Commit Graph
378 Commits
Author SHA1 Message Date
Christopher Linnett 280a400be4 Merge origin/main into fix/issue-2092-camera-focus-crash
Conflicts were main's new code next to this branch's additions; both kept:
- crates/effects/src/lib.rs: main's Buf::pad_sides stays as main wrote it
  (Transform's transform_grow bounds that padding itself); Buf::pad keeps
  this branch's effective-pad clamp.
- crates/raster/src/lib.rs: main's quantize_px/round_half_up and this
  branch's MAX_PADDED_SIDE (still equal to limits::MAX_SIZE on main).
2026-10-29 18:44:49 +08:00
Minher0 7f1ec94810 Merge branch 'feat/2100-instance3d-layer-create' (synced with main) 2026-10-29 10:18:43 +00:00
Minher0 5b2f305f72 instance3d: a dedicated 3D Layer Instance effect, and the copy is cached
CC Composite stays After Effects-pure: its Layer parameter is gone, so
parameter indices match AE again (scripts and expressions that address
parameters by index). The model reference lives in its own effect,
ec.3d.instance3d (3D Channel, CPU, one layer parameter), which replaces
the layer's pixels with the referenced layer's render — alpha included.

A referenced model's solo render is now hashed into the owner's cache key
instead of declining the entry (Bflat, review of #2410): the layer, its
animated values and transform, the mesh item, the comp camera and lights,
draft 3D, the renderer setting and the in/out gate. Covered by a render
test: the copy is cached, served on the second render, and re-rendered
when the camera pans or the model leaves its in/out range.
2026-10-29 10:18:17 +00:00
Minher0 6969bd4da8 Review fixes: pass &env to add_environment, extract env_shadow_map, drop the repro test (#2436)
- add_environment takes the evaluated light (&EnvLight) instead of nine
  loose parameters — strict clippy (#2496) denies too_many_arguments.
- The Environment light's shadow map moves into env_shadow_map so
  shadow_maps stays under the cognitive-complexity limit.
- tests/it/ui_env_light_repro.rs deleted: it duplicated ui_env_light_gpu
  and the engine tests, and polled with sleeps of up to 12 s.

Signed-off-by: Minher0 <minhero@outlook.fr>
2026-10-29 10:11:06 +00:00
taehongandClaude Opus 5.5 6fc64bf512 Audio: keyframed Audio Levels and Stereo Mixer levels ramp within a mix block
The mixdown evaluated levels and effect parameters once per block, and export mixes WAV/AIFF
in one-second blocks, so a level fade became a staircase that changed once a second. Animated
Audio Levels are now evaluated on a 1 ms grid of comp samples and interpolated in dB between,
and animated per-sample effects (Stereo Mixer, Backwards) run in 1 ms pieces with their
parameters at each piece. The grid is aligned to comp sample indices, so the result still does
not depend on the block size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 17:57:44 +09:00
Z User f47b57d3f8 Merge remote-tracking branch 'origin/main' into fix/environment-light-no-effect-cast-shadows 2026-10-29 08:54:59 +00:00
dotCooCoo 559878a166 Shapes: read the Wiggle Transform group inside wiggle_transform
wiggle_transform looks up its Transform group itself and returns when
the group is missing, so it takes seven parameters and no longer needs
the clippy::too_many_arguments allow.
2026-10-28 23:28:59 -07:00
Vikram Bhaskaran 4a37893284 Merge origin/main into fix/1205-layer-cover. 2026-10-29 17:11:06 +11:00
dotCooCoo ab3d264541 Merge commit 'refs/check/ecb-2300-main' into feat/cineon-settings-ecb
# Conflicts:
#	crates/project/src/tests.rs
2026-10-28 23:06:13 -07:00
BFlat 226b954777 Merge pull request #2553 from arnav-hiwarkar/perf/2551-disk-cache-bounded
Disk cache: 20 GB default and a free-space reserve, so it no longer fills the disk (#2551)
2026-10-29 10:09:24 +07:00
BFlat a19afa0b9b Merge pull request #2450 from dotCooCoo/feat/wiggle-paths-spatial-phase
Shapes: Wiggle Paths has Spatial Phase, which slides its wiggle along the path
2026-10-29 10:08:43 +07:00
Eduardo EspinosaandClaude Opus 5.5 e1d66a3c5c perf: share unchanged layers between undo states
Every undoable edit keeps the previous project for undo, so the comp it touches
is shared and Arc::make_mut deep-copies it: every layer and every keyframe. An
edit therefore costs time in proportion to the comp's size, and a script that
sets many keyframes in a big comp goes quadratic (a 1,600-layer build with
~100k sampled keys took ~45 minutes).

Comp::layers is now a Layers collection backed by Vec<Arc<Layer>>: copying the
stack copies pointers, and only the layer an edit changes is copied. The API
mirrors Vec<Layer>; serialized form is unchanged (a list of layers).
Comp::layer_mut and the iter_mut().filter/find call sites use find_mut /
iter_mut_where so they copy only the layers they actually change.

- prop.addKey in a 400-layer comp: 1.36 ms -> 0.16 ms per key (flat in comp size)
- the 1,600-layer script build: ~45 min -> 47 s, frames pixel-identical
- regression tests: an edit leaves the other layers shared with undo; layers
  round-trip as a plain list

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VkpGcKfWyCudfSsQNiWAaG
2026-10-28 22:20:23 -04:00
dotCooCoo ff717aa309 Merge main and retain Cineon Settings in the extracted modules
Resolve the Interpret Footage form against main's split into
interpret_footage_form and project_settings_form, keeping the Cineon
Settings fields and the pointUnits readback. Restore the Arc, rayon
prelude and cineon_frame imports that main's explicit use lists dropped.
2026-10-28 16:57:56 -07:00
dotCooCoo 0702cd23ee Merge main 2026-10-28 15:31:46 -07:00
dotCooCoo 5f560d7075 Merge #1762: Fix #341: on macOS, a quit goes through terminate:
# Conflicts:
#	Cargo.toml
#	crates/ui-egui/src/app/frame.rs
2026-10-28 15:31:45 -07:00
arnav-hiwarkarandClaude Opus 5.5 8ab492d8cd Disk cache: apply the free-space reading where it's taken, evict off the UI thread at open (#2551)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 22:45:48 +05:30
arnav-hiwarkarandClaude Opus 5.5 52dda004a5 Disk cache: evict before writing, reset the disk reading when the folder changes (#2551)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 21:55:33 +05:30
arnav-hiwarkarandClaude Opus 5.5 8af5f54c92 Disk cache: give space back below the free-space reserve, skip writes that can't fit (#2551)
A disk reported as 0 bytes (an automount map) counts as unknown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 18:34:02 +05:30
arnav-hiwarkarandClaude Opus 5.5 6efeae3793 Disk cache: 20 GB default, a free-space reserve and cheaper eviction (#2551)
- Default disk cache size 20 GB (was 100 GB); settings version 3 migrates the stored old
  default and keeps a size the user chose.
- The cache keeps max(2 GB, 5% of the disk) free: sysinfo::disk_space (df -Pk / PowerShell
  DriveInfo) is read in the background from memory_tick and caps the limit
  (DiskCache::set_disk_space); cache.diskStats reports limitBytes.
- Eviction goes down to 90% of the limit, so the LRU sort runs once per tenth of the limit
  written instead of on every write at the limit.
- Failed writes are counted (cache.diskStats failed) and the first is logged.

Also fixes #2063.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 18:27:31 +05:30
dotCooCoo 32f058ea05 Merge main into feat/wiggle-paths-spatial-phase 2026-10-28 05:39:33 -07:00
Matej Kozlovský 6e69b91a80 Export: H.264 frames convert to YUV 4:2:0 on the GPU
Accelerator::comp_frame_yuv420 (default None) renders a top-level comp frame and
converts it over the background to the H.264 export's 8-bit BT.709 limited-range
4:2:0, every byte within one level of the CPU conversion (the GPU kernel follows
it operation for operation, including NaN and half-away-from-zero ties, but a
driver may contract its arithmetic). A 4K frame then reads back 12 MB of planes
instead of 133 MB of RGBA f32.

The H.264 export asks the accelerator for planes when a frame needs nothing after
the render (progressive, project depth, no crop/resize, rendered at the output
size) and otherwise renders and converts on the CPU as before. Deferred
readbacks (a browser worker) keep the pass-based path. Sizes the kernel can't
take (width not a multiple of 8, odd height) are declined before any GPU work.

Like Cx::frames, h264_frames caps GPU frames in flight only while the
accelerator is up (map_frames_while with the same liveness check): once the GPU
stops for good, the remaining frames render on the CPU side by side instead of
one at a time.

rgba_to_yuv420 moves to effectcraft_raster::yuv so the export and the GPU tests
share one reference. The GPU tests skip without an adapter (tests::gpu()), as
the crate's others do.
2026-10-28 13:19:24 +01:00
Dylan M. Taylor 5d71dce7fc Refactor render for strict Clippy checks 2026-10-28 06:09:21 +00:00
tylerjenningsw 8d008e53da Merge branch 'fix/particle-birth-history' into fix/particle-birth-history-ps2-mercury
# Conflicts:
#	crates/effects/src/sim.rs
2026-10-27 16:59:26 -04:00
minhero 9cdce36f9f Merge branch 'storytold:main' into fix/environment-light-no-effect-cast-shadows 2026-10-27 21:23:56 +01:00
minhero 9d44da761d Merge branch 'storytold:main' into feat/2100-instance3d-layer-create 2026-10-27 21:23:13 +01:00
tylerjenningsw cedc727da9 Merge remote-tracking branch 'origin/main' into fix/particle-birth-history
# Conflicts:
#	crates/effects/src/sim.rs
#	crates/render/src/lib.rs
2026-10-27 14:57:00 -04:00
dotCooCoo e0dc5eb2ff Merge main and retain Cineon Settings in the extracted modules 2026-10-27 11:41:43 -07:00
dotCooCoo bb4f976384 Merge main and retain the Wiggle Transform command schema 2026-10-27 11:41:42 -07:00
tylerjenningsw 0f8a65f6c2 Disk cache: drop segmentations and frames made before strokes applied in order (#1646)
Segmentations and rendered frames are keyed by their strokes, which now
segment differently where strokes overlap; bumping both versions keeps old
entries from showing the old result. Frozen mattes are stored in the project
and are untouched.
2026-10-27 14:13:40 -04:00
tylerjenningsw 74b309e6cf Merge remote-tracking branch 'origin/main' into enhance/avi-import
# Conflicts:
#	crates/project/src/lib.rs
#	crates/render/src/lib.rs
#	crates/ui-egui/src/menus.rs
2026-10-27 14:13:31 -04:00
NetterSilverandClaude Opus 5.5 db41fa7980 Skip transparent pixels and quantise while compositing
Much of a layer buffer is often transparent (a stroked ring, a glow-padded
text layer, a precomp canvas), yet every destination pixel sampled it
bilinearly, and 8/16 bpc comps then re-quantised the layer's whole rotated
bounding box.

- Bilinear warps skip 16x16 source tiles whose pixels (and a one-pixel
  apron) all have zero alpha: their samples are transparent and were never
  drawn.
- The fast affine warp reports the rectangle it changed and, given the
  comp's levels, quantises each pixel as it blends it, so draw_comp has
  nothing left to re-quantise for that layer. quantize_px moves to
  effectcraft-raster for this.
- quantize_rect skips runs of four all-zero (+0.0) pixels, which quantise
  to themselves.
- to_rgba8 / to_rgba8_over convert row by row instead of per 4-byte item.

Every pixel stays bit-identical: tests compare the warp against the
reference path, fused quantising against quantising after blending, and
the zero-run skip against per-pixel quantising.

With the previous commit, demo comp to H.264 (`cargo xtask bench --scenario
demo --format h264 --frames 300`, 11 interleaved runs on a 16-thread Ryzen):
wall 9.26 s -> 6.97 s median (-24.8%), 8.55 s -> 6.55 s min (-23.3%); CPU
time -23%. Output byte-identical.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 17:40:41 +01:00
dotCooCoo 87eb51a089 Include alpha interpretation in frame-blend cache keys 2026-10-27 09:22:14 -07:00
Christopher Linnett 60da124f11 Merge remote-tracking branch 'origin/main' into fix/issue-2092-camera-focus-crash 2026-10-28 00:13:40 +08:00
vangel76andClaude Sonnet 5.5 9fc04e8fe3 Merge upstream/main into fix-1083-beat-marker-audio-pause
Conflicts came from upstream splitting crates/project/src/lib.rs and moving the
frames tests. Re-applied the branch's change in the new places:
- Layer::same_pixels_with now in crates/project/src/layer.rs
- Comp::same_pixels_with, same_settings(o, with_markers), pixel_form_with and the
  timing-marker helpers in crates/project/src/comp.rs (same_pixels_ignoring_markers
  stays removed)
- Project::reads_markers in crates/project/src/item.rs
- crates/ui-egui/src/frames.rs uses reads_markers/same_pixels_with; the branch's
  two marker tests replace the old ones in crates/ui-egui/src/frames/tests.rs

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-27 17:09:17 +01:00
vangel76andClaude Sonnet 5.5 2078b492d9 Merge upstream/main into rfx-text
text/layout: upstream split paragraph() into Para/place_line helpers and moved the tests to
layout/tests.rs. The branch's changes are re-applied there: the resolved paragraph direction
is passed to margins_for/avail_for/align_for (RTL point text with Justify sits flush right),
first_ascent/plausible_first and ParaLine.first/style_first (box first baseline is the d
height, vertical text keeps the ascent), and the Justify All last-line cost in
optimal_breaks. The branch's seven new layout tests moved to layout/tests.rs.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-27 17:06:38 +01:00
vangel76andClaude Sonnet 5.5 ca00da2f55 Merge upstream/main into rfx-masks-shapes
render: upstream moved the tests_*.rs modules into crates/render/src/tests/; the branch's
tests_mask_feather.rs now lives at tests/mask_feather.rs and is registered in tests.rs.
path: rect() keeps the branch's explicit-outline version with an added NaN guard on the
roundness clamp bound (main's fix for the same panic).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-27 16:57:13 +01:00
dotCooCoo c0f6151185 Preserve font name fallback in the shared dropdown menu 2026-10-27 08:31:12 -07:00
dotCooCoo 97ef73d592 Preserve bug fixes after main module moves and bound workspace migration 2026-10-27 07:45:09 -07:00
Z User a8cba23edc Review fixes: the environment shadow follows the tinted radiance (#2436)
dominant_direction weighted texels by their raw channel sum before the
light's colour tinted the radiance, so equally bright red and blue regions
on opposite sides cancelled to no sun and no key — while a red Environment
light's tint removed the blue contribution and left the scene lit
directionally red, with no shadow for its Cast Shadows to show. The tint
now weights the direction sum (a white light weights [1; 3], a coloured
one its normalised colour), so the sun and key are derived from the
radiance the light actually emits; add_environment computes the tint once,
before the direction pass, and reuses it for the texel tinting. An
achromatic image is unaffected (its weights scale uniformly), so the
default studio and white-lit scenes keep their shadows exactly.

Tests: opposed red and blue texels cancel to a white light but a red tint
points the sun straight at the red one (a blue tint, at the blue one); end
to end, a red Environment light over an image with equally bright red and
blue regions on exactly antipodal positions casts the shadow a white light
over the same image does not — and the shadow falls opposite the red
region, the side the tinted radiance comes from.
2026-10-27 14:11:55 +00:00
Z User eb34d10d21 Review fixes: a failed environment source lights nothing (#2436)
Two review points on the merge:

- env_pixels returned None both for an unconfigured light (no Source, no
  Environment Layer) and for a failed source (a deleted layer, missing
  footage, a failed decode), so a selected source that failed silently
  swapped in the default studio environment — relighting and reshadowing
  the scene behind the user's back. It now tells the three apart
  (EnvPixels::Absent/Image/Failed): only the unconfigured light uses the
  default; a failed source contributes nothing, exactly like a layer whose
  source fails renders nothing. The repair the user can act on stays where
  it already lives — missing footage is flagged on the item, with the
  relink commands to fix it.

- The docs claimed only a uniform image casts no shadow. A non-uniform one
  can be directionless too: opposing bright regions cancel, and anything
  under 1% directional is rejected. agents.md, architecture.md and the
  sun/dominant_direction doc comments now say an image without a
  sufficiently strong dominant direction.

Tests: an unreadable Environment Layer (auto-picked), an unreadable
selected Source and a deleted one all light nothing — pixel-equal to the
unlit render, no studio default, no default-environment shadow — while an
unconfigured light still lights; two equal bright spots at opposite
azimuths cancel to no sun and no key, and tilting the balance re-emerges
pointing at the brighter spot.
2026-10-27 12:33:46 +00:00
Minher0 db1f798455 Merge main into #2410
PR #2491 moved the modules; the instance3d changes follow the new layout:
- tests_instance3d.rs lives in src/tests/instance3d.rs now (declared in src/tests.rs)
- solo_3d moved from render/src/lib.rs to render/src/pipeline.rs, pub(crate),
  and its FxHost::layer caller moved to render/src/fx_host.rs
- cmd/create.rs, effects/channel2.rs, gpu/fx_pixel2.rs and render/cache/dependencies.rs
  followed their moves automatically (rename detection)
2026-10-27 09:15:43 +00:00
Z User 978ca419b9 Merge remote-tracking branch 'origin/main' into fix/environment-light-no-effect-cast-shadows 2026-10-27 08:54:33 +00:00
heojunfo 7a665a67b3 Merge remote-tracking branch 'upstream/main' into fix/classic3d-shadow-diffusion 2026-10-27 14:06:18 +09:00
Minher0 743119d6e5 Give the Environment light After Effects' look (#2436)
The default studio environment's level-preserving mean of 1 acted like a
100% white Ambient light: with only the Environment light on, a white floor
rendered at full white (95% of the frame saturated) while its shadow core
went to pitch black — a fog over the scene, nothing like After Effects'
default. Three changes bring the look in line, CPU and GPU alike:

- The default environment is a dim studio now: a solid-angle-weighted mean
  of 0.3 (and a stronger key gradient), so a white floor reads a mid gray
  and the light's colour x intensity still scales the level.
- The shadow occludes only the image's directional (key) fraction of the
  light — |sum of dir x radiance| / sum of radiance, computed beside the
  dominant direction and carried in the scene — so the fill keeps shining
  inside the shadow: an area-light shadow, partial like After Effects'
  (a lone bright spot on black still shadows almost fully; a uniform image
  not at all).
- The environment shadow map's penumbra has a floor — eight output pixels,
  or four map texels where those are coarser — because the map covers the
  whole scene bounding sphere rather than the view, and its texels would
  otherwise stair-step the edge (all the more in a draft render's flat 512
  budget). Shadow Diffusion widens it further, as before.

Tests: the key fraction tracks directionality; the default keeps its dim
level, its direction and its key; the default and a bright key both shadow
the floor (the default partial, the key deep) with Cast Shadows off lit
everywhere; and the full look — a mid-gray lit floor (no fog), a partial
core, and a soft edge ramp in quality and draft renders alike.
2026-10-26 23:36:19 +00:00
aiongg b7b75ed37a style: cargo fmt on the moved files 2026-10-26 21:54:30 +00:00
aiongg cbce15f069 refactor(render): move footage, effect host, accelerators, options, pipeline, layers and frames out of lib.rs 2026-10-26 21:49:11 +00:00
aiongg 9526833a62 refactor(render): move loose test files to src/tests/ 2026-10-26 21:49:11 +00:00
aiongg 226f76a5bf refactor(render): move src/three_d/mod.rs to src/three_d.rs 2026-10-26 21:49:10 +00:00
aiongg 0497fa6250 refactor(render): move src/three_d/adv/mod.rs to src/three_d/adv.rs 2026-10-26 21:49:10 +00:00
Minher0 aff46dabb6 Cast shadows from the Environment light's default environment (#2436)
After Effects' default environment map casts shadows out of the box: an
Environment light with Cast Shadows on shadows the scene with no Source
set. The flat default cancelled its dominant direction to zero, so the
option did nothing until a Source image arrived. Give the default a soft
studio gradient (bright above and toward the initial camera, dark below
and behind), level-normalised so the light's colour x intensity still
sets the overall brightness; its dominant region drives the existing
shadow pipeline, CPU and GPU alike.
2026-10-26 20:26:03 +00:00