Commit Graph
11 Commits
Author SHA1 Message Date
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 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 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 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 c51a349070 render: translate node GLSL shaders to WGSL and run them as wgpu passes
CI / Build & test (Linux) (push) Failing after 16m57s
CI / Build & test (Windows) (push) Successful in 31m46s
2026-08-27 07:07:09 +08:00
Mike-Solar fa3951344b render: fix 4K playback memory growth and decode-to-target-size
Root causes found for the 4K stalls and the second-footage memory
blowup (audit + code review):

- ticket bookkeeping leaked unbounded: the procpool ticket table and
  the arena slot map only ever grew (50-100 tickets/sec during
  playback, each pinning montage params and shm region views).
  Completed/cancelled/superseded/crashed entries are now removed, and
  the arena reaps fire-and-forget tickets once finished; the sync poll
  path reaps via a terminal result() read. InFlight duplicate submits
  now answer State immediately instead of sitting in the map forever.
- decode ran a full-resolution swscale to F32 RGBA (~132 MB at 4K)
  plus a second full-res copy before downscaling to the 480px proxy:
  RetrieveVideoParams.target_size lets swscale convert AND resize in
  one pass (bilinear, matching the old Rust resampler), so a 4K
  preview frame costs ~1 MB instead of ~260 MB of churn. This applies
  to proxy AND full-res requests alike.
- per-process decoder cache was unbounded (each session pins an FFmpeg
  context + 2 native decoded frames): LRU-capped at 16, eviction drops
  the map entry (in-flight renders keep their Arc; Drop releases
  FFmpeg).
- playback window completions were not generation-gated: a stale
  render from before an edit landed in the rebuilt window (wrong frame
  displayed, fresh request blocked). Stale completions now return
  their shm slot credit instead.
- async audio prefetch used the polling ticket submit without ever
  polling: switched to the fire-and-forget submit so entries reap.
2026-08-26 01:31:10 +08:00
Mike-Solar f2aab8ce15 render: apply clip effect stacks in the montage path
CI / Build & test (Windows) (push) Failing after 16m26s
CI / Build & test (Linux) (push) Successful in 19m12s
Adding an effect to a clip did nothing: the sequence render is
flattened into a montage (decode + composite), and MontageClip carried
no effect data at all.

- MontageClip gains an ordered effect stack (type id / enabled /
  effect input / parameter values); protocol v2 carries it as an
  additive wire field (older peers default to an empty stack).
- renderops::video_montage fills the stack from the effect chain
  (the footage source node — the chain end without an effect input —
  is dropped; the montage decodes the footage itself). Export
  (oak-task) and the multicam single-track montage fill it too.
- The worker applies the stack between decode and composite: built-in
  Opacity gets a CPU evaluator (C++ opacity.frag parity — whole vec4,
  alpha included, unity pass-through); everything else dispatches as an
  OFX plugin job through a new instance-factory slot (oak-plugin
  lazily creates + caches one instance per identifier per render
  process) with the montage's parameters injected. Disabled effects
  bypass (the C++ traverser pushes the effect input through). Unknown
  types warn once per type id and pass through — no silent no-ops.

Not covered (explicitly): Transform/Crop and the other ~30 built-in
effects have no CPU evaluator in oak-render (they pass through with a
warning), keyframed parameter animation, audio effect chains, and the
CLI's simplified montage.

Acceptance: a real 50% Opacity on real media quarters the rendered
pixels both in-process (renderops test) and through a real worker
process over IPC + shared memory (procpool_integration test);
disabling restores the plain render byte-for-byte.
2026-08-25 04:49:00 +08:00
Mike-Solar 30ef02803d render: fix the interactive-seek deadlock and seek starvation
Three compounding bugs froze the UI when dragging the playhead after
playback:

1. Self-deadlock on preview_windows: supply_preview_window /
   cancel_preview_windows / cancel_preview_window called
   cancel_preview_sequence / cancel_preview_frame while HOLDING the
   preview_windows mutex; those calls fire completions synchronously and
   the completion locks preview_windows again. Caught by sampling the
   hung process: UI thread in cancel_preview_sequence -> TicketSlot::
   finish -> completion -> Mutex::lock. Cancels/releases are now
   collected under the lock and fired after it is dropped.

2. Seek starvation by shard pinning: a Seek request's scheduler frame
   is its ticket id, pinning it to worker (id mod W). The playback
   window fills every worker's slots (window slots are only released by
   UI-thread consumption), so the seek's pinned worker could have zero
   free slots while the UI thread blocked on the seek — permanent
   starvation. Seeks (interactive frame / real-time audio) are now
   claimable by ANY worker; the no-stealing shard rule stays for
   Playback frames (adjacent frames finish together).

3. No per-worker reserve: the global preview_window_capacity reserve is
   pool-wide accounting, but exhaustion happens per worker. Playback /
   Background claims now leave one credit unused per worker; Seek
   claims may use the last slot (they complete on the worker without
   UI involvement).

Also: RealEngine::drop cancels the preview windows — ShmFrameRef has no
self-release, so every dropped engine leaked its window's slots from
the shared pool, starving later windows (surfaced as the full-suite
playback_window_supplies_playhead_frames failure once the new probe
test shifted the test schedule). new_sequence_has_default_two_video_
two_audio_tracks now takes the engine test lock (it asserts on the
global undo stack; running lock-free raced parallel undo histories).

New regression probe interactive_seek_renders_without_hanging: play 30
ticks (window fills and holds shm slots), pause, seek, synchronously
render — must not hang. Scheduler tests updated for the reserve and
seek-any-worker contract. OAK_DEBUG_DISPATCH=1 enables the dispatcher
starvation/pool diagnostics used to track this down.
2026-08-24 02:11:00 +08:00
Mike-Solar 244d5e860f workspace: kebab-case crates, app under crates/oak-app, shared versions
CI / Build & test (Windows) (push) Failing after 7s
All crates take the oak-* kebab-case naming (oak-audio, oak-codec,
oak-common, oak-core, oak-ffmpeg-link, oak-node, oak-otio, oak-plugin,
oak-render, oak-storage, oak-task, oak-timeline, oak-undo), with the
lib identifiers rewritten (oakrender:: -> oak_render::, oakcore_rs:: ->
oak_core::, ...) across all 226 referencing files.

The GUI application moves from the workspace root into
crates/oak-app/: src/, build.rs (paths fixed for the new location) and
tests/ travel with it, the root Cargo.toml becomes workspace-only
([workspace] + workspace.package + profiles), and the app package
inherits the workspace version. The screenshots example becomes a
standalone crate examples/simple_player/ with its own Cargo.toml.

Every crate now inherits the single workspace version
(version.workspace = true), and the workflows' crate paths and the
build docs follow the renames.

Validated with a clean cargo check --workspace.
2026-08-22 16:58:37 +08:00