Files
oak-editor/docs
Mike-Solar 48e99e56b7 render: the M2 GPU zero-copy pipeline — wgpu 29, shared gpui device, GPU color LUTs
docs/zh/plans/render-pipeline-threads.md M2: the graph's textures stay
on the GPU from evaluation through presentation, and presentation runs
on the UI's own wgpu device.

- wgpu 25 -> 29 (naga 29) across the engine, unifying it with
  gpui_wgpu so engine textures are directly sampleable by the presenter
  (a single wgpu remains in the lockfile).
- GpuContext::adopt/install_shared: the app registers the window's
  device at startup and the render thread renders on it;
  texture_handle hands the raw Arc<wgpu::Texture> to
  SurfaceSource::Texture - zero-copy present on Linux/FreeBSD. The
  shared slot replaces an engine context that has not touched the GPU
  yet (startup-order guard) and refuses once it has.
- Texture::Gpu shares a GpuLease so clones release the registry token
  exactly once; the compositor, transitions and adjustment sweeps keep
  GPU textures end to end (no per-clip readbacks; GPU clears for
  black/generated frames).
- Color management stays on the GPU: the output node + display ICC
  chain is baked into a 65^3 3D LUT with the exact CPU reference and
  applied by the present WGSL pass (manual trilinear);
  ColorTransformJob bakes its OCIO processor the same way. Neither
  path skips color management.
- The explicit readback boundaries accept GPU textures: export
  encoder, CLI, worker shm, disk cache; CPU OpenFX already read back.
- M5 dependency: the YUV->RGB GPU pass (BT.601/709/2020 x
  limited/full) matches colormath::yuv444p16_to_rgb_f32.
- Acceptance: gpu_transfer_counters; single-clip and layered
  (multi-track + transition + adjustment) playback tests assert zero
  GPU->CPU readbacks, and the app test asserts adopted-device present
  is zero-copy. GPU tests hard-fail when OAK_REQUIRE_GPU is set (CI
  lavapipe) instead of skipping silently.
2026-09-12 20:52:17 +08:00
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true Oak Video Editor /images/oak-icon.png Oak Video Editor false A modern, open-source, non-linear editor with a focus on speed and clarity.
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Read the Docs /build.html primary
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View Project Files /project-file-reference.html secondary
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Fast Editing Responsive timeline, smart caching, and efficient media handling.
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Built for Creators Clean UI, configurable shortcuts, and clear project structure.
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Open Source Transparent development with room for community ideas.
Copyright © Oak Video Editor

About Oak

Oak Video Editor is a renamed fork of Olive, focused on delivering a polished, creator-friendly editing experience. This site hosts build notes, project file references, and test plans for contributors.

Quick Start

  • Build from source on Windows, macOS, or Linux using the Build guide.
  • Learn how project data is stored in the Project File Reference.
  • Understand the database write-through persistence in the Project Storage Architecture.
  • Keep releases solid by following the Test Plan.