Merge branch 'main' into worktree-agent-a9fea98fe9839069d

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Brandon Thomas committed 2026-10-04 00:25:43 -04:00
commit 05b614990b
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@@ -127,7 +127,17 @@ preview frame are written (LZ4, atomic rename, checksummed) under 128-bit conten
comp's content hash (the comp, what it uses, footage file size and time) plus frame, scale and
view for frames; the layer key salted with the footage fingerprint for layers — so entries
survive restarts and never go stale. LRU eviction keeps it under the size limit; Edit ▸ Purge
empties it, `cache.diskStats` reports it, and the timeline draws disk-only frames in blue.
empties it, `cache.diskStats` reports it, and the timeline draws disk-only frames in blue. In the
browser the frames live in the Origin Private File System: frame workers write them, the page
keeps the index (`DiskIndex`) and reads hits ([web.md](web.md#disk-cache)).
**Deferred readbacks** (`effectcraft-gpu` `deferred`): where a readback can't be waited for (WebGPU
in a browser worker) a frame renders in passes. `Accelerator::frame_begin` / `pass_begin` /
`pass_missed` / `miss_gate`: a readback not there yet starts asynchronously and the step returns a
placeholder; the pass is missed, the layer cache's gate drops inserts until the pass ends, and the
caller (`remote::FrameServer::resume`) renders again once the device delivered. Readbacks are keyed
by content (a chain's input pixels and parameters; the frame's comp, time and options), so later
passes are served from them; a pass without a miss is the frame.
**Time effects** (Echo, Posterize Time, Timewarp…) read the layer at other times through
`EffectHost::self_at`: the renderer renders the layer's source and masks (plus, optionally, the
@@ -190,21 +200,35 @@ runs render on the GPU end to end (`gpu::adv3d`, `Renderer::prepare_adv_run` /
then compute kernels (`adv3d.wgsl`) resolve the 2×2 supersampling, average the sub-samples
(nearest depth), apply the depth-based iris depth of field with the Classic 3D bokeh spans
(`three_d::bokeh::kernel_spans`, highlight boost, progressive blur levels) and composite over the
GPU canvas; only the depth of field reads back its 8-byte radius range. Advanced 3D layers with
blend modes, track mattes or Preserve Transparency and environment backgrounds take the CPU's
2D compositing path (their scenes still render through `render_3d`). Wireframe outlines draw on
the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU
effects (`effects::GPU_EFFECTS`, 166 of them: blurs, colour correction, keying incl. Key Light,
mattes, channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC
Page Turn), Cartoon, bevels, shapes, transitions, generators, noise, grain and time; see
GPU canvas; only the depth of field reads back its 8-byte radius range. Runs whose layers need
the 2D compositing path (blend modes, track mattes, Preserve Transparency) come to the GPU as a
`three_d::adv::SplitRun` (`Renderer::split_adv_run`, `draw_run`'s steps as data): the plain
layers render as one scene over the canvas, then each special layer, farthest first, renders on
its own, is hidden where the main scene is nearer (`occlude`), and goes through the 2D matte /
Preserve Transparency / blend kernels (a 3D track matte renders solo through the camera).
Environment Light Background layers draw their sky in a kernel (`adv_sky`, from
`Renderer::sky_draw`) before the rest of the run, in Classic and Advanced 3D comps. Wireframe
outlines draw on the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU effects
(`effects::GPU_EFFECTS`, 196 of them: blurs, colour correction, keying incl. Key Light, mattes,
channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC Page
Turn, CC Bender, CC Blobbylize), Cartoon, bevels, shapes, the transitions (CC light family, CC
transitions, Block Dissolve), perspective (Radial Shadow, CC Cylinder / Sphere / Spotlight /
Environment, 3D Glasses), generators, noise, grain, text (Numbers, Timecode) and time; see
[effects.md](effects.md)) repeat the CPU effect's steps (padding, box radii, parameters, hashes)
as kernels, in one module per family (`gpu::fx_*` with `shaders/fx_*.wgsl`); consecutive GPU
effects run as one chain with one upload and one readback. Statistics that need the whole frame
(Auto Levels / Contrast / Color, Equalize, Shadow/Highlight, Color Stabilizer, Remove Grain's
noise level) are measured on the CPU from one readback and applied on the GPU; effects reading
other frames (Echo, Posterize Time) upload the frames the host renders. Settings a kernel cannot
match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's Fisheye and Twist past
50 % or with a distortion, whose Newton inverse wanders chaotically near the crease). Tests render
other frames (Echo, Posterize Time, Time Difference, Time Displacement, CC Force Motion Blur, CC
Wide Time, Pixel Motion Blur, Timewarp) upload the frames the host renders (`time_frames`) and
combine them on the GPU; Time Displacement's per-pixel times and Timewarp's motion vectors
(`time_fx::timewarp_plan`) are computed on the CPU. Numbers and Timecode rasterise their glyph
coverage on the CPU (`textfx::text_layer`) and composite it on the GPU. Other layers an effect
reads (gradients, reveals, environments) are fitted on the CPU (`util::fit_layer`) and uploaded.
Settings a kernel cannot match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's
Fisheye and Twist past 50 % or with a distortion, whose Newton inverse wanders chaotically near
the crease, and Timewarp with a Matte Layer); Card Wipe (the 3D card renderer of Card Dance and
Shatter) stays on the CPU. Tests render
scenes on both paths and compare them (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc); they skip without an
adapter. Working textures (premultiplied RGBA f32) come from a pool: a released texture is reused
once every encoder that could still read it has been submitted, transparent inputs share one