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Merge remote-tracking branch 'origin/main' into fix/sec-roto-span
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@@ -274,7 +274,9 @@ pub(crate) fn box_passes(e: &mut Enc, img: &GpuImage, rx: &[usize], ry: &[usize]
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let mut cur = img.clone();
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let passes = rx.iter().map(|&r| (false, r)).chain(ry.iter().map(|&r| (true, r))).filter(|p| p.1 > 0);
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for (vertical, r) in passes {
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let block = if vertical { (4 * r).clamp(32, 256) } else { 256 } as u32;
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// Vertical sums restart every `block` rows as the CPU's do; a row is one running sum, as
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// on the CPU (restarting it rounds differently).
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let block = if vertical { (4 * r).clamp(32, 256) as u32 } else { cur.width.max(1) };
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let (lines, n) = if vertical { (cur.width, cur.height) } else { (cur.height, cur.width) };
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let mut p = Params::default();
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p.u[0] = [r as u32, repeat as u32, block, 0];
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@@ -270,7 +270,7 @@ fn line_get(horizontal: bool, line: i32, i: i32, n: i32, repeat: bool) -> vec4<f
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}
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// One box pass of radius r along rows (horizontal) or columns, as running sums over blocks of
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// `block` pixels (each block restarts its sum, as the CPU's vertical pass does).
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// `block` pixels (each block restarts its sum, as the CPU's vertical pass does; rows are one block).
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fn box_pass(gid: vec3<u32>, horizontal: bool) {
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let dims = out_dims();
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let r = i32(P.u[0].x);
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@@ -731,6 +731,35 @@ fn small_blurs_fall_back_to_the_cpu() {
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}
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}
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/// Horizontal GPU box passes used to restart the running sum every 256 px; the CPU keeps one sum
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/// per row, so images wider than 256 disagreed in f32 rounding. Width 320 forces that path.
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/// Exact on llvmpipe (CI lavapipe), which fails without the fix; other adapters use the usual
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/// Bpc32 tolerance because a tighter bound can fail on unmeasured hardware and does not catch
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/// the regression (Metal still differs by ~1e-6 with or without the fix).
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#[test]
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fn box_blur_horizontal_rows_match_cpu_beyond_256() {
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let Some(g) = gpu() else { return };
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let img = pattern(11, 320, 48);
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let up = g.ctx.upload_image(&img).expect("upload");
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let tol = if on_llvmpipe() { 0.0 } else { tolerance(BitDepth::Bpc32) };
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let check_case = |name: &str, want: Image, got: Image| {
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assert_eq!((got.width, got.height), (want.width, want.height), "{name}: size");
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let d = diff(&want, &got, tol);
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assert_eq!(d.over, 0, "{name}: max {} at {:?} on {}", d.max, d.worst, g.ctx.name);
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};
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for (name, r) in [("box r5×3", 5usize), ("box r25×3", 25)] {
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let mut e = crate::context::Enc::new(&g.ctx);
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let rx = [r, r, r];
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let out = crate::effects::box_passes(&mut e, &up, &rx, &rx, false);
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check_case(name, effectcraft_raster::box_blur(&img, r, r, 3, false), e.download(&out).expect("download"));
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}
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for (name, sigma) in [("gauss σ10", 10.0f64), ("gauss σ40", 40.0)] {
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let mut e = crate::context::Enc::new(&g.ctx);
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let out = crate::effects::gaussian_blur(&mut e, &up, sigma, sigma, false);
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check_case(name, effectcraft_raster::gaussian_blur(&img, sigma, sigma, false), e.download(&out).expect("download"));
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}
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}
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#[test]
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fn gpu_effects_match_cpu() {
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// Sigma 3 px and up and even radii, so the half-scale pass stays on the GPU too (#1939).
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@@ -340,10 +340,13 @@ whichever compositor measured faster for it (`render::auto::AutoPick`, kept by t
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per comp, output scale and path (readback or viewer display) it averages CPU and GPU frame times
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(warm-up on both sides, the fastest warm-up frame starting the average, single stalls capped),
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picks the GPU unless the CPU is clearly faster, and re-measures the other side every 48 frames.
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Render Queue jobs don't use Auto: every frame of a job renders on the project's renderer (the
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GPU compositor with GPU Acceleration), so runs of a render don't differ by timing.
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Light comps (a few small layers, which the CPU composites only within their bounds) then stay on
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the CPU instead of paying for full-frame passes and a readback. A GPU frame walks the comp like
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the CPU instead of paying for full-frame passes and a readback. Render Queue jobs don't use
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Auto per frame: a job renders every frame on one compositor, never a mix (#3335). A GPU
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Acceleration job with an accelerator times both on its first frames
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(`export::pipeline::Cx::probe`, jobs of 12 frames or more) and keeps the faster, the CPU only
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when clearly faster; `EFFECTCRAFT_RQ_RENDERER=gpu|cpu` fixes the choice, and readback-deferred
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accelerators (the web) render on the project's renderer. A GPU frame walks the comp like
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`draw_comp`: cached layer buffers are uploaded once per buffer, then transformed with the CPU's
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sampling (nearest, bilinear, Catmull-Rom bicubic, the same minification pre-filter), motion-blur
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sub-samples are accumulated, and track mattes, Preserve Transparency, layer style passes,
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+11
-1
@@ -99,7 +99,17 @@ Commands (CLI, MCP, control channel):
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one; `EFFECTCRAFT_GPU_MEMCAP_MB` sets it), keeping room for the upload cache to fill. It
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renders one frame at a time where the memory can't be measured (Metal, WebGPU, GL, or the
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cap turned off) and once frames have had to wait for memory. The render log names the count.
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`EFFECTCRAFT_GPU_INFLIGHT` overrides it.
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`EFFECTCRAFT_GPU_INFLIGHT` overrides it. CPU renders have no such setting: they keep one
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frame per thread in flight, so their memory grows with the core count. Set
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`EFFECTCRAFT_CPU_INFLIGHT` to a whole number of frames (at least 1) to cap the frames in
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flight of every Render Queue render and export, `effectcraft-cli render` included
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([#1615](https://github.com/storytold/effectcraft/issues/1615)); previews don't read it. One
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exception: while a job on GPU Acceleration times both compositors on its first frames, it
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renders them under the cap but keeps them all (up to 12) until it has chosen. That timing
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picks the compositor that a job of 12 frames or more renders every frame on (the render log
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names it and why). `EFFECTCRAFT_RQ_RENDERER` set to `gpu` or `cpu` skips it and renders on
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that compositor; `auto` (the default) measures. A queue item's later output modules reuse its
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first one's choice, and Software Rendering projects always render on the CPU.
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- `threeD.defaultRenderer`: Default 3D Renderer
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- `labels.N.name` / `labels.N.color`: the 16 label names and colours, used by the Label menu,
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the timeline, project panel, render queue and viewer handles
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+3
-3
@@ -173,9 +173,9 @@ the same futures with `passes::block_on`; they never wait there).
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- **Render Queue**: `effectcraft_export::export_async` renders each frame in passes (frames
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with deferred readbacks render one by one instead of in parallel batches) and encodes as
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before (`Exporter::export_async`). As on the desktop, a job renders every frame on the
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project's renderer (the worker's GPU with GPU Acceleration), not on whichever
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compositor measured faster, so runs don't differ by timing.
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before (`Exporter::export_async`). Unlike the desktop, which times both compositors on a
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job's first frames and keeps the faster, a job renders every frame on the project's renderer
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(the worker's GPU with GPU Acceleration), so runs don't differ by timing.
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- **Analyses** (Warp Stabilizer, 3D Camera Tracker, Track Motion, mask and face tracking, Roto
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Brush freeze and propagation): their work functions are `async`; started with `wait` inside
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a job they are queued and awaited (`offload::run_or_queue`), and each input frame renders in
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