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
2026-08-23 19:08:18 +08:00
2024-05-13 14:49:53 +02:00

Oak Video EditorCI

中文

Oak Video Editor is a free non-linear video editor for Windows, macOS, and Linux.

This project is a community-maintained fork of Olive Video Editor. screen

NOTE: Oak Video Editor is alpha software and is considered highly unstable. While we highly appreciate users testing and providing usage information, please use at your own risk.

Binaries

The binary can be downloaded here:

v0.4.2

v0.4.1

v0.4.0

Building from Source

See docs/build.md for build instructions on Windows (MSYS2), Linux (Debian/Ubuntu, Fedora, Arch Linux), and macOS.

Documentation

Roadmap

Version Theme Core Deliverables Boundary Notes
0.3 Plugin Architecture Milestone Production-ready OpenFX host support Not about quantity of plugins, but "any OFX plugin loads without crashing"
0.4 Color, Audio & Performance .cube/.3dl support, scopes (waveform/vectorscope/histogram), three-way color wheels, waveform auto-sync, BWF timecode sync, audio meters (LUFS/VU), proxy media workflow, hardware-accelerated export (NVENC/VideoToolbox), batch render queue Combines the previous 0.4-0.6 scope into one usability milestone: color workflow, audio sync, and 4K/8K performance
0.5 Animation, Tracking & Collaboration Bézier keyframe curve editor, basic point tracking, image stabilizer, full multicam angle switching, OpenTimelineIO, EDL/XML import/export Combines the previous 0.7-0.8 scope into one timeline/interchange milestone
0.6 Stability Milestone Project file format freeze (backward compatibility promise), crash recovery, autosave, memory optimization "Feature freeze" testing period before 1.0
1.0 Production Ready Complete documentation, installers, known issues list, community support channels Declared "ready for serious projects"
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