- 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>
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>
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>
- 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>
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>
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>
- 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>
fx_color kernels mirror the CPU effects operation for operation: one per-pixel
pass for the point effects, Lumetri with its Sharpen luminance blur, and Key
Light's matte pipeline (pre-blur, clip, rollback, despot, shrink/grow, softness,
edge band) as plane passes. CPU fallback: Key Light with Inside/Outside masks or
Hard Colour after Screen Softness, Colorama with Interpolate Palette off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Kernels in fx_generate.wgsl mirror the CPU effects; wipe edges use f64
per-column/per-row terms uploaded as (hi, lo) pairs. CPU helpers shared
with the GPU are now public (camera_lens_spans, gen_mode, pattern_kind,
GrainLook, place_layer). GPU tests in tests_fx_generate.rs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Compute kernels in shaders/fx_distort.wgsl mirroring the CPU effects; per-row/column
structure (map coordinates, wave phase, tile bounds, mesh triangle buckets) is computed
in f64 on the CPU and uploaded. Displacement Map fetches its map layer through the
effect host as the CPU does and samples it on the GPU. CPU oracle tests in
tests_fx_distort.rs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>