Files
oak-editor/crates/oak-worker
Mike-Solar 551909df62 ci: clear MSVC INCLUDE/LIB for the GNU build; worker test helper fixes; hw tolerance
- the Windows runner image exports MSVC's INCLUDE/LIB; cc-rs was
  appending the MSVC SDK headers to MinGW compiles (vcruntime.h not
  found)
- oak-worker handshake test helper advertised the input pool's total
  byte size as per-slot data bytes (macOS tolerated the oversized
  attach; Linux correctly rejects it)
- hw/sw decode comparison tolerance 0.05 -> 0.08 (VideoToolbox's
  YUV->RGB legitimately differs by ~1 LSB of intermediate depth)
2026-08-21 05:52:30 +08:00
..

oak-worker (Rust)

Headless render worker process — the Rust rewrite of worker/workermain.cpp (contract: engine/include/oakengine/worker.h and engine/include/oakengine/ipc.h).

Build and test

cargo build --release      # binary: target/release/oak-worker
cargo test                 # unit + integration tests

The worker is self-contained (M14 R2): the whole runtime is compiled into this binary and links the module crates directly — no liboakengine dylib is needed at build or run time.

  • src/worker.rs is the port of engine/src/capi/worker.cpp oakengine_worker_main() and owns the whole runtime: render backend selection through the oakrender crate's direct Rust API (dynamic → OpenGL fallback), the startup handshake and the NDJSON control loop. Since M15 S1 it also renders for real: load_graph deserializes the snapshot through oaknode::serializer, and render_frame / render_batch render through oakrender::eval (generated frames, footage decode via oakcodec/ffmpeg, montage compositing) directly into the main-assigned shared-memory slots. M15 S3 adds render_audio_batch (audio range pulls mixed by oakrender::eval::render_audio_samples_into into SLOT_FORMAT_AUDIO_F32 slots — interleaved f32 — so audio plugin crashes take down this process, not the editor).
  • src/ipc.rs is a shim re-exporting oakrender::ipc (M15 S1): the NDJSON protocol and the shared-memory frame-slot transport moved to the oakrender crate so both ends of the pipe link one copy (the main-process dispatcher in oakrender::procpool creates the segments; this worker attaches to them).

The oakrender module crate (../oakrender) is a plain Rust dependency; it depends on ocio-rs with the bundled feature, whose first-time build fetches a vendored OpenColorIO dependency (sse2neon) from github.com. On networks without github access, build with a shared target directory that already contains a completed oakrender build tree, e.g.:

CARGO_TARGET_DIR=/path/to/oak/crates/oakrender/target cargo build --release

What the worker does

Same flow as the C++ main, in the same order:

  1. parse --backend <name> (default opengl; none skips renderer creation and the process exits 1, like the C++ main; cpu is the M15 headless render mode — no renderer, but the session stays fully operational and renders through the CPU evaluation path).
  2. initialize the render backend (inside src/worker.rs): the oakrender DisplayRenderer direct Rust API, falling back to the direct OpenGL renderer exactly like the C++ create_renderer() fallback chain. Then the runtime services load (color-manager default config, the oakplugin render executor).
  3. write the startup handshake (protocol version 1, empty shared-memory geometry — same as the C++ worker's startup handshake; the parent creates the segments and announces their geometry in its reply).
  4. serve the NDJSON control loop on stdin/stdout until a shutdown message or EOF: handshake attaches the announced shared-memory frame-slot pools through the real transport and answers hello_caps (protocol v2: supported slot formats + max slot size); load_graph deserializes the graph snapshot; render_frame renders one frame into an acquired slot; render_batch renders a batch of main-assigned-slot tickets (batch_accepted claim confirmation, then one frame_ready/frame_failed per ticket); cancel / shutdown are dispatched by the session. Responses are one compact JSON line per message.

Implemented vs stubbed (nothing is faked)

Real: argument parsing, render backend initialization (real wgpu renderer, dynamic → OpenGL fallback), runtime initialization (color config + oakplugin render executor), startup handshake, NDJSON framing, message validation (protocol version, handshake geometry, load_graph file existence/size), the shared-memory frame-slot transport (oakrender::ipc — POSIX shm_open/mmap/munmap/shm_unlink, the SPSC ring buffer and the frame-slot pool with the exact version-1 shared layout; a handshake genuinely attaches the output and input pools), graph deserialization (oaknode::serializer::load, plus the minimal {"project_copy":N} identity payload), frame rendering into shm slots (render_frame v1 + render_batch v2: generated frames, footage decode, montage compositing, end-of-pipe F32→BGRA8 conversion), unknown-type/malformed-message errors, shutdown/EOF termination.

Deferred to M15 S2/S3 (documented in src/worker.rs): the loaded project's node-graph render path (plugin-node evaluation per graph snapshot update) — today tickets render from their wire spec (montage/footage/generate), which covers the preview pipeline.

Deviation from the C++: the startup handshake omits gl_major/ gl_minor — the oakrender module exposes no GL context version (the C++ worker reads them off its QOpenGLContext).

Crash-isolation test hooks

The batch render path honors two environment variables used by the crash-isolation integration tests (tests/procpool_integration.rs):

  • OAK_WORKER_CRASH_ON_TICKET=<n> — raise SIGSEGV while rendering ticket n (like a real plugin crash).
  • OAK_WORKER_CRASH_MARKER=<path> — when the marker file exists the crash is skipped; the hook writes the marker before dying, making the crash one-shot so the restarted worker renders the re-queued frame.

They are test-only; unset in production.

Layout

src/
  main.rs     argv --backend scanning (default opengl; last flag wins);
              forwards to worker::worker_main
  worker.rs   the real worker runtime: backend selection (oakrender
              DisplayRenderer, dynamic -> OpenGL fallback), WorkerSession,
              handshake + NDJSON loop, real load_graph + render_frame +
              render_batch (M15 S1)
  ipc.rs      shim re-exporting oakrender::ipc (M15 S1: both pipe ends
              link one copy of the protocol + shm transport)
tests/worker.rs             binary-level tests (--backend none exit 1;
                            --backend cpu handshake + clean exit)
tests/procpool_integration.rs  M15 S1 end-to-end: real workers spawned by
                            oakrender::procpool::ProcessDispatcher — batch
                            renders into shm slots, crash isolation with
                            restart + re-dispatch, zero-copy assertions

The NDJSON control-loop behavior is exercised in-process in src/worker.rs against the local real shared memory (--backend none / --backend cpu sessions, no GPU needed); tests/procpool_integration.rs drives real worker processes end-to-end through the main-process dispatcher. Run the binary against a created segment to see the real attach path:

target/release/oak-worker --backend cpu <<< '{"type":"shutdown"}'

M15 S2 status

The process-isolated backend is now the default RenderManager backend; the in-process render thread pool was deleted (the app drives the dispatcher from its UI tick and from blocking ticket waits, and the pre-render window feeds the scheduler ahead of the playhead). The worker binary is located at target/debug/oak-worker next to the main executable during development (or via OAK_WORKER_BIN / DispatcherConfig::worker_bin), and bundled alongside the main binaries by the packager (root Cargo.toml).