacated region. The
transform, position, swirl, ripple and wave shaders now multiply the
sample by an in-bounds mask so off-frame pixels come out transparent
(and composite as black when nothing sits below). Tile deliberately
keeps its wrapping lookup.
2026-09-11 08:48:48 +08:00
Mike-Solar 882d9091ad app: keep global shortcuts out of text fields
Typing in a text input fired the global key bindings (space toggled
playback, Delete removed clips, ...). Every non-multicam binding now
carries a !EditableText context predicate so the app's own bindings
stay inactive while an editable text element has focus.

Predicate-gated bindings never match on an empty context stack, and
the app shell had no root key context — so the root element now sets
key_context("OakApp") to keep the dispatch stack non-empty
everywhere outside the panels.
2026-09-11 08:47:41 +08:00
Mike-Solar 19b7d3ac78 render: move the text engine into oak-render and install it in the worker
The render worker process never installed a text backend, so text clips
rendered as empty frames in playback and export. The cosmic-text engine
now lives in oak-render (the crate both the app and the worker link),
and the worker installs it during runtime initialization.
2026-09-11 08:47:33 +08:00
Mike-Solar 4a2614b3fc timeline: adjustment layers and first-class transitions
Adjustment layers (docs/zh/plans/adjustment-layers-and-transitions.md):
a new timeline block type whose effect chain grades the composite of
every video track below it, over its own range (spanning clips or a
slice of one). The graph path flushes the lower tracks at the block's
track boundary and sweeps the composite through the chain via a
transient texture-source node; the montage path mirrors it with
AdjustmentSpan tickets (wire-compatible), so worker previews and
exports agree. An empty-area context menu creates one; the block
trims/moves/deletes like a clip, with undo everywhere.

Transitions: seam blocks come alive - cross dissolve/fade/wipe/slide
evaluate both neighbors through the graph path with progress from the
transition's own range (never the whole clip). Ctrl+Shift+D or the clip
menu inserts a default transition; the gpui wedges render and drag to
resize offsets undoably, and TransitionRemoveCommand now restores
offsets and edges on undo. The transitionfx node form runs the same
shaders on an adjustment layer with progress_in auto-filled from the
layer's span (explicit value wins).

Also: every built-in effect name and parameter name is now
translatable (360 node.* keys per locale, zh-CN fully translated, two
coverage tests guard future gaps); the new nodes register in
nodes/mod.rs with the factory smoke table updated; textfootage and
adjustment-layer i18n keys included.
2026-09-10 22:03:15 +08:00
Mike-Solar 1e0d48578e nodes: text becomes structured footage with a real text engine
Text is no longer a hand-written HTML effect (docs in
docs/zh/plans/text-footage-redesign.md):
- textv3 gains structured inputs - plain text, font family/size, font
  color, outline (enable/color/width), glow (enable/color/radius); the
  legacy text_in HTML is hidden and auto-migrated to plain text on load.
- Outline and glow render as GPU post-process chains (dilate/blur +
  colorize under the text); the font color tints the raster
  premultiplied. Plain text now rasterizes even with both passes off
  (previously a null deferred job), fixing a use-after-free where the
  handle was lifted out of an owning Option<NodeValue> before addref.
- A cosmic-text backend (the lockfile's 0.19) installs at engine
  startup through the textbackend hooks and feeds the font-family combo.
- The project panel gains 添加文本素材 next to 新建序列: a text entry
  in the bin that drops onto the timeline as a clip (one undo row), its
  parameters shown as structured fields in the inspector (multiline
  text area, no HTML anywhere). text3 is hidden from the effect add
  menus; legacy text3 chains keep evaluating.
2026-09-10 22:02:57 +08:00
Mike-Solar a7916aa93d nodes: OpenFX-Misc cleanroom GPU ports, grouped and collapsible in the library
21 built-in effects reimplemented as native GPU nodes from the
OpenFX-Misc algorithm references (cleanroom, docs in
docs/zh/plans/ofx-misc-gpu-cleanroom.md):
- Color: Color Correct, Gamma, Saturation, Invert, Clamp, Grade
- Matrix/morphology: Color Matrix, Edge Detect, Dilate, Erode
- Blur: Directional Blur, Sharpen (unsharp mask)
- Merge: Dissolve, Key Mix, Premultiply, Unpremultiply
- Geometry/generators: Position, Mirror, Checkerboard, Color Bars, Ramp

Every node carries unit tests plus GPU pixel tests (28 cases over five
ofxmisc_* suites). The effect library groups built-ins by category
(color/filter/distort/keying/generator/math/general) with collapsible
group headers persisted to the config; the inspector's add menu groups
the same way. Registration wiring and the factory smoke table land with
the adjustment/transition wave sharing the same files.
2026-09-10 22:02:38 +08:00
Mike-Solar 5f8db8e31c app: never re-sync a text field while it is focused
CI / Build & test (Linux) (push) Successful in 21m42s
CI / Build & test (Windows) (push) Successful in 27m41s
The params view reapplies the engine snapshot to every control on each
render (every engine tick), which wiped the in-progress text a frame
after each keystroke - the text effect's field was effectively
untypeable. Skip the re-sync while the field is focused (the same
guard the curve editor has for drags); it re-syncs on blur and the
row's explicit commit writes the edit back. MockEngine gains a
sentinel text parameter for the regression test.
2026-09-10 18:13:06 +08:00
Mike-Solar a97bc19c14 app: refresh the paused frame after the debounced snapshot upload
Edits invalidated the display caches, but the debounced snapshot
upload (150 ms) landed later - meanwhile the viewer had already
rendered and cached a proxy through the stale snapshot, and nothing
invalidated it again, so a paused monitor kept the pre-edit picture
until the playhead moved. Re-invalidate when the fresh snapshot is
actually installed so the next paint re-renders from it.
2026-09-10 18:13:06 +08:00
Mike-Solar d028a45ffa nodes: pivot transform rotation/scale around the frame center
The transform shader sampled in a top-left-origin pixel space while
Olive's transform semantics (and every other node) are center-origin:
rotation swung the image around the top-left corner, pushing it partly
off-frame - reading exactly like an unwanted zoom. Match the C++
transform.vert projection: position (0,0) is the frame center and
rotation/scale pivot around the anchor, so rotation and scale stay
independent user controls. GPU tests pin the 90-degree landing spot
(no smearing) and the 2x scale centroid (stays centered).
2026-09-10 18:13:05 +08:00
Mike-Solar 280118a342 otio: write importable OTIO/FCPXML (DaVinci Resolve rejects both)
CI / Build & test (Linux) (push) Successful in 23m59s
CI / Build & test (Windows) (push) Successful in 31m18s
- available_range declared a zero duration for every clip (the media
  was 'unusable', so Resolve invalidated all of them): it now covers
  the whole media - video clips in the probed frame rate, audio clips
  in the probed sample rate (no more hardcoded 48000/0).
- Gap ranges mixed time bases (a 24 fps block start, a 1.0 trailing
  duration): gaps now stay in the sequence's time base, the trailing
  pad in whole frames.
- Empty sequences (no clips) are skipped, so a lone edited sequence
  exports as a bare Timeline root instead of a SerializableCollection
  Resolve cannot read.
- FCPXML: an asset used on both video and audio tracks now declares
  hasVideo AND hasAudio (the first registration's track kind used to
  hide the other stream); asset durations recover with available_range.
2026-09-10 16:55:12 +08:00
Mike-Solar 71e41d2d82 app: ship the Oak icon on every platform surface
- Runtime window icon: X11 takes the embedded 512px PNG up front
  (_NET_WM_ICON), Wayland resolves it from oak.desktop via the app id,
  Windows reads it from the exe's icon resource.
- assets/appicon: 512px PNG + 7-size ICO rasterized from Oak_Icon.svg.
- Windows: oak.rc (ICON resource ID 1, also the Explorer icon) compiled
  by build.rs through embed-resource.
- Linux packaging (deb/rpm/PKGBUILD/oak.spec): install Oak_Icon.svg
  into the hicolor scalable theme alongside the existing 512px PNG.
- macOS: no change needed - cargo packager already builds the .icns
  from the CD-generated icons/icon.png (same source art).
2026-09-10 16:54:51 +08:00
Mike-Solar 012659bf57 export: fix render-ticket classification; export any sequence
Two export killers fixed and the feature surfaced properly:

- TicketArena::allocate() reaps finished fire-and-forget slots on every
  new submit, but RenderTask classified finished tickets by asking the
  arena for their kind/time afterwards - any ticket that completed
  before the next submit (all of them on the inline backend) failed
  with 'Render ticket reported an unexpected timestamp' and the export
  died after writing a header-only file. RenderTask now records each
  ticket's delivery key at submit time instead.
- File > Export becomes 导出序列 (all 8 locales): the dialog offers a
  sequence picker (any sequence in the project, the current one
  preselected) instead of silently exporting the current one, and the
  project bin's sequence context menu gains 导出序列 opening the same
  dialog. Engines expose sequence_entries / current_sequence_id /
  start_export_of.
- The export-project dialog drops its dead hand-typed path field (OK
  already asked the platform save dialog).
- New end-to-end test: a one-second sequence exports to a real
  H.264/AAC MP4 that probes and decodes back to the clip's content.
2026-09-10 16:54:15 +08:00
Mike-Solar fc90604245 render: anchor resolution_in to the sequence resolution
Preview renders at proxy size while a paused frame renders full-res, so
anchoring resolution_in to the render target made every sequence-pixel
effect (shape size/pos, transform offsets, corner pin points, drop
shadow distance) change apparent size whenever the transport stopped.
Pre-fill resolution_in from the sequence's video params (C++ inserts
the NodeGlobals square resolution at job-build time), covering the
nested generator job inside a merge as well; a node that inserted its
own resolution_in keeps it.
2026-09-10 16:53:55 +08:00
Mike-Solar 7ce80bf8b3 app: keep the color popup alive through the viewer-pick click
The sampled pixel lands (disarming the eyedropper) between the button
going down on the program viewer and coming back up, so the trailing
mouse-up read as an outside click: the popup closed and close_menu
discarded the just-picked draft - pick-from-viewer could never be
confirmed. Swallow the pick's own mouse-up once; a later genuine
outside click still dismisses.
2026-09-10 16:53:55 +08:00
Mike-Solar 37df1d3d34 nodes: spell shape/despill shader dispatch as if/else chains
CI / Build & test (Linux) (push) Successful in 24m7s
CI / Build & test (Windows) (push) Successful in 30m31s
naga's WGSL emitter rejects fall-through-capable GLSL switch blocks, so
every shape and despill job failed to compile and silently fell back to
the effect input - both effects were no-ops. Rewrite the type/method
dispatch as if/else chains (same semantics as the C++ shaders) and
cover all three shape types plus green-screen despill with GPU pixel
tests. Also drop the now-stale nested-payload/merge-binding TODO notes.
2026-09-09 16:51:13 +08:00
Mike-Solar 4f404f8cc6 tests: replace placebo assertions with real behavior checks 2026-09-09 16:33:35 +08:00
Mike-Solar 5ab12b937f render: real texture binding, generator layers and iteration feedback in shader passes
- process_shader_job: bind all texture params by name, recurse into nested
  shader payloads (depth cap 8), fall back to frame size without inputs
- run_effect: take iterative_input so dropshadow previous_iteration_in works
- merge: actually composite inputs; keyer mask, opacity modulation, math
  texture ops and mrg generator layers now bind their textures
- transform distort: real fragment-side inverse-matrix sampling
- time offset / time remap: wire NodeBehavior time adjustment hooks
- plugin: fix first-node identity colliding with unbound sentinel
2026-09-09 16:33:29 +08:00
Mike-Solar cde4dddf32 structure: move jobs out of nodes/ 2026-09-03 17:44:46 +08:00
Mike-Solar 4babbf5de8 core: merge oak-common into oak-core
CI / Build & test (Linux) (push) Successful in 24m6s
CI / Build & test (Windows) (push) Successful in 31m14s
oak-common is gone; its modules (configstore, xmlutils, ocioutils,
oiioutils, colormath, colortransform, videoparams, ffmpegutils, ...)
now live in oak-core alongside the value types. The render value/GPU
types moved too: backend (wgpu context + DisplayRenderer), color
(ColorProcessor over ocio-rs), texture, frame, and the commonutil
config helpers.

Fix-ups to make the merged tree build and pass tests:

- oak-core Cargo.toml: wgpu back to 25 (the moved backend code is
  written against that API generation); add the toml/quick-xml/image
  deps oak-common carried.
- lib.rs: drop the duplicate 'pub mod error;'.
- error.rs: unified OAKCORE_* codes; restore Error::new() and
  From<OcioError> from oak-common's error type.
- backend.rs/color.rs: oak_core::/oak_render:: self-references
  rewritten to crate::; the shaderfx-dependent GPU effect test moved
  to oak-render's shaderfx tests (shaderfx depends on oak-node and
  cannot live in oak-core).
- oak-render's error module re-exports oak_core::error::{Error,
  Result}; the OAKRENDER_* codes stay as the public-code contract.
- oak-node jobs.rs: ColorProcessor imported from oak_core::color.
- Integration tests repointed at oak_core::{texture, frame, backend,
  color, colormath}.
- the display-ICC regression test treats an empty OAK_DISPLAY_ICC as
  unset, matching displayicc::env_override_icc.
2026-09-03 17:42:20 +08:00
Mike-Solar 49fed365a4 nodes: real OCIO color grading (linear + log) on the GPU
The OCIO grading nodes previously pushed null texture handles; they now
push real ShaderJobPayloads whose GLSL is the OCIO-generated dynamic
grading-primary GPU shader — the exact code the C++ path applies, so no
approximation:

- color: grading_primary_function_shader(style) builds a dynamic
  GradingPrimaryTransform (LIN/LOG) on the default config, extracts the
  GLSL via GpuShaderDesc (function 'ove_grading_primary', resource
  prefix ocio_, no LUT textures) and caches it per style + config id.

- eval: OCIO_GRADING_STUBS maps the two node type ids to the grading
  style; process_shader_job resolves the stub and splices it into the
  node's %1 marker (same wiring as the chromakey OCIO stub); the
  pipeline cache key folds the stub text so a config change recompiles.

- nodes: value() pushes a ShaderJobPayload with the C++ value()
  rewrite applied to the row — vec4 (RGBM x=master) grading inputs to
  the vec3 GPU uniform form (lin: contrast RGB=c*m, offset RGB=c+m,
  exposure RGB=2^(c+m); log: lift RGB=c+m, gain c*m, gamma c*m), plus
  pivot/saturation floats, the log pivotBlack/pivotWhite normalization
  range (0/1), clamp sentinels (NoClampBlack -1 / NoClampWhite 2),
  white>black enforcement per frame, and localBypass=false. Generated
  uniform names bind by name (the log node's OCIO_NAMESPACE_ id text
  normalizes to the ocio_ resource prefix).

- Tests: grading stub generation (analytic GLSL, cache) in color,
  end-to-end GPU exposure doubling for lin (+1 stop on 0.2 gray -> 0.4)
  and lift for log, node payload rewrite assertions, and the
  all-shaders sweep now retries grading stubs. oak-render 181,
  oak-node 441, oak-app 272 lib tests pass.
2026-09-02 20:04:55 +08:00
Mike-Solar b06c4fbbb6 nodes: real polygon and mask implementations on the GPU
Polygon and mask previously pushed null texture handles ('fake'
implementations). They now generate real ShaderJobPayloads and render
through the existing GPU shader pipeline:

- shaderfx: std140 uniform array support (Vec4Array(N)) — the parser
  accepts 'uniform <type> <name>[N];' declarations, translate()
  re-emits them as vec4[N] block members with per-element std140
  offsets, and pack_uniforms writes array items from the new
  NodeValue::Vec4Array value, padding short arrays to the declared N.

- polygon: value() collects the inherited points array (row element
  keys 'points_in[i]', else the node's own per-element values — an
  unconnected array resolves to the default pentagon via
  GetValueAtTime parity) and pushes a ShaderJobPayload; the 'rgb'
  fragment shader rasterizes the closed point loop with an odd-even
  fill in screen space (center-translated, y-flipped to match the C++
  point convention) and outputs color_in inside / transparent outside.
  The CPU QPainterPath generate_frame stays a documented no-op.

- mask: value() pushes a single ShaderJobPayload whose new 'mask'
  fragment shader folds the whole C++ chain into one GPU pass — base
  texture multiplied by the polygon matte, optional invert, and the
  optional feather gaussian softens the matte during sampling (the
  separable blur.frag h/v iterations as a one-pass product,
  density-normalized, radius capped at 16 px).

- Tests: translate/pack array coverage in shaderfx, GPU end-to-end
  rasterization of the pentagon (center white, corner transparent),
  mask multiply/invert/feather on real frames, and updated oak-node
  payload assertions. oak-render 178, oak-node 440, oak-app 272 lib
  tests pass.
2026-09-02 16:59:49 +08:00
Mike-Solar 4ef5b3e31d render: snapshot store temp dir is unique per store (test parallel flake)
CI / Build & test (Linux) (push) Successful in 23m2s
CI / Build & test (Windows) (push) Successful in 30m53s
Tests run in parallel inside one process; each GraphSnapshotStore::new()
used the same 'oakrender-snapshots-<pid>' root, so one test's cleanup()
deleted another test's live snapshot — the
acquire_rewrite_forces_file_rewrite_on_same_key flake on the 16-core
Windows runner (file written, then exists() == false). Append a per-store
sequence number to the directory.
2026-09-02 16:19:01 +08:00
Mike-Solar 6153a2ac33 tests: fix three stale assertions
CI / Build & test (Windows) (push) Failing after 13m15s
CI / Build & test (Linux) (push) Successful in 24m22s
- multicamnode: type_id() assertions called the method on dyn
  NodeBehavior, which method resolution routed to std::any::Any's
  TypeId::of — qualify via NodeBehavior::type_id so the trait method
  (the &str node type id) is compared
- procpool: the per-worker GPU budget grew a security headroom (×2)
  for the CUDA-OOM flood; the two budget tests now assert against the
  real formula (2 GiB + 256 MiB at 1080p24, 2 workers at 4K/24 GiB)
- cli info fixture: the fixture runs 29.97 fps; the assertion expected
  30/1 (stale from the older fixture)
2026-09-02 12:34:39 +08:00
Mike-Solar 1ab1c29df4 cli: fill the new EncodingParams fields (export_sequence)
The extra oak_task export fields (bitrates + color override code
points) added in the export-settings protocol are zero/defaults in the
CLI's sync exporter — audio/video bit rates codec-default, no explicit
color override (the project's delivery colorspace applies).
2026-09-02 12:18:48 +08:00
Mike-Solar fe017aa060 project file: format dialog hands to the SYSTEM dialog (extension-limited)
- 导出工程文件: the in-app dialog only picks the format (OTIO / OVE /
  FCPXML); OK asks the system save dialog with the suggested file name
  carrying the format's extension, then exports
- 打开项目: the system open dialog restricts the choosable files to
  .ove/.ovexml/.otio/.fcpxml (PathPromptOptions.allowed_extensions
  plumbed through gpui; Linux portal glob filter)
2026-09-02 12:00:39 +08:00
Mike-Solar 2c64317a58 export media: editable resolution / frame rate / bit rate spin boxes
CI / Build & test (Linux) (push) Canceled after 0s
CI / Build & test (Windows) (push) Canceled after 0s
The three values are SpinBoxes (typed input + stepping): width & height
(0 = use the sequence size), frame rate in fps (0 = sequence rate),
bit rate in bit/s (0 = the codec default). The engine already accepted
arbitrary values, so the dialog now exposes them instead of the closed
preset lists. i18n across the 8 packs.
2026-09-02 09:35:54 +08:00
Mike-Solar 92813707bc export media: dialog UI — container→codec gating, color space/bit depth, range
- ExportDialogContent: container format (existing), then the video and
  audio codec combos rebuilt per container from the compatibility tables
  (an unsupported codec is never offered — switching container
  re-selects the first compatible entry), a color-space combo (SDR
  Rec.709 8-bit / HDR BT.2020 10-bit), an export-range combo (whole
  timeline / in-out) and the output path
- ComboBox::set_options added for the container-driven list rebuild
- settings() gathers the ExportSettings the engine consumes
- begin_export routes through start_export_with
- i18n keys across the 8 packs (zh-CN uses distinct values so the
  en==zh equality test passes)
2026-09-02 09:31:49 +08:00
Mike-Solar 499246b48e export media: settings protocol (codec/color/bit-depth/bitrate/range) end to end
- ExportSettings: container format, video/audio codecs, size/fps/
  bitrate, bit depth (8/10 → U8/U10), SDR 709 + HDR 2020 code points,
  export range
- AppEngine::start_export_with(settings, path); real builds the
  task params via encoding_params_with_settings (codec tables gate
  each container — a non-supporting combo errors, never silently
  defaults; the one menu only offers compatible codecs)
- oak-task EncodingParams: video_bit_rate / audio_bit_rate +
  color_override_enabled + primaries/trc/space (override wins over
  the project's delivery colorspace)
- mock start_export_with (no-op fake progress)

The dialog UI rebuild (fields + container→codec→color enability
linking) follows in the next unit.
2026-09-02 09:27:43 +08:00
Mike-Solar 56af662b83 project file: 另存为 — duplicate the project in the library under a new name and switch to the copy
- save_project_as(name): library_duplicate the open project's row,
  rename the copy, open it as the current project
- 文件 → 另存为 opens a name dialog (prefilled '<name> Copy'); OK
  duplicates + switches (the save-as semantics: a new, differently-
  named project in the library, editing continues on the copy)
2026-09-02 09:22:29 +08:00
Mike-Solar 660a32a1b3 project file: new-project dialog (name + sequence format), open prompt lists formats
- 文件 → 新建项目 opens an in-app dialog: project name + the first
  sequence's format (preset / custom / interlaced, reusing
  SequenceFormatFields); OK creates the library project then seeds the
  first sequence from the chosen format
- 打开项目 prompt advertises the supported project formats
  (.ove / .otio / .fcpxml)
- manager.new.project_name across the 8 i18n packs
- action-search first-item test follows the new flow (New Project now
  opens its dialog)
2026-09-02 09:15:30 +08:00
Mike-Solar c900804941 project file: export dialog with OTIO/OVE/FCPXML format choice
文件 → 导出工程文件… now opens an in-app dialog (format dropdown:
OpenTimelineIO / Oak / FCPXML + output path) instead of the bare
platform save prompt; OK routes the chosen extension through the
engine's export_project_path. Adds project.export.format i18n across
the 8 packs.
2026-09-02 09:10:39 +08:00
Mike-Solar 19a83f8359 multicam: hide the wizard menu item for v0.5
CI / Build & test (Linux) (push) Failing after 11s
CI / Build & test (Windows) (push) Failing after 3m30s
The 窗口 → 多机位向导 entry is removed from the menu bar and the
action-search list (menu_id 0, the hidden convention); the engine
pathway (wizard dialog, sync, multicam creation) stays intact behind
the action dispatch for a future release. The panel's multi-cam
feature remains.
2026-09-01 22:06:12 +08:00
Mike-Solar be42620e22 multicam: throttle angle refresh, shrink pre-render window
- MulticamPanel: playback angle refresh runs one cycle per 3 ticks
  instead of re-requesting every source every tick — each angle decode
  is a keyframe-scanning FFmpeg seek that stole worker capacity from
  the main viewer
- PreRender frames default 120 -> 12: a window larger than what the
  pool can render in real time queues far ahead of the playhead, so
  the painted frame lags seconds behind (playback frozen); a smaller
  window keeps the backlog bounded
- render_graph_frame: OAK_PERF clip-level timing
2026-09-01 21:52:56 +08:00
Mike-Solar 7f41570596 render: stop evicting the only hardware decoder session on every open
The per-process 'hardware session == 1, evict before every new open'
guard was turning every frame's open into a decoder re-open: after
inserting the fresh session, the NEXT frame's pre-open eviction dropped
it again, so no request ever hit the cache ([open] (request) on every
single frame, zero CACHED hits). Every decode then cost a full FFmpeg
session open (~0.5 s) + a keyframe-scanning seek — playback could never
keep up (the 'main viewer barely moves' report; [perf] showed 1.6-2.2 s
per frame).

Hardware VRAM is bounded by the LRU cap (hardware-first eviction at
MAX_CACHED_DECODERS) and the gpu-vram worker-count policy; the eager
pre-open eviction was the regression.
2026-09-01 21:46:01 +08:00
Mike-Solar 7065fb0108 footage: node-graph decode uses a ready proxy, tolerate unset stream index
Re-applies the proxy selection (with the -1 tolerance) after the
revert: the node-graph viewer decode must stand in a ready proxy for
the 4K original, and a proxy generated before the stream-index
recording (index -1) still matches the first video stream rather than
silently falling back to the 4K source (the 'main viewer got stuck'
report).
2026-09-01 21:33:12 +08:00
Mike-Solar 45c288ce97 revert 3bcf4e0b1 (multicam no-split/stride/proxy-ng) pending split re-verification 2026-09-01 21:31:18 +08:00
Mike-Solar 3bcf4e0b1a multicam: no-split switch skips full rebuild, angle refresh stride, proxy in node-graph decode
- multicam_switch_to: a NO-SPLIT switch only changes current source —
  push snapshot + invalidate preview windows, skip the full
  apply_edit rebuild (the 'switch once then everything grinds' hit)
- MulticamPanel: playback angle refresh runs one cycle per 3 ticks
  instead of re-requesting every source every tick (each angle decode
  is a keyframe-scanning FFmpeg seek)
- footage value(): a ready proxy stands in for the original media in
  the node-graph decode request (proxy enabled but 4K decoded report)
- proxy_resolution made public (engine's proxy-first preview size)
2026-09-01 21:19:54 +08:00
Mike-Solar 1b0a15192e multicam: wizard + AFV + node-graph preview + performance
CI / Build & test (Linux) (push) Failing after 24s
CI / Build & test (Windows) (push) Failing after 3m38s
- wizard: angle multi-select, sync modes, auto-align, create sequence;
  keeps the host sequence current (host clip = the multicam clip)
- build_multicam_sequence: per-angle clip -> SOURCES_INPUT[element],
  array slot growth, audio angle tracks for AFV
- AFV: host linked audio clip follows the switched source (one undo),
  muted host audio track disables it
- node-graph preview: inline producer renders through the traverser
  (viewer/project-matched graph frames); sequence viewer uses the graph
- multicam node value(): element-tagged row keys (sources_in[i]),
  reads the current source; build_row keys array inputs by element
- angle grid: viewer=0 (single-track montage, not whole-graph)
- project explorer: rename (dialog) + delete (undoable) real items
- performance: decoded-frame LRU, per-process NVDEC quota (1 session,
  evict before open), GPU composite fail-once fallback, snapshot
  upload debounced on the engine tick, worker vram budget headroom
- timeline clip: multicam overlay via ClipDecorator
- wizard menu item moved to Sequence menu
2026-09-01 20:27:59 +08:00
Mike-Solar 8de9af705e render: query GPU vram on AMD/Intel Linux too, document the UMA/Windows fallbacks
gpu_vram_bytes() now chains per vendor/platform:
- NVIDIA everywhere: nvidia-smi (shipped by the NVIDIA driver on every
  OS) — the NVDEC path's primary device.
- AMD/Intel on Linux: the DRM mem_info_vram_total/used sysfs attributes
  (amdgpu, i915, Xe). Free = total - used; the first non-zero card wins
  (an iGPU without dedicated vram reports 0 and is skipped). The walk is
  now testable via an injectable sysfs root; a card missing the attrs is
  skipped, never aborts the walk.
- Apple Silicon: unified memory — no separate vram exists; the RAM/4
  budget IS the correct bound for decode surfaces and render targets, so
  no query (an explicit vram budget would double-count the same pool).
- Windows AMD/Intel: no portable CLI; DXGI QueryVideoMemoryInfo is the
  real API but wgpu 25 does not expose it. Falling back to the RAM
  policy is safe-side (under-sized pool loses throughput, never OOMs the
  device).

Tests: the sysfs walk (fixture with a missing-attr card, a 0-total
iGPU and a discrete winner) and the per-worker budget scaling (1080p
baseline, 4K ~4x, 60 fps over-provision).
2026-08-30 22:03:05 +08:00
Mike-Solar 9352fca4a9 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.
2026-08-30 21:59:06 +08:00
Mike-Solar 5937e557a7 app: project-explorer new-sequence button, 4K presets, keying node fix, color-picker canvases
- Project explorer header gains a 新建序列 button (opens the existing
  new-sequence dialog, seeded like the menu action).
- Sequence presets gain 4K UHD (3840x2160@25) and 4K DCI (4096x2160@24);
  the sequence-properties dialog re-selects them on reopen. Format fields
  are also seedable from a probed footage format (the drop flow).
- Chroma Key (and Color Difference Key) value() now box a ShaderJobPayload
  like Despill: the old OCIO-processor gate pushed nothing (the processor
  is never populated without the render bridge), so the traverser handed
  the clip NodeValue::None and the rendered frame lost the clip. The
  renderer resolves the OCIO stub at compile time from OCIO_SHADER_STUBS.
  End-to-end graph test: green key on a green frame keys out, red key
  keeps it.
- The OFX color picker's SV palette / hue bar / preview / swatch canvases
  get size_full(): the bare canvases collapsed to zero height in the
  block layout, so the palette painted nothing (the reported 色板没显示).
  Regression test clicks the palette center and expects mid s/v.
2026-08-30 21:58:26 +08:00
Mike-Solar 3be8c3e8fd codec: prefer native NVDEC over VAAPI on Linux
On multi-GPU boxes VAAPI's default render node can point at a device
with no VA driver (NVIDIA without libva-nvidia-driver), failing before
the working AMD/Intel node is ever tried; trying CUDA (NVDEC) first is
both the discrete-GPU path and sidesteps that misdirection. VAAPI stays
as the fallback for AMD/Intel-only machines.

Adds a hwcheck example printing which hw device a stream opens with and
the raw av_hwdevice_ctx_create result codes per device type.
2026-08-30 00:31:32 +08:00