`Renderer::mb_on` (render options × the comp's switch × the layer's switch as the precomp
layers above limit it) now decides everywhere:
- Mask motion blur checked only the comp's switch and the layer's own switch, so Render
Settings ▸ Motion Blur ▸ Off for All Layers and a precomp layer with motion blur off still
blurred masks; it now takes the gate (`masks::MaskBlur`) and the comp's Samples Per Frame
(four in Draft) instead of a fixed eight.
- Effects that read the shutter (`EffectEnv::shutter`) get it only when the layer is motion
blurred in this render.
- Advanced 3D layers follow the precomp layers' Motion Blur switches too.
- The layer cache key of a layer with masks or effects includes whether it is blurred and the
comp's shutter and samples, so a buffer blurred for the viewer is never reused by a render
with motion blur off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A precomp layer trimmed out (or time-remapped) past its nested comp's end kept drawing the
nested layers whose bars ran on. Like After Effects, the nested comp now shows nothing outside
its own span (`Comp::covers`), flattened, through a proxy or with Collapse Transformations, on
the CPU and the GPU (both go through `Renderer::source` / `collapse_into`).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Composition Settings ▸ Advanced has both options (they were missing from the model, the
renderer and the dialog):
- Preserve frame rate: nested in another comp, the comp shows only its own frames
(`EvalCtx::nested_time` floors the precomp layer's source time to the nested comp's frame
rate; used for the nested frame, its proxy, aux channels, collapsed transformations and the
viewer's internal wireframes), and the Render Queue renders it at its own rate whatever the
Frame Rate override (`RenderSettings::rate`).
- Preserve resolution: nested in a comp rendered at Half / Third / Quarter, it renders at full
size and the buffer's scale places it.
- `comp.settings {preserveFrameRate, preserveResolution}`, `comp.info` reports them, scripts
read and set `CompItem.preserveNestedFrameRate` / `preserveNestedResolution`, Pre-compose
copies them, and the dialog registers `dialog.comp.preserveFrameRate` /
`dialog.comp.preserveResolution`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render: the debug-only quantisation check uses debug_assert! instead of panic!. gpu: the
test-only panic on a wgpu validation error is cfg(test) with a narrow allow, and release
builds only log. Test-only unreachable!() calls become panic!(). Denies the panic lints in both
crates.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Every purge emptied the viewers' RAM preview; Purge ▸ All Disk Cache and Snapshot now leave
it (Image Cache Memory, All Memory, All Memory & Disk Cache, All and All 3D Cache still
clear it).
- The memory purges also drop the decoded footage frames (`FootageSource::purge`, the media
pool's `clear_frames`; decoders stay open), so footage reads decode again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- GPU in browser job workers: each job worker opens its own WebGPU device
(deferred readbacks); the Render Queue export and the analyses' frame loops
are futures (render::passes, offload::run_request_async) whose frames
render in passes, awaiting the device between them. GPU particles and
Advanced 3D read back under keys too. workers.jobs reports passes and
readbacks; the smoke test measures them.
- Layer buffers in the browser's OPFS disk cache: frame workers back their
layer caches with a PrefetchStore; the page plans what to fetch before a
request from recent misses (LayerPrefetch over the shared DiskIndex).
- Templates embed footage (default on, size-capped with a warning) and
creating from a template extracts it next to the new project / into
browser storage.
- ICC LUT profiles (lut8/lut16/lutAtoB/lutBtoA, from the public ICC spec) in
Simulate Output > My Custom RGB, baked into a 3D LUT for the viewer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
render: three_d::adv::SplitRun (Renderer::split_adv_run) hands draw_run's split path to an
accelerator as data (main scene, special layers far to near, 3D mattes drawn solo);
Renderer::sky_draw / three_d::SkyDraw for Environment Light Background layers. gpu: the walk
draws skies (adv_sky kernel), resolves each special layer, hides it behind the nearer main
scene (occlude kernel) and composites it through the 2D path without readbacks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
Advanced 3D runs render entirely on the GPU: every motion-blur sub-sample
rasterised, resolved and averaged, the depth-based iris depth of field
(Classic 3D bokeh spans, highlight boost, progressive levels), the sRGB
encode and the composite over the GPU canvas (Accelerator::render_3d,
Renderer::prepare_adv_run, adv3d.wgsl). Wireframe outlines draw on the GPU.
Fixes NaN environment lookups for straight up/down normals on Metal.
bench --gpu gains an Advanced 3D comp (--adv3d).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Viewer frames render in long-lived Web Workers holding a project replica
(engine::remote: structural JSON diff/patch, Mirror, FrameServer); the
frame cache hands jobs to a RemoteFrames renderer (UI-thread fallback).
Roto Brush propagation runs in a job worker and streams segmentations
back (FrameSeg binary form), relayed to frame workers. Control-channel
wait:true commands whose job is offloaded reply when it ends. The Media
Browser browses a pluggable Browser: the file system on the desktop;
browser storage and File System Access folders on the web.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Depth of field in Advanced 3D comps uses the camera's iris (Fast Rectangle, Triangle to
Decagon, rotation, roundness, aspect, diffraction fringe) and highlight gain/threshold/
saturation through the Classic 3D bokeh kernel. Collapsed precomps in an Advanced 3D comp
add their nested layers as real geometry (meshes, extrusions, cards) lit by the parent;
2D collapsed precomps draw nested 3D layers with the parent's renderer. Text and shape
strokes extrude as bevelled meshes stacked in paint order (model extrude_stacked).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Planes prepared for the GPU carry their depth of field (padding, radius map, levels) and the
bokeh_boost / bokeh_prefix / bokeh_gather kernels blur them where they are drawn, with the CPU's
spans; GPU-vs-CPU agreement tests for iris shapes, highlights, fringe, Fast Rectangle, tilted
planes and a 2D layer with a 3D track matte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- Wave Type: Polygon, Image Contours (source layer channel threshold, pre-blur, tolerance,
contour index, source centre) and Mask, rippling outward from the outline (exact signed
distance transform, util::signed_distance).
- Parameters Are Set At Birth via the new EffectHost::params_at; Render Quality; Reflection
off the layer edges; Stroke Profile.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Display Color Space setting joins the live list; View3D::Default maps to view.3d.default for
the Assign Shortcut submenu; stub tests use the stubs that remain.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reconciled with main's keyframe labels (same Keyframe::label field; keys.setLabel and
keys.selectLabelGroup from main are kept, M14.5's duplicates removed; Edit ▸ Label on
selected keys delegates to the label helper), proxies (RenderOpts::proxy next to
nested_switches/draft_shadows), offloaded renders (Work carries nested_switches), wasm
audio pump (preview mix rate), variable font axes and mask feather points.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- card3d: shared Camera System (Camera Position with rotations, X/Y position and
Transform Order; Corner Pins with focal length; Comp Camera via EffectHost::comp_scene),
Lighting (Distant / Point / First Comp Light, colour, position, depth, ambient) and
Material (diffuse, specular, highlight sharpness).
- Shatter: Custom Shatter Map (+ White Tiles Fixed), Gradient group, Textures group
(front/side/back modes and layers, colour, opacity) and extrusion side rendering.
- Card Wipe: true 3D cards, Back Layer as a layer parameter (old None/Self popup migrated),
Flip Direction, Position / Rotation Jitter.
- Renderer supplies the comp camera and first light to effects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer > Camera > Create Stereo 3D Rig (left/right eye comps with expression-linked eye
cameras, Stereo 3D Controls effect, stereo comp through 3D Glasses), Create Orbit Null,
Create Cameras from 3D Model; Layer > Light > Create Lights from 3D Model
(KHR_lights_punctual), Control Light with Camera, Create Environment Light Background
Layer (equirectangular sky drawn through the camera). glTF cameras and punctual lights
are parsed by effectcraft-model.
Advanced 3D: per-sample motion blur over the comp shutter, and blend modes / track
mattes / Preserve Transparency composited through the 2D path in depth order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Text: text.animatorFontAxes (replaces the stub) lists the layer font's
variation axes (skrifa) or adds an animator property that offsets one axis
(weighted by the selectors, from the axis default); the renderer redraws each
character's outline at its design-space position (cached per location). The
Timeline's Animate: menu lists the font's axes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Text: vertical type turns Roman characters on their side (CJK stays
upright) unless Standard Vertical Roman Alignment is on; Tate-Chu-Yoko sets
selected characters horizontally in a one-em cell of the column (layer.setText
tateChuYoko / verticalRomanUpright, Character panel toggles). A Left-to-Right
paragraph is now forced LTR instead of auto-detected. The editing caret follows
animators and text on a path (render::text::caret_maps). Lottie export writes
per-character style runs as index-unit range animators.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
3D-1: Classic 3D depth of field renders the camera's Iris Shape (Fast
Rectangle box or Triangle…Decagon polygon), Iris Rotation, Roundness, Aspect
Ratio and Diffraction Fringe as a span-kernel gather blur, with Highlight
Gain/Threshold/Saturation boosting highlights first; tilted layers blur
progressively by per-pixel camera depth. Layer > Camera > Link Focus Distance
to Point of Interest / to Layer (expressions) and Set Focus Distance to Layer
replace the stubs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>