Commit Graph

32 Commits

Author SHA1 Message Date
Brandon Thomas c59e0a6407 Merge main into M13.28 worktree
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 02:57:55 -04:00
Brandon Thomas c4315818da M13.28: GPU generators (fx_gen2): Lightning, Advanced Lightning, Beam, Lens Flare, Radio Waves, Vegas, Stroke, Scribble, Write-on, Paint Bucket, Eyedropper Fill, CC Glue Gun, CC Threads, Audio Spectrum/Waveform, Basic Text, Path Text
The geometry stays on the CPU as per-frame plans shared with the CPU effects (bolts, mask
strokes, scribbles, contour segments, audio marks, glyph strokes, waves, flood-fill region,
eyedropper sample); segments and convex polygons are tile-binned and rasterised on the GPU
with the CPU's coverage functions. CPU output unchanged (gen_golden). CC Threads' exact ties
at round parameter values are a documented exception; Fractal stays on the CPU (needs f64).
Regenerated docs/effects.md, docs/parity.md EFF-5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 02:56:00 -04:00
Brandon Thomas 1c855c3e07 M13.29: GPU effects part D (particles and remaining fallbacks)
GPU render passes for CC Particle World / Systems II, Particle Playground,
CC Ball Action, CC Pixel Polly, CC Scatterize and Curl Noise (fx_particles,
chunked multi-pass raster); Shatter wireframe views, Foam extras, Timewarp
with a Matte Layer, strong Warp Fisheye/Twist (CPU f64 inverse map) and
custom .ocio configs no longer fall back to the CPU. CPU refactors pinned by
particle_golden / timewarp_golden / sim_golden hashes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 01:35:56 -04:00
Brandon Thomas 5df9cde182 M13.28: GPU pixel ports (fx_pixel2): CC Cross/Radial/Vector Blur, Reduce Interlace Flicker, CC Composite, Color Link, Cineon, HDR Compander/Highlight Compression, Grow Bounds, CC Overbrights, CC Block Load, CC Burn Film, CC Glass/Plastic, CC HexTile, CC Mr. Smoothie, Inner/Outer Key, CC Simple Wire Removal, Basic 3D
Inner/Outer Key's trimap and Cleanup strokes, Color Link's sample and CC Glass/Plastic's
light are shared with the CPU effects (CPU output unchanged: gen_golden). CC Plastic now
reads its Bump Layer (it read the nonexistent bumpMap id).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 01:33:54 -04:00
Brandon Thomas 808ca70d47 Merge origin/main (M13.22 GPU effects part A) into M13.23: both GPU effect lists (236), docs recounted 2026-10-04 00:17:37 -04:00
Brandon Thomas 7c675124ae Merge origin/main (M13.24) into M13.23 2026-10-03 23:59:41 -04:00
Brandon Thomas ca9a30bf0c Merge branch 'main' into worktree-agent-a38a174c36aa9f23a 2026-10-03 19:52:55 -04:00
Brandon Thomas 1ec9336d7c M13.23: GPU simulation render passes
CC Rainfall, Snowfall, Star Burst, Bubbles, Drizzle, Hair, Mr. Mercury,
Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe render on the GPU
(fx_sim.rs / fx_sim.wgsl). The per-frame simulation / layout stays on the CPU
and is shared with the CPU effect through plans (effects::sprite_plan,
piece_plan, bubble_list, mercury_blobs, drizzle_drops, wave_world_plan,
caustics_setup); a tiled item rasteriser composites sprites, bubbles, blob
fields and textured pieces in the CPU's order and shading. Layer-dependent
sprite colours (refracting rain, star-burst and hair roots) are sampled per
pixel; piece plans read the frame back once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:35:22 -04:00
Brandon Thomas 1b726349ab M13.24: web app depth (WEB-1) — GPU effects in frame workers, OPFS disk cache, storage manager
- GPU in the browser: each frame worker opens its own WebGPU device (Gpu::request_deferred) and
  renders the GPU compositor and GPU effects with deferred readbacks (effectcraft-gpu deferred):
  readbacks keyed by content start with map_async and miss, the pass returns placeholders, the
  layer cache's gate drops inserts, and FrameServer::resume renders again once the device
  delivered. Backend Auto times whole frames per comp in the workers. Frames with effects go to
  GPU workers instead of the page. CPU fallback without WebGPU in workers (?nogpuworkers).
- Fix: a WGSL constant (3.40282347e38) that Chrome rejects invalidated every GPU kernel in Chrome
  (the page's compositor too); a test checks every float literal fits f32.
- Disk cache in the Origin Private File System: workers write sealed frame entries with sync
  access handles (temp file + move), the page keeps the DiskIndex (LRU under the settings' limit,
  at most half the quota) and reads hits instead of rendering; survives reloads; blue cache bar.
- Storage manager: Settings ▸ Disk ▸ Browser Storage (usage/quota, persistent storage, Clear
  buttons, automation ids) and storage.info / storage.persist / storage.clear (StorageHost).
- Docs: web.md (GPU workers, deferred passes, disk cache, storage manager, threading design:
  one engine instance per worker), architecture, preferences, parity (WEB-1), roadmap.
- Tests: deferred passes vs CPU on a real device, placeholder gating, frame server passes and
  Auto, GPU worker routing + disk cache across a reload, storage commands and widgets, store
  usage by kind; smoke test: GPU effect frames in workers with pixel parity, disk hits after a
  reload, storage manager.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:35:03 -04:00
Brandon Thomas a909de43b7 M13.22: GPU time effects (Time Difference, Time Displacement, CC Force Motion Blur, CC Wide Time, Pixel Motion Blur, Timewarp's frame building; motion vectors and frame fetches on the CPU)
Timewarp without a Matte Layer is now planned once (time_fx::timewarp_plan: frames, shutter
instants, motion fields) and built by the CPU or the GPU from the plan; with a Matte Layer it
renders on the CPU (catalog::gpu_supported).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:57:03 -04:00
Brandon Thomas 2e5ea051a8 M13.23: GPU Immersive Video effects
VR Blur, Chromatic Aberrations, Color Gradients, Converter (all projections and
cube layouts), De-Noise, Digital Glitch, Fractal Noise, Glow, Plane to Sphere,
Rotate Sphere, Sharpen and Sphere to Plane run on the GPU (fx_vr.rs /
fx_vr.wgsl) with the CPU's equirectangular maths: seam-wrapping, pole-continuing
sampling and latitude-widened box blurs, per eye for stereo layouts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:53:23 -04:00
Brandon Thomas d0b92948ee M13.22: GPU transitions and perspective (Block Dissolve, CC Glass/Grid/Image Wipe, CC Jaws, CC Line Sweep, CC Radial ScaleWipe, CC Scale Wipe, CC Twister, CC WarpoMatic, Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC Spotlight, CC Environment, 3D Glasses) and text (Numbers, Timecode: CPU glyph coverage, GPU composite)
CC Environment now fades nearly transparent environment texels to black continuously
(colour / max(alpha, 1e-3)) instead of a hard 1e-6 un-premultiply cut-off, which turned the
filtered map's float noise into colour.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:48:02 -04:00
Brandon Thomas e3e35a7ec2 M13.23: GPU colour management (LUTs, OCIO, Color Profile Converter, Lumetri LUT/look)
Apply Color LUT, OCIO CDL / Color Space / Display / File / Look Transform and
Color Profile Converter compile to colour programs (effects::color_program,
built next to the CPU effects) that fx_lut.wgsl interprets per pixel; LUTs
(1D, 3D, cineSpace shapers, inverses) are read from the storage buffer with the
CPU's nearest / trilinear / tetrahedral interpolation. Lumetri's Input LUT and
Look no longer force the CPU. Custom .ocio configs stay on the CPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:43:24 -04:00
Brandon Thomas 6b91afc087 M13.23: GPU 3D Channel effects (aux channels as textures)
3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D,
ID Matte and IDentifier run on the GPU (fx_depth.rs / fx_depth.wgsl): aux planes
upload as a texture and are resampled onto the buffer grid with the CPU's index
arithmetic; tests compare against the CPU at 1x / 2x aux resolution, padded
buffers, half resolution and 8 / 32 bpc composites.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:33:41 -04:00
Brandon Thomas f7927c8f9f M13.22: GPU CC light family (CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:31:26 -04:00
Brandon Thomas 750868244a M13.13: GPU Circle, Ellipse, Iris Wipe, Bevel Alpha, Bevel Edges, Gaussian Blur (Legacy)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:53:00 -04:00
Brandon Thomas 9ff0e5aa3c M13.13: gpu texture pool, Auto per-comp backend choice, warp-family GPU ports
- gpu: pooled working textures (released once every encoder that could read
  them is submitted), shared zero images, reused readback staging buffers,
  direct readback into Image; NaN-poisoned scratch images under test and
  NaN-aware diffs; validation errors panic under test
- render: AutoPick (per comp / scale / path EWMA of CPU vs GPU frame times,
  warm-up and periodic re-probe) behind Backend::Auto; viewer uses it too;
  cached adjustment footprints (uploaded once)
- gpu fx_warp: Warp, Bezier Warp, CC Bend It, CC Page Turn, Smear, Reshape,
  Color Emboss, Cartoon; sliding-histogram median for large radii; CC Power
  Pin perspective < 100
- cli: bench --gpu reports Auto and per-frame upload / readback MB

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:31:31 -04:00
Brandon Thomas 0fbde2f4ec Merge M13.9 gpu stylize and distort (fx_stylize)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:32:18 -04:00
Brandon Thomas 6cbb6bfb93 Merge M13.9 gpu noise, blurs and time (fx_noise)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:21:23 -04:00
Brandon Thomas 3bf7c4bcd2 M13.9: gpu Shadow/Highlight, CC Color Neutralizer, Invert HLS / YIQ
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:17:52 -04:00
Brandon Thomas 2e5d35dcee M13.9: gpu stylize and distort (posterize, threshold, CC Threshold / RGB, strobe, CC Vignette, scatter, brush strokes, roughen edges, texturize, motion tile, CC Kaleida, CC RepeTile, mirror, offset, polar, spherize, corner pin, optics compensation, magnify, CC Slant / Smear / Split / Split 2 / Tiler / Griddler, liquify; glow operations and arbitrary map; transform motion blur)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:16:58 -04:00
Brandon Thomas 4afe56cbca M13.9: gpu noise, blurs and time (median, dust & scratches, remove grain, turbulent / fractal noise modes, noise alpha / HLS, smart / bilateral / channel / compound blur, sharpen, unsharp mask, minimax, echo, posterize time)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:15:11 -04:00
Brandon Thomas 7a96fab302 M13.9: gpu colour corrections (fx_tone)
Levels (Individual Controls), Gamma/Pedestal/Gain, Photo Filter, Change Color,
Change to Color, Leave Color, Broadcast Colors, Color Balance (HLS), Video
Limiter, PS Arbitrary Map, CC Toner, CC Color Offset, CC Kernel, Auto Levels /
Contrast / Color and Equalize (histograms measured on the CPU, applied on the
GPU) on the GPU; Hue/Saturation colour ranges and Levels' channel controls no
longer fall back to the CPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:13:58 -04:00
Brandon Thomas 47f61debcb M13.9: gpu effect family scaffolding (fx_key, fx_stylize, fx_noise)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:51:33 -04:00
Brandon Thomas 225f31bf50 Merge main into M9.13 (GPU kernels defer CPU-only controls via catalog::gpu_supported)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:29:30 -04:00
Brandon Thomas 3a7c9c5f61 M9.13: Transform shutter-angle motion blur, Glow Operation / Arbitrary Map, Cartoon Edge Enhancement
- Transform: Use Composition's Shutter Angle / Shutter Angle, sampling the transform across
  the shutter via EffectHost::params_at (EffectEnv::shutter carries the comp shutter when
  motion blur is on); the GPU path defers to the CPU when blurring.
- Glow: Glow Operation (blend modes) and Glow Colors > Arbitrary Map.
- Cartoon: Advanced > Edge Enhancement (shock-filter sharpening / softening).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 04:23:15 -04:00
Brandon Thomas 3103e7e80f M9.13: Fill masks/feather, Refine mattes Reduce Chatter and motion blur
- Fill: Fill Mask, All Masks, Horizontal / Vertical Feather, Invert outside the mask
  (GPU falls back to the CPU when masks are used).
- Refine Soft / Hard Matte: Reduce Chatter (temporal steadying of oscillating edges) and
  Use Motion Blur (samples, shutter angle, higher quality) from neighbouring frames.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 03:30:33 -04:00
Brandon Thomas 9a6389db86 M12.7: GPU effect family modules (colour, distort, generate) scaffolding; clippy fixes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:25:12 -04:00
Brandon Thomas 878b47b5ed M12.7: adjustment layers on the GPU (effect stacks resident on the device, CPU fallback per non-GPU effect)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:23:01 -04:00
Brandon Thomas ce6db35d14 M9.13: Lumetri (HSL Secondary, hue/sat curves, RGB curves, HDR, looks) + Hue/Sat ranges + Levels/Curves channels + Timewarp optical flow
- Lumetri: HSL Secondary key/refine/correction with Show Mask, Hue vs Sat/Hue/Luma,
  Luma vs Sat, Sat vs Sat and per-channel RGB curves, High Dynamic Range (HDR White /
  Specular), Input LUT and Look (custom .cube + built-in looks).
- Hue/Saturation: Channel Control with Reds..Magentas ranges (range + fall-offs).
- Levels: Channel popup and Red/Green/Blue/Alpha controls; Curves: Channel parameter.
- catalog::param_shown: Effect Controls shows only what a popup selects.
- Timewarp Pixel Motion: block-matching flow (raster::flow::block_flow_window) with
  Vector Detail, Smoothing, Error Threshold, Block Size, Weighting, Correct Luminance,
  Filtering, Build From One Image; Matte Layer/Channel, Warp Layer, Show, Source Crops.
- GPU falls back to CPU when channel/range controls are used.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 02:20:57 -04:00
Brandon Thomas 355a6255a2 M9.12: effect parameter fidelity – all categories
Align every effect's display name, category, parameter names, order,
twirl-down groups, popup options, units, defaults and ranges with the
public After Effects effect reference, and implement controls that were
ignored or missing where cheap. One commit because the categories share
the registry, migration tables and GPU kernels (only green states).

Infrastructure
- effects::migrate: saved instances are upgraded on project open
  (Session::replace_project → upgrade_effects): renamed ids
  (PARAM_ID_ALIASES), params moved into twirl-down groups, popup values
  remapped by label (POPUP_LABEL_ALIASES), refreshed names/UI hints,
  added params created with legacy_default values that keep old renders.
- flatten_params also keys nested props by match path (group/param), so
  effects declare grouped params with `group/param` ids; layer-source
  companions sit next to grouped layer params.
- lookup() resolves old effect names (EFFECT_NAME_ALIASES).
- Registry-wide test: unique ids/names, non-empty names, defaults in
  range, popup defaults within options, value kinds match UI.
- docs/effects.md generated from the registry (catalog.rs) with GPU /
  32-bpc badges and per-effect status; a test keeps it current.

Batches
- Blur & Sharpen, Channel, 3D Channel, Perspective, Text, Utility:
  Camera Lens Blur iris/highlight groups, Compound Blur layer, Camera-
  Shake Deblur method/strength, Invert full channel list (CPU HLS/YIQ),
  Set Channels/Set Matte layers, Channel Combiner targets, 3D Channel
  Extract clamp/invert.
- Color Correction: temporal smoothing + scene detect for Auto Color/
  Contrast/Levels and Shadow/Highlight, Brightness & Contrast legacy
  switch, Change to Color tolerance group, Leave Color, Photo Filter
  presets, Exposure channels, Levels clip popups, Colorama phase source,
  Color Link sample list, Lumetri groups (CPU + GPU kernels).
- Distort: Bulge, Displacement Map layer/behaviour, Magnify, Optics
  Compensation resize, Ripple conversion, Transform sampling, Turbulent
  Displace types/pinning/evolution, Wave Warp types/pinning, Twirl and
  Ripple radius fixes.
- Generate: 4-Color Gradient, Checkerboard, Grid, Circle size/feather/
  blending, Advanced Lightning types, Cell Pattern, Radio Waves, Fractal
  palettes, Scribble/Vegas names.
- Keying, Matte, Obsolete: Color Difference Key partials/views, Unmult
  controls, Key Light groups, Refine Soft/Hard Matte, Roto Brush groups,
  Mocha shape moved to Matte, Spill Suppressor accuracy, Basic/Path Text
  groups.
- Noise & Grain, Immersive Video, Audio, Time: Fractal/Turbulent Noise
  full control set (noise3.rs, GPU), grain look groups, Remove Grain,
  VR effects, Compressor/Gate/Distortion controls, Timewarp groups,
  VR Sphere to Plane name.
- Simulation: AE twirl-down groups for all simulations, Foam strength,
  Particle Playground barrel radius and mapper targets.
- Stylize, Transition: Glow looping/dimensions/alpha (CPU + GPU),
  Mosaic averaging, Cartoon groups, Roughen Edges evolution, Texturize
  layer, Gradient Wipe layer, Radial Wipe both, Card Wipe options.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 00:15:06 -04:00
Brandon Thomas 485f562e19 M12.2: gpu compositor and gpu effects
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).

render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.

Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:59:08 -04:00