- 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.
3 lines
64 B
TOML
3 lines
64 B
TOML
[env]
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FFMPEG_DIR = { value = ".cache/ffmpeg", relative = true }
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