Commit Graph
40 Commits
Author SHA1 Message Date
Valentin KleinandClaude Opus 5.5 7051fc1f58 Color Stabilizer and Linear Wipe: match After Effects (sample positions, feather) (#3135)
* Color Stabilizer: sample the reference where the points were at the reference time (#3125)

After Effects 2026 samples the reference frame at the positions the
Black / Mid / White Points had at the reference time. With keyframed
points it therefore corrects even a static picture: our importer sample
(colstab-43-keys, Levels, Black Point (64, 90) -> (151, 99) over 1 s)
renders at 0.5 s as the Levels map out = a + b*v of the ramp with
b 1.2935..1.2965 and a -0.2365..-0.2350, which is the Black Point's
current sample (107.5, 94.5) sent to the reference sample at (64, 90).

EffectCraft sampled both frames at the current points, so the card
stayed unchanged (slope 1). The samples now read the points at the
reference time through the host (params_at), falling back to the
current points without one. CPU and GPU share the sampler
(color_stabilizer_maps).

Sample Size's unit is not pinned by the samples (every size 1..40 leaves
the card unchanged in After Effects; that only bounds the sampled area)
and is left as it is.

Part of #3125

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

* Linear Wipe: After Effects' edge position and feather profile (#3125)

Measured on our importer samples (linwipe-*, 2026-11-05, After Effects
2026, 320 x 180):

- The edge sits at lo + completion * (hi - lo) whatever the feather (the
  set-all render's 50 % line is at -5.25, predicted -5.266); 0 % keeps
  the layer and 100 % clears it even with Feather 32000. EffectCraft
  extended the travel by the feather, 13 px off at Feather 16.
- The feathered edge is the hard matte blurred with the layer's edges
  repeated: three box passes of radius 6 per axis fit Feather 16
  (sigma 6.35..6.6, taken as Feather / 2.5), including the extra
  opacity where the edge meets the layer's left side. EffectCraft drew
  a linear ramp Feather px wide.
- Without feather the edge pixel is anti-aliased (143/255; coverage
  gives 0.6). EffectCraft drew a hard step.

set-all alpha: before max 195, 4646 px (8.1 %) off by more than 2/255;
after max 15, 529 px (0.9 %), all along the layer's left side (at most
2 elsewhere). Feather 0 renders: max 112 -> 10 on the edge column.

CPU: coverage matte, raster::gaussian_blur (3 box passes, edges
repeated); GPU: the same matte from gen_linear_wipe (new modes), its
gaussian_blur, then a multiply, so both match. Sigma is capped at twice
the layer's longer side; NaN values leave the layer as it is.

Projects saved before keep the old ramp: a hidden legacyFeather
parameter that migrate::legacy_default sets on upgrade (as for Ripple
and Block Dissolve).

Part of #3125

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

* Linear Wipe on the GPU: 100 % clears the layer before the angle is read

A NaN angle left the layer unchanged on the GPU while the CPU cleared it.

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

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 17:36:48 +01:00
vangel76andClaude Opus 5.5 4934de892d Merge upstream/main into cryptomatte-matte-only
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 00:53:40 +01:00
FredApps d1e6393bce Merge pull request #3133 from vangel76/fx-hdr-compression
HDR Highlight Compression: match After Effects' compression curve
2026-11-06 00:17:21 +01:00
FredApps 39af86e9f4 Merge pull request #2929 from vangel76/perf/aux-footage-hint-474
perf(media): tell the media pool which EXR footage effects read (#474)
2026-11-06 00:12:06 +01:00
4a89e68f9f Content-Aware Fill: spill the range and stream the output (#2570 phases 2-4) (#3079)
* Content-Aware Fill: bit-pack holes, spill frames to disk, stream outputs (#2570 phases 2-4)

* Content-Aware Fill phases 2-4: bit-pack holes, spill frames, stream outputs (clippy clean)

* Address CodeRabbit review: spill safety, streaming correctness, perf, memory guard (#2570)

* Address the remaining CodeRabbit review findings on Content-Aware Fill (#2570)

A non-streaming fill returned empty frames, progress could jump backwards between
the sink and the fill, the memory guard ignored the membrane frames still resident
for the flow pass (and wasm's in-RAM copies), and the GPU fill stages ran outside
an error scope, so an OOM retired the shared context instead of falling back to
the CPU for that frame.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <noreply@codebuff.com>

* Content-Aware Fill: sample spilled frames without decoding them, check spill errors (#2570)

Tracing sampled spilled frames by decoding whole frames under the shared cache lock, so
parallel traces across neighbouring frames evicted each other and mostly paid a full-frame
read while every other thread waited. Sample only the 2x2 bilinear support with positioned
reads on an open handle instead, and report a failed spill read in the no-hole branch
rather than streaming black frames as a successful fill.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <noreply@codebuff.com>

* Content-Aware Fill: spill membrane/propagated frames, unquantized input, surface scratch errors (#2570)

Flow and propagation now write their intermediate frames to scratch spills beside
the output instead of holding the whole range as float RGBA, and the input spill
uses 32-bit floats whatever the project depth so the fill sees the same values as
the old in-memory path. Spill reads/writes and scratch creation report through a
shared error slot that run_plan surfaces instead of masking disk failures as a
cancellation. Sampling uses positioned reads; the guard models the packed masks
plus per-thread scratch.

* Content-Aware Fill: report a membrane-spill write failure instead of cancelling (#2570)

* Content-Aware Fill: include the flow fields in the memory guard (#2570)

* Content-Aware Fill: scale the memory guard with workers and check scratch space (#2570)

The guard's scratch term was a fixed 8 frames, which under-counted a wide
machine with Lighting Correction by several times. It now models the sequential
synthesis stage plus a few frames per worker (from available parallelism) and
takes Lighting Correction into account.

Native fills write three f32 copies of the range to scratch beside the output,
so a range that cannot fit on that volume is now refused up front with the
free space in the message, before any frame is rendered.

Tests cover the worker/lighting budget, the scratch formula, a shared error slot
between the input and secondary spills, an uncreatable spill folder, and the
engine surfacing a spill failure as an error instead of a cancellation.

* Content-Aware Fill: resolve a relative output folder for the scratch check (#2570)

A bare relative output name has an empty parent, so the walk-up found no
existing ancestor and skipped the free-space check. Resolve it against the
process directory first, and cover that in the test.

* Do not reformat the GPU fill tests in the spill branch (#2570)

The file was already not rustfmt-clean upstream, so the formatter only added
noise to a file this PR no longer needs to touch: phase 1's call-site changes
are already on the base branch.

* Content-Aware Fill: measure peak RSS and correct the per-worker scratch model (#2570)

The ignored measure_peak_rss_of_a_fill test fills a spilled 640x360 range and
reports VmHWM. On this 18-worker machine 90 frames peak at 340-470 MB across
runs (35 MB with RAYON_NUM_THREADS=1) and 600 frames at 582 MB, so the scratch
slope is ~7 frames a worker, not the 2 the first guard revision assumed.
Scaling the summary down showed a clean linear slope at 8 and 4 workers, and
Lighting Correction stayed below the flow stage's peak.

Budget 8 frames a worker (9 with Lighting Correction), just above the measured
top of the range, and adjust the guard test to the real numbers. At 600 frames
the measured peak is 582 MB against ~11.1 GB for the old five-copies model, a
19x reduction.

* Contributors: credit Madhav Agarwal in the About window

Adds the self-chosen real and display name for @gmrmad1. The generated
contributors.json picks it up once the PR is merged.

* Address CodeRabbit: size the guard from the rayon pool; migrate GPU tests (#2570)

fill_workers used available_parallelism, but the parallel fill stages run on
the rayon pool, which RAYON_NUM_THREADS can size larger. Use
rayon::current_num_threads so the scratch budget follows the threads that
actually run; wasm keeps rayon's single-thread fallback.

The GPU inpaint tests still used the pre-spill FillInput API. The earlier
'do not reformat' revert dropped their API migration along with the
formatting, leaving cargo test -p effectcraft-gpu uncompilable. Restore the
Frames::Memory / HoleMask / sink migration and verify the 15 inpaint tests.

* Fix gate: flatten the wasm prop lookup and keep the budget wrapper test-only (#2570)

* Address CodeRabbit review: spill error check, global-pool preflight, docs (#2570)

* Include RAM-backed spill in the preflight and guard streaming reads (#2570)

* Resolve relative spill paths, prefer stacked mounts, guard the Edge Blend sink (#2570)

* Make the fill spill anonymous and test the streaming claims (#2570)

The spill was a named file in the output folder that only Drop removed, so
an out-of-memory kill or a force-quit left a multi-gigabyte
effectcraft-fill-* file in the user's project folder, and a failed set_len
after keep() leaked it too. The spill is now an anonymous temporary file
(tempfile_in), which the system reclaims when its last handle closes; every
read and write is positioned on that one handle (pwrite/seek_write join the
existing pread/seek_read), and the folder is kept only so the propagated
frames spill beside the input.

Also:
- Edge Blend checks for a failed read before handing a frame to the sink,
  so a black fallback frame never streams.
- The propagation workers stop as soon as the spill records an error.
- HoleMask::get/set use get()/get_mut(), so a mask whose public words are
  shorter than len cannot panic.

New tests cover the PR's headline claims: a spilled range fills
bit-identically to the same frames in RAM (returned and streamed), the sink
sees frames strictly in order, a truncated spill fails with a recorded
error and streams nothing, a failure mid-stream stops before the next frame,
propagation stops after a failure, the spill has no name in its folder, and
HoleMask round-trips at word boundaries.

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

* Content-Aware Fill: clean up a stopped fill and count two scratch copies (#2570)

- A fill that fails or is cancelled after frames started streaming deletes
  the PNGs it wrote, and the output folder when the fill made it and it is
  left empty (OutputFiles, dropped after the spill so Windows can remove
  the folder).
- After a successful fill, run_plan checks that every frame has a file, and
  apply_plan/add_fill_layer return an error on an empty range or file list
  (a job worker's reply) instead of indexing [0].
- scratch_need charges two f32 copies (32 B/px): flow_pairs drops the
  membrane spill before the propagated one is created, so the third copy
  never coexists.
- The spill-creation error carries a stable "spill: cannot make the scratch
  file" marker; the panel test asserted on the OS wording, which on Windows
  is "Cannot create a file when that file already exists".

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

* Content-Aware Fill: a stopped fill leaves files it didn't create (#2570)

A fill into a given outputDir that already holds an earlier sequence
overwrites its frames as it goes (as before). The cleanup of a failed or
stopped fill deleted every path it wrote, including those earlier frames, so
a layer still using that sequence lost them. It now deletes only the files
the fill created (CodeRabbit on #3079).

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

---------

Co-authored-by: Codebuff <noreply@codebuff.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 22:51:11 +01:00
MarekSpodBiedryandskylar 7ce61c68fc Grow the buffer to the pinned quad so Corner Pin draws outside the layer rectangle (#1938) (#1967)
* Grow the buffer to the pinned quad so Corner Pin draws outside the layer rectangle (#1938)

* Corner Pin: grow through pad_sides, skip adjustment layers, clamp to the pixel budget (#1938)

grow_sides returns the four sides for Buf::pad_sides on both paths, replacing grow_to/regrow and the inline GPU copy. Growth is skipped on adjustment layers, cut proportionally to the shared pixel budget (and 16384 per side) instead of giving up, and covered by tests for a far pin, an adjustment layer and a degenerate quad.

* Corner Pin: give the grow_sides test its own doc comment (#1938)

* effects: Corner Pin keeps a finite buffer for non-finite pins and grows without popping as a pin moves far away

* effects: rustfmt the Corner Pin non-finite pin test

---------

Co-authored-by: skylar <hi@skylar.cc>
2026-11-05 21:52:10 +01:00
vangel76andClaude Opus 5.5 3a9188e0fb HDR Highlight Compression on the GPU: a NaN Amount keeps the layer, as on the CPU
Doc comments on the touched helpers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 18:11:29 +01:00
vangel76andClaude Opus 5.5 b9182972b2 HDR Highlight Compression: match After Effects' measured transfer curve (#3123)
The effect used a soft knee on the brightest channel and left everything
below the knee unchanged. After Effects compresses the whole range. Fitting
our own 16-bit renders of an HDR ramp and coloured patches (Amount 0, 84,
90, 100) gives:

  Y    = max(0.30 R + 0.59 G + 0.11 B, 0)
  comp = min(c / (1 + Y), 1)                    per channel
  out  = ((1 - t) c^0.4 + t comp^0.4)^(1/0.4)   t = Amount / 100

A grey value x maps to x / (1 + x) at Amount 100. The worst error against AE
drops from 985 to about 2-4 of 65535 at Amounts 100, 90 and 84. Amount 0
stays identical.

CPU and GPU change together. Tests: a reference table of measured values,
GPU parity at Amount 90, and over-range input that exercises the clip at 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:02:26 +01:00
vangel76andClaude Opus 5.5 50cbbfe310 Cryptomatte: Matte Only puts the matte in RGB over alpha 1 (#3127)
With Matte Only on, Cryptomatte wrote the matte into all four channels:
a premultiplied white only as opaque as the matte. After Effects'
Cryptomatte plug-in shows Matte Only as an opaque grey picture, the
matte in RGB with alpha 1 (its Matte Only render of 2026-11-05 is opaque
black where nothing is selected). The CPU effect and the GPU shader now
both give (m, m, m, 1).

Projects saved before keep their render: a hidden Matte Only In Alpha
switch (off for new instances, presets and AEP imports) is turned on by
migrate::legacy_default when an older instance is upgraded on open, and
then keeps the matte in every channel on CPU and GPU.

Tests: the CPU path for a partly covered pixel, an unselected one and
outside the aux area, in both forms; the upgrade of a saved instance;
the GPU parity test over every display with Matte Only off, on and on
with the legacy switch; the host pick tests read whole pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:38:36 +01:00
gmrmad1andFredApps eae1871541 Content-Aware Fill: drop redundant full-range copies (#2570 phase 1) (#2806)
* Content-Aware Fill: drop redundant full-range copies (#2570 phase 1)

* Content-Aware Fill: fix clippy drop_non_drop; take propagated frames instead of cloning (#2570)

---------

Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-04 18:12:39 +01:00
025c038af5 GPU: build effect kernels on first use, each family from a module of its own (fixes #1590) (#1705)
* #1590: build effect kernels on first use instead of with the GPU context

GpuContext::new built every compute pipeline up front: the compositor's own
kernels and ~208 effect kernels. In Chrome on Windows that kept the GPU
process busy past its watchdog, so the device was lost ~60 s after every load
(#1590); on DirectX 12 with FXC the window took over a minute to appear (#613).

The compositor's kernels are still built up front and required. Effect kernels
are built the first time a dispatch asks for one, inside the same error scopes,
so one a compiler rejects still renders its effects on the CPU. unavailable_kernels
lists the failures so far; build_all_kernels builds the rest.

RX 6900 XT, Windows: Vulkan context 0.27 s, all effect kernels 0.9 s, GPU tests
77 s -> 26 s; on #1571's DX12/FXC, context ~66 s -> 1.96 s, tests 1306 s -> 252 s,
same results.

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

* #1590: compile each kernel family as a shader module of its own

Building effect kernels on first use was not enough in Chrome: the page and
its frame workers each create a device, every one compiled its required
kernels against the single ~460K-character module, and Dawn compiles the
module again for each pipeline, so the GPU process still passed its watchdog
and the device was lost ~64 s after load (RX 6900 XT, Chrome 155).

Each kernel family (FAMILIES) is now common.wgsl + kernels.wgsl + its own file
and the files it borrows functions from (at most ~120K characters), built with
the family's first kernel; the compositor's kernels, sky and classic3d use
small modules of their own.

Chrome 155 on Windows / RX 6900 XT, release web build, default flags: main
loses the device at ~64 s (60.7 s with ?nogpuworkers); with this, two 100 s
runs keep it, and both frame workers get the GPU. Native Vulkan tests
unchanged (212 passed, the 3 failures that main has, #1605).

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

---------

Co-authored-by: 00xJ0 <56056764+00xJ0@users.noreply.github.com>
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-04 00:28:51 +01:00
ff68626597 #1605: Posterize and CC Grid Wipe match the CPU on AMD and Intel (#1836)
Posterize: round_away decided half-way by subtracting, and drivers may fuse the
product that feeds it into one fma (AMD does), skipping the product's rounding.
A straight value of 5/6 at level 4 gives 5/6 * 3 = 2.5 exactly in f32 on the
CPU but 2.49999994 fused, so the GPU rounded a level down. round_away now
compares x with t +/- 0.5 (exact for integer t), which no driver can fuse, and
the level divide uses an fma-corrected division (div_rn) like the CPU's.

CC Grid Wipe: the cell lookup floor(q / cs) used WGSL's division, which may be
off by 2.5 ULP; at q = 7, cs = 3.5 AMD and Intel return just under 2 and pick
the neighbouring cell. It uses div_rn too.

New test: posterize matches the CPU exactly on every 8 bpc premultiplied colour
and alpha at three levels (59715 of 65280 pairs differed before at level 4).

RX 6900 XT, Vulkan: effectcraft-gpu 222 passed; the one failure left is CC Hex
Tile, fixed by #1776. DX12 + FXC (on #1571): both tests pass.

Co-authored-by: 00xJ0 <56056764+00xJ0@users.noreply.github.com>
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-03 23:56:37 +01:00
8d20cf0c3a GPU.1: Preserve CPU parity in numerical effect kernels (#1490)
Co-authored-by: @skylartaylor <26588250+skylartaylor@users.noreply.github.com>
Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-03 23:19:29 +01:00
gmrmad1andFredApps 389894e69b gpu: run Content-Aware Fill's PatchMatch and flow on the GPU (#1856)
* gpu: run Content-Aware Fill's PatchMatch on the device

Content-Aware Fill's synthesis is the stage that makes the tool slow: at
1920×1080 with a 300×200 hole, PatchMatch costs ≈ 1.1 s per frame on the CPU,
and it is what Object, Surface and every refining frame spend their time in.

Add a `FillBackend` trait to `effectcraft-raster` whose stages (the membrane
solve, the flow fields, PatchMatch) default to the CPU reference, and
`Accelerator::inpaint()` on the compositor, which is how the engine asks for a
device backend. `effectcraft_gpu::inpaint` implements PatchMatch: the
multi-scale pyramid, the EM rounds, the propagation (a two-pass checkerboard
instead of the CPU's scan order), the random search, the SSD, the
histogram-based σ² and the weighted vote, as compute kernels in
`shaders/inpaint.wgsl`.

The fill's frames are read back to the CPU before it runs (analyses composite
on the CPU by design), so the backend is about the fill's own work; the
orchestration, the flow-guided propagation and the per-frame flow control stay
on the CPU. Only the hole's bounds cross back to the CPU, which is what makes
the offload pay.

Measured on an Intel Arc (MTL) iGPU, 1920×1080, 300×200 hole:

  CPU 1087 ms   GPU 397 ms   (2.7×, 41.0 dB PSNR against the CPU's synthesis)

The membrane (harmonic) solve deliberately stays on the CPU: the same
measurement has it at ≈ 90 ms on the device against ≈ 55 ms on the CPU,
because a fill's full-frame data movement (upload, the known pyramid, a copy)
does not shrink with the hole, while the relaxation does. The device takes only
the stage where its parallel search pays; `membrane_tex` still runs on the
device inside PatchMatch, where it is the coarsest level's start and never
crosses back.

Closes #1839.

* gpu: fix the fill's vote histogram and run its flow on the device

Review follow-ups on the Content-Aware Fill GPU port, plus the fill's flow.

Fixes:

* imp_hist kept about one sample in 256: each of the 256 threads scanned a
  strided subset of the pixels and retained only those whose bin selected it,
  so the vote's sigma² came from a sample correlated with the pixel index (and
  a small hole usually fell back to 1.0, making the weights near-uniform). One
  workgroup now accumulates the whole population through shared atomic bins,
  with a test that pins the sample count.
* imp_pm_prop and imp_pm_rand were dispatched over grow(near, 1) but with
  near's origin, so the ring's left column and top row were never written
  (NaN under test, stale pooled data in production) while a strip past it was.
  `over` now derives the shader's origin from the box it sizes the dispatch
  from, so a dispatch's region and its origin can no longer disagree.
* Gpu::inpaint() requires its kernels to have built. Otherwise every stage
  paid an upload and a failed dispatch to fall back to the CPU, while the fill
  still reported the GPU path.
* imp_rnd's XOR chain parenthesises its multiplicative terms: WGSL's grammar
  makes each XOR operand a unary expression, so `a * b ^ c * d` is rejected
  by spec-compliant parsers (naga accepts it).
* FillBackend documents that its stages may be called concurrently.
* The coarsest membrane's sweep count (64, against the CPU's 200) is now
  justified: matching 200 measured ~6% slower over the fill with no change in
  the result.

And the flow: Gpu::flow runs block_flow's coarse-to-fine search, sub-pixel fit
and vector median on the device. The luma is the CPU's (flow::luma_pair), so
the field matches block_flow's to a float rounding and the propagation sees
the same motion; the hole completion stays on the CPU with the membrane. A
four-frame 1920x1080 fill goes from 1.27x to 1.42x against the CPU, and the
device path is covered for holes from 16x16 to 300x200.

* gpu: keep the fill vote's histogram range on HDR input

imp_hist binned every distance at a fixed 256 bins per unit and clamped to
1023, so the vote's sigma2 topped out at 3.998. A 32-bpc frame's channels can
exceed 1, and masked_frame forwards them unclamped: a patch distance of 1600
then reported sigma2 ~ 4, exp(-1600/(2*sigma2)) rounded to zero in f32, and
imp_pm_vote kept the prior image instead of synthesising.

The histogram now reports the largest finite distance it saw (atomicMax on the
float bits, carried in bin 0's unused .g channel). SDR input keeps the fixed
0..4 range with identical bins; HDR input is re-binned over the observed range
and percentile() maps the bin centre back through it. Nothing clamps the input.

Also group over/sweeps/pm_level's arguments into small structs: the workspace
denies too_many_arguments and the lint policy (#2496) does not allow new
#[allow]s. No behaviour change on those paths.

* engine: don't report Edge Blend fills as device fills

Edge Blend calls only the membrane, which the GPU backend leaves to the CPU
reference, so run_plan's "Filling (GPU)" status was wrong for it whenever a
backend was present. Object and Surface still run the flow and PatchMatch on
the device and keep the label.

CodeRabbit's #1856 finding.

* gpu: run the fill's device stages inside error scopes

An allocation or validation failure inside patch_image/flow_image left an
invalid texture whose later use raised an uncaptured error, retiring the
shared compositor instead of falling back to the CPU for that frame. Wrap both
stages in Gpu::within_memory, whose scopes are native thread-local, so the
fill's rayon workers do not share them.

---------

Co-authored-by: FredApps <153173854+FredApps@users.noreply.github.com>
2026-11-03 22:24:42 +01:00
vangel76andClaude Opus 5.5 0d2153e259 test(media): review follow-ups for the aux footage set (#474)
- A watch-folder render gives the host session's set back after its own
  project replaced it on the shared footage source.
- Guard gpu fx_depth::IDS against reads_aux drifting apart.
- Count picture and channel decodes per thread instead of reading the
  shared channel cache, so parallel tests can't make the checks flaky.
- The engine test fails when no set was ever sent.
- Docs: Media Replacement items are learned at their first frame.

Refs #474

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 03:27:25 +01:00
bflatastic c07decd552 Merge main into #2646; no conflicts; gate UPDATE_APP to non-wasm32 (craft-update is a native-only dependency of ui-egui) 2026-10-30 11:20:26 +07:00
Dylan M. Taylor dd03911442 Update prompt shows the app icon: UPDATE_APP carries the 128 px icon
craft-update's App gains icon_png here: the updater, the self-update helper and
craft-update's startup prompt all get it through crate::UPDATE_APP. The prompt draws it
once craft-libs includes storytold/craft-libs#434; AppImage menu entries get it now.

Clippy fixes for Rust 1.99 in untouched code (same logic):
- crates/gpu/src/tests/wgsl_grammar.rs
2026-10-29 23:35:07 -04:00
bflatasticandClaude Opus 5.5 43c7cbb9aa Merge main into #2620; clean merge, no conflicts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 07:47:41 +07:00
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
becauseno7 0ca3f72ac2 CC Bubbles: bubbles refract the layer's edge pixels on padded buffers too (#2024)
Refraction samples are clamped to the layer rectangle instead of the buffer, so a sample past the
layer's edge in a buffer with transparent padding (a half-resolution preview's, a text or shape
layer's) repeats the layer's edge pixels rather than reaching the pale colour that stands in for
transparent ones. Transparent pixels inside the layer still show it. Same bounds on the GPU path.

Re-pins the four half-resolution CC Bubbles golden hashes (aarch64 macOS); the full-resolution
ones are unchanged. Adds a CPU test and a GPU-vs-CPU parity test on padded buffers.
2026-10-30 04:34:30 +06:00
bflatastic 57b76bcc88 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 05:08:13 +07:00
bflatastic 6af2bedfe0 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 01:24:36 +07:00
BFlat a0bf1b13d8 Merge pull request #1382 from tylerjenningsw/fix/particle-birth-history
Particles: preserve emitted particles when Birth Rate changes (#1373)
2026-10-30 01:20:20 +07:00
BFlat 2faaa89c63 Merge pull request #2535 from klosixgaming-arch/fix/943-turbulent-displace-evolution
effects: Turbulent Displace Evolution moves the pattern at a constant rate (#943)
2026-10-30 01:15:12 +07:00
bflatastic 89fcd892eb Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 00:27:26 +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
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
Matej Kozlovský 6bcb76b9dc GPU: Classic 3D builds with FXC, so the GPU compositor starts on DirectX 12 (#613)
occlusion computes its three channels as one vector instead of writing a
vector component through a loop index, which FXC cannot address and tried
to unroll every enclosing loop for (X3550/X3511). classic3d now also
builds like the effect kernels: if a compiler rejects it, 3D runs render
on the CPU instead of the whole compositor failing to start. The ignored
FXC diagnostic test now checks classic3d instead of the stale pointwise
failure.
2026-10-28 17:08:46 +01:00
Dylan M. Taylor 7926b8bd31 Refactor gpu 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
Claude 80b9aacea7 G1: Turbulent Displace Evolution changes the output (#943)
Turbulent Displace read its noise through value_noise, whose quintic fade also
eased the evolution axis. Near every whole revolution the pattern hardly moved:
Evolution 0 and 37 degrees (or 360 and 400) differed by well under a hundredth of
the frame, so different Evolution values looked identical, and the motion sped up
and slowed down within each revolution (the #1816 symptom).

Add value_noise_linear_z (x and y keep the fade, z is linear) on the CPU and in the
WGSL kernels and use it for Turbulent Displace on both paths. value_noise is
unchanged, so the other effects and the pinned simulation goldens are unaffected.

Tests: CPU test that non-equivalent Evolution values (fractional, past 360, past
720) all differ and that Cycle Evolution still matches 0/360; unit test of the
linear z axis; GPU-vs-CPU cases at small and large Evolution.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FYXhNN7W7nB6sKjwwU7CDM
2026-10-27 15:34:34 -05:00
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
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
aiongg b7b75ed37a style: cargo fmt on the moved files 2026-10-26 21:54:30 +00:00
aiongg 959322dc38 refactor(gpu): move loose test files to src/tests/ 2026-10-26 21:49:11 +00:00