Commit Graph
96 Commits
Author SHA1 Message Date
Dylan M. Taylor 156f8484f6 Merge branch 'main' into fix/sec-render-budgets 2026-11-11 12:09:13 +00:00
FredApps 38e7b5e16b #1388: integrate raster clipping and preserve whole-layer consumers 2026-11-09 18:17:25 +01:00
Valentin KleinandClaude Opus 5.5 84382487bb Disk cache: entries keep the files they read, keys from memory (#3184) (#3191)
* Disk cache: record the source files each frame reads

Part of #3184 (step 1): renders now report which footage files they read,
each with its identity (size and modification time) as read. Nothing uses
the list yet: images, cache keys and cache behaviour are unchanged.

- render: `reads` module with `FileStamp`, `ReadFile`, `ReadFiles` (sorted,
  deduplicated, bounded; marked incomplete when it can't vouch for every
  file) and the thread-safe `ReadLog`. `Renderer::reads` collects a frame's
  files; `FootageSource::recording` lets a source note what it reads.
  `file_stamp` uses the same identity.
- Layer cache entries keep the files their buffer was made of and report
  them on every hit; derived entries (styles, blend space, flattened) keep
  their base's. Buffers from the disk cache or the browser store don't know
  their files yet and mark the list incomplete.
- Media pool: every file read notes its identity, taken from the file it
  opens. Decoded frames, opened movies, GIFs, models and EXR channels keep
  it with the cache entry, so a frame served from memory reports its file
  without touching the disk.
- Viewer frame worker collects each frame's list and carries it to where
  the disk entry is written (step 2 stores it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Automation: confined footage passes on the files it reads

Part of #3184: ConfinedFootage forwards FootageSource::recording to the
source it wraps, so renders of an automation session list their files
instead of coming back incomplete. The read tests also render through the
viewer's CancellableFootage wrapper.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: frame entries keep their source files, comp key from memory

Part of #3184 (step 2). Fixes #3175: opening a comp no longer stamps every
footage file of the project before its first frame can show.

- The comp's content key (`disk_cache::comp_content_key`) is taken from the
  project in memory alone: no footage or proxy file is stamped, no
  `VirtualFileId` is asked. `comp_content_key_with` is gone; `frame_key`
  hashes a new entry version, so entries of the earlier format are never
  looked up again (LRU evicts them).
- Frame entries (formats 2 and 3) store the files the frame read
  (`EntryFiles`: size and modification time as read; size and content hash
  through `VirtualFileId` for files from memory; missing files), then the
  pixels. Formats 0 and 1 read as misses and are deleted.
- Check on hit: `get_frame`/`get_frame_f16` look only at the listed files
  (one metadata call each) on the frame worker. A changed, back or unreadable
  file, or a damaged entry, is a miss: the entry is deleted and the frame
  rendered and stored again.
- A frame whose file list is incomplete is shown but not stored. The RAM
  preview keeps each frame's files, so `persist_missing` writes only frames
  with a complete list.
- Remote frame worker: `FrameServer` records each frame's reads
  (`take_files`); the web worker stores them with the entry and the page
  checks them through the file table before using it. The browser's media
  epoch existed only for the old key and is removed. Export does not use
  frame entries.
- The cache indicator still only asks whether an entry exists.

Tests: entry format round trip and damage, the check per file, and in the
viewer: a changed file re-renders exactly its frames (and a reopen reads the
rest from disk); a frame checks only its own files in a project with a large
unused sequence and the key looks at no file; missing, unreadable files and
damaged entries never serve a stale frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: layer entries keep their source files, no footage salt

Part of #3184 (step 3 of 4).

Layer buffers on disk (and in the browser's layer store) now carry the
files they were made of, like frame entries since step 2, and are checked
against exactly those files when used. The project-wide footage salt is
gone: nothing stamps every footage file any more.

- Layer entry format 4: the buffer's EntryFiles, then the pixels. A hit
  checks only the listed files (metadata, or the VirtualFileId hook for
  files from memory; Missing must still be missing); a change, a damaged
  entry or the old format 0 is a miss and the entry is deleted, so the
  re-rendered buffer replaces it. A hit reports its file list, so frames
  made of buffers from disk are complete and get stored again.
- Buffers whose files can't all be named are not written.
- Layer disk keys: layer_disk_key = hash of the layer entry version, the
  renderer version and the layer cache key (which names the footage items
  with their paths and settings, from memory).
- PrefetchStore checks on use; an entry made of changed files is dropped
  and forgotten, so the new buffer is queued over it. FrameServer passes
  its virtual-file hook to its layer cache.
- Removed: footage_salt(_with), file_stamp, footage_stamp,
  set_disk_salt, set_store_salt, Session::refresh_disk_salt,
  poll_disk_salt, footage_fingerprint, disk_salt, disk_salt_background,
  disk_salt_job, DiskSaltJob, the UI's per-frame poll, the salt in
  FrameServer and in the availability worker (with its cache_enabled
  plumbing). The disk cache is attached as soon as it is configured.
- Docs: architecture.md, web.md.

Tests: layer entries check their files (size, time, missing/back,
folder, damaged, old format, incomplete); virtual files; prefetch store;
media tests with a real pool across restarts (only the changed file is
read, projects with the same item ids never share an entry, missing,
unreadable and damaged never serve stale buffers); engine tests that the
cache is attached at once and edits do no file work (#1926, #3106).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: no-salt worker test, sequence paths in the frame-blend key

Part of #3184 (step 3 of 4).

- A frame-blended footage frame's layer-cache key now hashes the
  sequence's file list: with no project-wide salt, two projects whose
  items share an id and a first frame must not share its disk entry.
- Test: a frame worker syncing, patching and rendering a project with an
  unused 5000-frame sequence asks its file hook only about the file its
  buffer reads (the salt asked about every file at every sync).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: the comp key covers what its expressions can read

With an expression anywhere in the project, every comp's disk key hashed
every item of the project, so any edit (another comp, an unused footage
item) threw away every comp's frames on disk. The key now covers what the
comp can draw plus what the expressions among it can reach
(Project::pixel_reach):

- without expressions: the items the comp draws, without silent layers,
  plus the footage its precomp layers swap in (Media Replacement);
- with expressions: every layer of the comps they reach, their markers,
  the comps and footage they name with string literals (comp("Name"),
  footage("Name")) together with which items have those names now, and
  the footage named like a reached source (its data is read by name);
- the whole project when an expression computes a name, uses the object
  model's constructors or internals, dynamic code, computed keys or
  writes, or text the scanner can't read for sure (regex literals,
  template strings, escapes): expression_reach errs towards reaching more.

Markers count only where an expression can read them (#1083). Memory
only, no file is looked at.

Tests: scanner and reach unit tests in the project crate; engine tests
for the key (own-comp expressions keep the key through edits elsewhere,
comp("Other") follows Other and not a third comp, a second comp taking
the name counts, a computed name counts every item, markers read from
another comp); a ui-egui test that the disk frames outside an expression
layer are carried when the comp it names changes.

Part of #3184. Part of #1492.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: Reload Footage drops the entries of its files, docs

File > Reload Footage now deletes the frame and layer entries whose file
lists name the reloaded item's files (DiskCache::drop_files), so a file
replaced by one with the same size and modification time, which the
check on hit can't tell apart, is read again. The index knows keys, not
files: the writer thread reads the files section at the start of each
frame and layer entry (not the pixels) after the writes queued before
it, and deletes the entries that list one of the files. Until it is
done, an entry made of one of them is a miss and frames aren't linked to
new keys. The entries are gone for good, so they don't come back after a
restart. Automatic reloads don't drop anything: they follow a changed
stamp, which the check on hit catches. The browser needs nothing (its
file identities are content hashes).

Removed: disk_cache::seal, which steps 2 and 3 left without callers (the
tests use seal_format). Updated the module, seal_format and forget_media
docs, and docs/architecture.md / docs/web.md describe the final design:
what is cached, keys from memory, file lists checked on hit, nothing
scans the project, incomplete lists stay in memory, Reload Footage drops
entries, edits keep the frames they can't change.

Tests: render unit tests (same size and time passes the check but not
the drop; other files' entries stay; an entry queued before the drop is
dropped; a layer entry too; written again afterwards it is used; the
drop survives a restart; a pending drop is a miss), and an engine test
through file.reloadFootage.

Closes #3184. Part of #1492.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: file stamps keep the whole modification time

A file's modification time was nanoseconds since 1970 as u64: a time before 1970
read as "no time" (two such files of one size looked alike) and times after 2554
were truncated. It is now i128 nanoseconds, negative before the epoch; None only
means the file system has no time. The content-key hash writes a presence tag and
the full value.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Automation: a refused footage read leaves the render's file list incomplete

Footage outside the read roots shows nothing and was noted as no file at all, so a
picture made without it had a complete, empty list and could be kept on disk for
a later session with other roots. A refused read during `recording` now marks the
list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: a buffer kept by another worker comes with its own files

LayerCache::insert returns the files of the buffer it keeps, and Renderer::keep
notes them in the render's log and returns them, so a render that uses another
worker's buffer lists that buffer's files (a file changed between the two reads
then has two identities and the list is incomplete).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: sampleImage and text fonts note the files they read

EvalCtx carries the render's read log. A sampleImage render records its footage
reads, keeps them with its per-thread cached buffer and notes them in the
evaluating render's log on every use. Text notes the font files it is drawn with,
with the identity their bytes were read with; a family that isn't installed, a
fallback or missing glyph, or a font from memory leaves the list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: frame entries store the whole modification time

A frame entry's file list stores a file's modification time as i128 nanoseconds
since 1970 (negative before), as the file stamps now keep it; the frame entry
format version goes to frame-entry-files-2 so entries in the old layout are not
read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: layer entries store the whole modification time

Layer entries share the frame entries' file list layout, which now stores the
full i128 modification time: the layer entry format version goes to
layer-entry-files-2. The module doc names the font files text is drawn with
among an entry's source files, and what keeps a list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Layer cache: buffers that read other layers are keyed by the switches passed down

A layer whose effect reads another layer (Gradient Wipe, Set Matte, Blend…) gets
that layer drawn by its own renderer. Through a precomp layer, Switches Affect
Nested Comps, the switches inherited from the precomp layers above and motion
blur on change those pixels, but the key held only the layers' own switches: a
buffer made with the setting on was reused (from memory or the disk cache) with
it off. Such layers now derive their key with what the renderer passes down.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Layer cache: masked buffers are keyed by the mask motion blur gate

A mask with Mask Motion Blur On blurs even when the layer's own switch is off,
as long as the render's gate is open (Render Settings motion blur, and with
Switches Affect Nested Comps the precomp layers above). The key held the
layer's own motion blur state only, so a buffer blurred with the gate open was
reused with it closed (and the other way round), also from the disk cache.
Masked layer, input and footprint keys now tell a closed gate apart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: cached buffers list what their expressions and substituted characters read

- Buffers made under `Renderer::recorded` (layer content, a Time effect's input, an adjustment
  layer's footprint) evaluate their masks, shapes and effects with the context that notes into
  the buffer's own read log, so a file an expression reads (`sampleImage`, also at shutter times
  mask motion blur adds and the cache key doesn't see) is in the buffer's files.
- A styled layer served from the cache lists the files of the cached body and passes too, so
  the buffers made of it (flattened, blending space) don't get a complete list when one of them
  came with an incomplete one.
- A character put in by Character Offset or Character Value without a relayout notes the font
  it is drawn with; a fallback face (or none) leaves the list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: text lists the font file of a run that draws no glyph; tests clean their temp dirs

An empty first paragraph draws no glyph, but in a box its face sets the
first baseline that places every later line. The read list took faces only
from glyphs, so it could be complete without that file. Note each style
run's resolved face as well.

The font-reads and confine tests use tempfile::tempdir(): a fresh
directory per run, removed on panic too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: Reload Footage closes the gaps around its drop (#3184)

- A reload while the disk cache is off is kept on the session
  (pending_disk_drops) and applied when the cache is switched on, before
  anything is read from it.
- Each render takes the cache's drop generation before it reads (frame
  worker; layer cache at the miss). An entry listing a file dropped after
  that is refused under the queue's lock, so a render that was under way
  during the reload can't store pixels from before it. Such a frame is
  shown with an incomplete file list, so persist_missing skips it too.
  The per-file record is bounded (past it, everything older is refused).
- An entry read while its drop was pending is a miss even when the
  writer ends the sweep between the read and the check (a stale hit
  found under load): the pending drops and the generation are taken
  before the entry is read.
- Test: a reopened project serves its frame from disk with no source file
  opened or decoded.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: RAM frames keep the drop generation their render started at

Reload Footage empties the RAM preview, but an idle pass of
persist_missing may already hold a frame from before the reload. It
took the cache's drop generation when it ran, after the drop, so the old
pixels could be written back and, with the file's size and time
unchanged, served again after a restart.

Each RAM frame now keeps the disk cache its render started with and
that cache's drop generation then. persist_missing writes a frame only
to that cache, with that generation, and skips it once one of its files
was dropped since; a frame rendered without that cache is not written
from there.

Tests use tempfile directories (the layer drop test, the frame_files
folders under target/).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Doc comments for the functions this PR touches

* Disk cache: cap the free-space reserve at 10 GB, skip encodes the limit refuses

The reserve the cache leaves free on its disk was max(2 GB, 5% of the
disk) (#2551). On a 4 TB disk with 190 GB free that is 200 GB, so a
cache set to 20 GB had a limit of 0: every write was refused, the cache
never held anything, and only a log warning said so.

The reserve is now clamp(5% of the disk, 2 GB, 10 GB). It is there to
keep the cache from filling the disk, not to keep a share of a large
disk free: 10 GB leaves the system room to work on any disk, a small
disk still keeps 2 GB, and a 100 GB disk keeps 5 GB as before. After
Effects has only a maximum cache size and no reserve; a clamp keeps
the floor for small disks, where a fixed 10 GB would take most of the
space.

Writes the limit refuses cost no work: DiskCache::accepts_writes (one
atomic read) is checked before a frame is converted (put_disk_frame)
and before frames and layers are compressed (put_frame, put_frame_f16,
put_layer). The frame workers spent about 8 ms per frame and 14 ms per
layer on encodes that were then refused. persist_missing returns at
once at limit 0 instead of converting the RAM frames on every idle pass.

Settings > Disk shows the limit in effect in MB under Maximum Disk
Cache Size, with a note when free disk space lowers it
(settings.disk.cacheLimit).

* Disk cache: refuse writes below 64 MB of room, show this disk's reserve

Review follow-ups to the reserve fix:

- accepts_writes also refuses while free disk space leaves less than
  64 MB of room (a limit the setting asks for is always used): a few
  frames would fill it, and the rest would be compressed only to be
  refused.
- While writes are refused the idle passes ask for no repaint, so the
  UI keeps a frame coming every 5 s: the free space is read again and
  the RAM frames are written once there is room.
- Settings > Disk names the space kept free on this disk (the reserve
  the last reading applied; the rule from MIN/MAX_DISK_RESERVE when it
  is unknown), and the "no room" note follows accepts_writes.
- The settings.disk.cacheLimit automation label is machine-readable
  and the same in every language: limitMb, maxMb, reserveMb,
  spaceLimited, writes.
- cargo fmt.

* Disk cache: follow 3D model sources in the comp's reach

The reach walk followed comp, footage and solid sources but not
LayerSource::Model. An expression reading a model layer's source
(thisComp.layer("Model").source.name) left the model item out of the
comp's content key, so renaming the model kept the key and the old
frames on disk were served. Every source item is followed now
(LayerSource::item), which also counts the model when no expression
reads it (Advanced 3D draws it).

The same omission is fixed in the RAM preview's content walk
(frames.rs) and in the layer key's walk of referenced layers
(cache/dependencies.rs).

* Disk cache: a render's drop generation travels with its reads; no disk entries for Expression Selectors

Drop generation per render: the layer cache recovered a buffer's drop
generation from the latest miss of its key, so a second render of the
key that started after File > Reload Footage lent its generation to a
render still running from before, and that render's buffer (the file as
it was) was written after the sweep. Now Renderer::recorded starts each
buffer's read log at the store's drop generation before anything is
read (ReadLog::starting_at); ReadFiles carries the earliest generation
through merges, so derived buffers (styles, the blend-space copy, the
flattened layer) and frames that use a buffer from memory carry it too.
LayerCache::insert keeps a buffer made of a file dropped since its
reads began neither on disk nor in memory; a list that doesn't say
counts as made before every drop. DiskCache::dropped_since takes the
list's own generation too. missed_at keeps only the miss time.

Expression Selectors: the layer key evaluates a text Expression
Selector's amount for the first character only, so a per-character
dependency such as textIndex == 1 ? 0 : footage("ref.png").width was
not in the key, and after the footage item's width changed a reopened
session reused the old layer entry. A text layer with an Expression
Selector now marks its reads unkeyed (ReadFiles::is_unkeyed), which
merges like the generation; such buffers stay in memory and are never
written to disk. Frame entries are unaffected: the comp's frame key
hashes what the expressions name. The equality and hash of ReadFiles
ignore both new fields.

* Disk cache: never serve a RAM layer buffer made before a drop of its files

A render that passed the drop check could sit in put_layer's encode
while Reload Footage cleared the layer cache and dropped the file, then
publish its old pixels to memory after the purge; get, and a fresh
render's insert, then served them. The disk-hit promotion went through
the same insert_mem.

Every way the cache hands out a RAM buffer (get, the kept-first path of
insert, an existing entry in insert_mem) now checks the entry's files
against the store's drops from their own generation (ReadFiles::since):
an entry made before a drop of one of its files is forgotten and the
lookup misses, so a fresh render's buffer replaces it. insert_mem also
re-checks a buffer just before publishing it.

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 02:30:59 +01:00
719b9170dd 3D rotation order, keyed Orientation, linear-to-eased keyframes and Timewarp behave as in After Effects (#1876)
* 3D: Orientation and X/Y/Z Rotation turn Z first, keyed Orientation slerps, as After Effects

After Effects composes a 3D layer's (and a camera's) Orientation and its X/Y/Z
Rotation as Rx * Ry * Rz each, Orientation before the axis rotations; EffectCraft
used Rz * Ry * Rx. Measured on synthetic AE 2026 cases: Orientation [10,20,30]
(488) was 5.2 % of the frame off and now matches to the anti-aliased edge (0.03 %);
X/Y/Z Rotation 10/20/30 (800), Orientation + X Rotation (801) and one-node
cameras (804, 805) likewise.

Keyed Orientation moves along the shortest arc between the keys (quaternion
slerp, eased in time, angles written in [0, 360)): keys [0,0,0] -> [10,20,30]
read back [6.2643, 9.3531, 15.2190] half-way where EffectCraft gave [5,10,15];
[0,0,0] -> [60,80,40] linear and eased match AE's read-backs within 0.002 deg.

lookAt() returns AE's angles (z axis on the target, x axis level; two AE
read-backs within 1e-3 deg). The camera tracker, VR editor, Look At and orbit
commands use the new decomposition.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Keyframes: a linear side next to an eased side has 16.67 % influence, as After Effects

In a segment that is Bezier on one side and linear on the other, the linear
side keeps the segment's average speed, but with the 16.67 % influence After
Effects shows for linear keys in the Keyframe Velocity dialog (and reports to
scripts), not 33.3 %. Measured on an After Effects 2026 time-remap render (a
square at x = 50 + 455 * remap): out of a key at 2 s (3.5, speed 0, influence
50 %) into a linear key at 4 s (0.5), AE plays 3.290 at 2.5 s and 2.657 at
3 s; EffectCraft played 3.308 and 2.629 (8 and 13 px off), now the same
square positions to the pixel.

LINEAR_SIDE_INFLUENCE is used by evaluation (scalar, per-dimension, paths and
spatial), side_ease (Graph Editor, velocity dialog, keyIn/OutTemporalEase) and
the Lottie export, so exported easing plays as EffectCraft does. Segments
linear on both sides stay straight lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Timewarp: retime the layer's source without the effects above it, as After Effects

After Effects' Timewarp reads the layer's source (with its masks) at the
retimed times and ignores the effects applied before it: a red solid with a
Gradient Ramp and then Timewarp (Speed 25) renders as the red solid in AE
2026 (EXPORTER e2 read-back). EffectCraft retimed the layer with its
effects (mean difference 127.5/255 over the comp), now identical (0, CPU and
GPU). Echo, Posterize Time and the other time effects keep reading the
effects before them, as measured before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Image sequences: a gap in the numbering holds the previous frame, as After Effects

After Effects 2026 shows the last existing file across a gap in a sequence's
numbering (case 860: files 1, 2, 4, 5 show frame 2 at frame 3; VERIFY
read-back). EffectCraft drew colour bars there. The media pool now holds the
previous file (Footage::sequence_file_held); colour bars remain only where no
file precedes the frame. Missing-frame reports on import are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Review: keyed Orientation uses LINEAR_SIDE_INFLUENCE for linear sides; real NaN assert

evaluate_orientation still gave a linear side (and the unreachable missing-key fallback)
1/3 influence while segment_value, side_ease and the Lottie export use
LINEAR_SIDE_INFLUENCE (1/6), so a keyed Orientation next to an eased key moved on a
different curve than every other property (CodeRabbit on #1876). New test:
orientation_linear_side_next_to_an_eased_side_matches_a_scalar (both directions).
The always-true NaN assert in keyed_orientation_slerps_as_after_effects now checks that
a non-finite key comes back as given; Property::value_at says why the match_id
"orientation" routing is safe.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Format keyframe orientation test (cargo fmt)

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Move the image-sequence gap change out of this branch

The gap change (hold the previous file instead of colour bars) reverses
#297's documented behaviour and goes to its own PR, as requested in review.
pool.rs, sequence.rs, the footage test and docs/footage.md / docs/agents.md
are back to main.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: Codex <noreply@openai.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-07 00:03:52 +01:00
Dylan M. Taylor 696d8823d6 address review: audio detection by breadth-first search, private cache folder resolved before the temp check, oversized layers not written, solid cap after rounding, selector static amount, viewport i32 clamp 2026-11-03 23:46:47 +00:00
Dylan M. Taylor c6b1ba0f24 Render: memoized audio detection, bounded stretch, preroll, waveform, cache entries, 3D bounds, solids and selector time
comp_has_audio walked a precomp again for every layer using it; each comp
is answered once. A tiny stored stretch made one audio block fetch a vast
source range; playback speed is capped at 100x. Effect preroll is capped at
10 s. Waveforms stop where the audio ends and summarise at most a day.
Disk cache entries are decompressed only when their stated size matches
what their dimensions need (and at most 1 GiB). Advanced 3D triangle bounds
are clamped on both sides before narrowing. Solids larger than 16 Mpx are
made at a lower scale. A camera-facing layer's parent recursion is bounded.
A layer's Expression Selectors share one time allowance. A disk cache
folder under the temp folder is made private and may not be a link.
2026-11-03 15:02:16 +00:00
tylerjenningsw a1ea20a52a 3D: a model clip keyed on later starts at its activation time (#2707) 2026-10-31 12:47:37 -04:00
bflatastic 5c2e7ad343 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 07:11:39 +07:00
bflatastic 0039081952 Merge main into #2567; keep both test modules, and convert four layer stacks main's new render tests assign as Vec<Layer> with .into() 2026-10-30 06:01:06 +07:00
bflatastic 335abf42c4 Merge main into #2474; tests/it/main.rs keeps both ui_env_light_gpu and main's ui_expression_values 2026-10-30 05:53:20 +07:00
BFlat cdc5fddaff Merge pull request #2610 from storytold/fix/text-line-join
Text: stroke Line Join — Miter, Round or Bevel (#2077)
2026-10-30 05:41:27 +07:00
BFlat e2128a6743 Merge pull request #2118 from ChristopherLinnett/fix/issue-2092-camera-focus-crash
fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
2026-10-30 05:09:17 +07:00
bflatastic 57b76bcc88 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 05:08:13 +07:00
bflatasticandClaude Opus 5.5 dc09ba58ae Text: stroke Line Join — Miter, Round or Bevel (#2077)
Text strokes were always drawn with round joins. The document gets a
Line Join (`lineJoin: miter|round|bevel` in layer.setText / newText),
Miter for new text as in After Effects, Round for documents saved before
it so their look is kept. The 2D and Advanced 3D (extruded) text strokes
use it, expressions' style copies carry it, and the Character panel has
Miter / Round / Bevel buttons under the stroke width.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 04:25:27 +07:00
BFlat bee53b40da Merge pull request #1661 from marcoarnulfo/fix/path-end-flip
Auto-orient: keep the last heading when an expression-driven Position stops
2026-10-30 01:15:47 +07:00
BFlat fbb7dc325a Merge pull request #2466 from dotCooCoo/integration/bugfix-effectcraft-bugfix
Fixes: macOS quit crash, soft shadow jitter, Interpret Footage params, preset upgrade, composition proxies, font menu names
2026-10-30 00:13:49 +07:00
BFlat b62093ae7f Merge pull request #2463 from HEOJUNFO/fix/classic3d-shadow-diffusion
Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
2026-10-30 00:13:09 +07:00
Camille Moine df0a88b795 Fix collapsed precomp Essential Property overrides (#1747)
Carry property, Font and Media Replacement overrides into the collapsed nested EvalCtx so nested layers render beyond the precomp frame instead of falling back to a clipped, flattened image. Key the layer cache on instance overrides to keep distinct collapsed instances isolated.
2026-10-29 15:21:16 +01:00
Christopher Linnett b7242a8670 fix: progressive blur holds two levels at a time, not every level (#2092 review follow-up) 2026-10-29 19:22:28 +08:00
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 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
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
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 0702cd23ee Merge main 2026-10-28 15:31:46 -07:00
Dylan M. Taylor 5d71dce7fc Refactor render for strict Clippy checks 2026-10-28 06:09:21 +00:00
Christopher Linnett 60da124f11 Merge remote-tracking branch 'origin/main' into fix/issue-2092-camera-focus-crash 2026-10-28 00:13:40 +08:00
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
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 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
Minher0 0539098887 Environment lights: review fixes — edit keeps Classic 3D, NaN sun guarded (#2436)
Three small fixes from the review of the shadow commit:

- light_settings switched a Classic 3D comp to Advanced 3D whenever the
  edited light was an Environment light (the resulting kind), so editing
  the intensity of one in a comp the user had switched back to Classic 3D
  dragged the renderer back. The switch now happens only on the
  non-Environment to Environment transition (the sources before and
  after), matching the docs; ordinary edits leave the renderer to the
  user.
- dominant_direction's thresholds let NaN through (every NaN comparison
  is false): a NaN or infinite texel produced a NaN sun direction and
  NaN shading with it. A non-finite weight or length now returns no
  direction — garbage casts no shadow.
- add_environment walked the full-resolution image for the dominant
  direction even when the light casts no shadows, where nothing reads
  it. Only a shadow-casting light pays for the pass now.

Tests: editing an existing Environment light in a Classic 3D comp keeps
the renderer and stays toast-silent; a NaN and an infinite environment
image yield no sun direction.
2026-10-26 13:40:53 +00:00
Minher0 863f0e49c1 Render the Environment light's shadow from its image (#2436)
The Casts Shadows option Environment lights got is only half a fix if
nothing shades for it: an image lights the scene from every direction,
and what occludes that light is the image itself — its dominant bright
region, the sun in a sky map.

- dominant_direction finds it: the radiance-weighted mean texel
  direction (solid-angle weighted, rotation applied). A uniform image
  cancels to zero — a flat default environment shines from everywhere
  at once and casts no shadow, which a uniform environment test pins.
- The shadow is one orthographic map over the scene from that
  direction, after the lights' maps, like a parallel light's: PCF
  widened by Shadow Diffusion, darkened by Shadow Darkness, cleared
  when nothing casts, the image is directionless, or the texel budget
  drops it.
- It darkens the environment's own diffuse and specular light on
  Accepts Shadows surfaces and counts in Cast Shadows Only. CPU and
  GPU (WGSL) do the same; Globals carries the environment's sun
  direction and shadow settings (40 → 44 floats, preflight updated).

A bright-disc environment turned to shine from behind the camera now
shadows a sphere onto the floor behind it, Cast Shadows off lights it
evenly again, and the GPU scene's sky gradient takes a shadow-casting
Environment light. Also: the renderer-switch toasts read "...renderer,
which draws 3D models", the dialog's Casts Shadows checkbox gets an
auto id (dialog.light.casts) the tests click, and the docs' Environment
notes cover the shadow.
2026-10-26 13:05:16 +00:00
Minher0 1599790ac9 Light Environment lights: default environment, Casts Shadows, Advanced 3D switch (#2436)
An Environment light had no visible effect, and its Light Settings dialog had
no Casts Shadows option — both halves of #2436.

No effect had two causes:

- Classic 3D (the default for new comps) skips Environment lights entirely,
  so creating one did nothing. Adding one (or changing a light's type to it)
  now switches the comp to Advanced 3D in the same undo step, with a toast,
  exactly as model and primitive layers already do; switching back to
  Classic 3D with an Environment light in the comp explains itself too.
- In Advanced 3D, a light with no Source and no Environment Layer produced no
  environment at all. It now falls back to a flat default environment of the
  light's colour × intensity, as After Effects does, so the light always
  lights the scene per its parameters.

Cast Shadows was missing because the dialog and the light's property groups
shared one gate (Falloff and Shadows together) that excluded Environment.
The two are now split: every light but Ambient gets Casts Shadows, Shadow
Darkness and Shadow Diffusion (stored, edited and carried over on type
changes), while Falloff stays on Parallel/Spot/Point only — an environment
light shines from every direction at once and has no use for a falloff.

Tests: the renderer lights a card from a sourceless Environment light (colour
and intensity drive it, zero intensity lights nothing), the engine switches
Classic comps to Advanced 3D on creation and type change (one undo step,
toast, and the Classic 3D switch-back toast), Environment lights take and
carry shadow options but no Falloff, and the dialog ticks Casts Shadows on
a new Environment light.
2026-10-26 09:43:47 +00:00
skylar taylor-barrick 69b9ce2bd1 M0.37: reconcile shared docking and qualify migration follow-up 2026-10-26 06:47:07 +01:00
heojunfoandClaude Opus 5.5 f589809b59 Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 12:27:44 +09:00
dotCooCoo d6d7104382 Merge #2283: Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU 2026-10-25 20:17:12 -07:00
Dylan M. Taylor e821feeec4 Merge pull request #2274 from storytold/sonar/rust-s4325-s1612
sonar: method paths instead of closures (rust:S1612)
2026-10-25 16:36:06 -04:00
aiongg 991904888a Merge pull request #1643 from arnav-hiwarkar/fix/1641-keep-cache-outside-edit
Preview: an edit keeps the cached frames outside the layers it changes (#1641)
2026-10-24 16:27:16 -04:00
dotCooCoo decc8b72f9 Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU
The PCF tap jitter was keyed on the receiver's 1/8-texel cell in the
shadow map. The GPU computes the receiver's map position with last-bit
differences from the CPU, so a receiver next to a cell line could take
another cell's jitter on one backend, and every tap moved. In a wide
penumbra that changed the coverage by several 8-bit levels:
gpu_matches_cpu_wide_penumbrae failed on Windows with 15 of 4159
shadowed pixels on an NVIDIA RTX 5080 and 22 on an AMD Radeon iGPU,
against a budget of 8.

tap_jitter now blends the hashes at the four corners of the cell by
the receiver's position in it, in shade.rs and in advanced3d.wgsl. At
the lattice points the jitter is the per-cell hash it was before. A
CPU test checks that the coverage does not jump at a lattice line.
2026-10-24 04:25:03 -07:00
Dylan M. TaylorandClaude Sonnet 5.5 4e9fa51f12 sonar: method paths instead of closures (rust:S1612)
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 08:17:16 +00:00
Christopher Linnett 32ae41c4eb #2094 (adv): crisp cast shadows so diffusion only softens
Shadow maps use the full scene-derived size (point-light faces capped
at 2048) under a 26M-texel scene budget halved largest-first; the PCF
filter measures its reach in output pixels with a two-texel minimum,
samples texel centres on a jittered adaptive 5..10 grid, and compares
each texel against the receiver plane's own depth so wide kernels never
self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects
the old form) and guarded by a shader-wide grammar test; the CPU
reference and shader remain step-for-step parity-tested.
2026-10-23 16:21:21 +08:00
Christopher Linnett d2fae0a144 fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
The camera's Set Focus Distance to Layer command compared only 'd <= 0.0', which NaN passes, and two finite but extreme positions can overflow their difference to infinity; a stored non-finite focus distance serializes as null and leaves the project unsavable. Reject it, fall back to the zoom plane in the camera evaluation, and count a non-finite focus or depth as in focus. The Classic 3D blur radius itself was unbounded: a 0%-scaled or very distant layer scales it by up to 1e9, and the padded blur buffer sized from it aborts the process. Cap each plane's radius to a padded buffer that fits the renderer's 16 Mpx layer budget, don't blur planes whose pixels cover under a thousandth of a comp pixel, saturate the padded sizes, and refuse padded buffers past the project's maximum layer size. Regression tests for each guard.
2026-10-22 21:57:41 +08:00
dedandClaude Opus 5.5 ba04ab70a0 3D text and shapes rasterise only the part the output shows (#1388)
A 3D text or shape layer close to the camera was rasterised whole at its on-screen scale, up to
~16 million pixels (a quarter gigabyte as f32) per frame worker, though the frame showed a small
part of it; behind the camera it was rasterised and not drawn. With 16 preview workers one such
layer took the app to 8-14 GB.

Renderer::raster_clip projects the output frame back onto the layer's plane (as the Classic 3D
compositor draws it) and rasterises only those cells of an 8 x 8 grid over the content, in a
window of the whole raster's pixel grid; nothing when the content is behind the camera. Cells
keep a moving camera on one cached raster. Layers whose off-frame pixels can matter (effects,
styles, masks, motion blur, depth of field, lights, Advanced 3D, per-character 3D, collapsed 2D
transforms) are rasterised whole as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 18:11:20 +03:00
Brandon Thomas a01f681551 Merge pull request #1704 2026-10-18 09:35:35 -04:00
Brandon Thomas c44c51212c Merge pull request #1413 2026-10-18 09:35:33 -04:00