Measured against After Effects at 32 bpc:
- Classic Color Dodge, Classic Color Burn and Classic Difference at partial opacity: AE
fades the source toward the mode's neutral colour (0 for Dodge and Difference, 1 for
Burn) by the opacity and applies the classic formula at full strength (b / (1 − k·o),
|b − k·o|, 1 − (1 − b) / (1 − k·(1 − o))). We mixed the full-strength result by opacity:
up to 45/255 off on ordinary 0–1 footage.
- Overlay, Exclusion, Luminosity, Color Burn and Classic Color Burn keep their plain formula
for values above 1 (HDR passes). They were missing from `supports_hdr`, so their inputs
were clamped to 0–1 (Exclusion was up to 208/255 off); Classic Color Burn also clamped
its result at 0, where AE keeps negative values.
The CPU blend (color::blend_pixel) and the GPU kernel (common.wgsl) change together.
Tests: the reporter's formulas for each case (blend.rs); the CPU/GPU parity test of every
blend mode at every bit depth (over-range values, 70 % opacity) passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
Cause: CC Particle World projected its particles through a fixed camera
(distance 2 layer widths, looking at the layer centre) and never asked the
host for the comp camera, so moving or orbiting a camera layer left the
particles flat on the layer. It also had no Extras > Effect Camera. Separately,
the layer cache key ignored the comp camera and lights, so the effects that
read them (Card Dance / Shatter / Card Wipe Comp Camera, First Comp Light,
Caustics) kept a stale frame when the camera, a light or the layer moved.
Fix: as the Cycore manual describes, Particle World sees its particles through
the comp's active camera layer when there is one (EffectHost::comp_scene now
says whether its camera is a camera layer's, CompScene::camera_layer), through
card3d's comp-camera projection (factored out of Card Dance as comp_proj, with
Proj::view for depth, size scale and screen velocity). Otherwise it uses the
new Extras > Effect Camera: Distance (2), Rotation X / Y / Z (0) and FOV (50)
orbit the world origin; FOV moves the camera so the origin's plane keeps the
scale Distance gives it, so the defaults reproduce the old fixed camera bit for
bit (golden hashes unchanged) and old projects render as before. The Effect
Camera is left out of the simulation cache key, so animating it doesn't
restart the simulation. The plan is shared, so the GPU compositor follows too.
The layer cache folds the comp scene into the key of layers running an effect
in effects::READS_COMP_SCENE (render::comp_scene is shared with the host).
Tests: sim particle_world_follows_the_comp_camera (panning a camera layer moves
the particles, zooming spreads them, the Effect Camera is ignored then, the
default view keeps the Effect Camera, cameras facing away / zero / NaN draw
nothing) and particle_world_effect_camera (missing params = defaults, rotation,
distance and FOV change the view, extremes stay finite, the sim key ignores the
camera); render particle_world_follows_the_comp_camera (a real camera layer
panned 40 px moves the particles left, and the cached render after the move
equals an uncached one: it failed with the old cache key); gpu
particle_world_through_the_comp_camera (CPU vs GPU at 8 / 32 bpc, full and
half resolution). particle_golden / sim_golden unchanged. effects.md
regenerated; parity.md and gaps.md describe the fix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cause: the config reader didn't know ColorSpaceTransform or
ExponentWithLinearTransform and passed colours through them silently.
Blender's Linear Rec.709 -> sRGB therefore stayed in its E-white XYZ
reference space (the blue cast) without the sRGB curve. Display
colorspaces, view transforms, v2 views, looks, AllocationTransform,
BuiltinTransform and .spi1d / .spimtx files were missing too, and
nothing told the user.
Fix (from the OCIO v2 documentation and the CLF "moncurve", not OCIO's
source): ExponentWithLinear, ColorSpace, Look, DisplayView, Allocation
and Builtin transforms (identity, ACES AP0/AP1 matrices, ACEScct /
ACEScc, the sRGB / P3 / Rec.1886 / gamma / PQ displays). RangeTransform
now clamps and takes one-sided ranges. Display colorspaces meet the
scene reference through the default view transform. Added v2 views,
view looks, the looks section and .spi1d / .spi3d / .spimtx files. A
conversion is built once as a flat list of steps (Config::path /
display_path) for both the CPU effect and the GPU colour program (new
moncurve and clamp ops and the ACEScc curve; a program over the
kernel's 255 ops renders on the CPU). Named-transform resolution is
limited to 16 levels and 4096 steps, and YAML nesting to 64 levels, so
hostile or looping configs stop. Transforms that are still unsupported
(Grading Primary / Tone, ACES output, HLG…), unreadable configs and
unknown spaces are now reported: a warning under the effect in Effect
Controls, and the new effect.warning query.
Tests: ocio_config::blender_like_config_converts_linear_rec709_to_srgb
(CST, display colorspaces, v1 / v2 views, allocation, looks, builtin,
range, loops), moncurve_matches_srgb_and_inverts, builtin_styles,
yaml_nesting_is_bounded, ocio::spi_files_parse,
tests_effects::ocio_effect_warns_about_unsupported_config_transforms,
gpu tests_fx_lut::ocio_custom_config_v2 (GPU = CPU).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cause: Auto dropped to Half below 75 % magnification, so text between
50 % and 75 % was rendered with fewer pixels than the screen shows and
looked soft. Below 100 % the frame texture was minified with a plain
bilinear sampler and no mip levels (Full at 46 % skipped most frame
pixels), so edges stair-stepped.
Fix:
- Auto renders the pixels the magnification needs, as in After Effects:
the coarsest whole factor that still gives every screen pixel a
rendered one (Full above 50 %, Half down to 33.3 %, Third down to
25 %, Quarter below).
- GPU frames: the display texture carries a full mip chain, each level
the 2 x 2 mean of the one above (display.wgsl `mip`, same bind group
layout as `display`), sampled trilinearly with Viewer Zoom Quality
More Accurate (Faster keeps the nearest pixel of the full-size frame).
- CPU frames (egui-wgpu textures have no mips): uploaded averaged down
by the whole factor that leaves about one texel per screen pixel, the
same box average as the texture-limit fit (#201), re-uploaded when the
magnification calls for another factor; drawn with texture coordinates
that keep each texel over its pixels when the size isn't a multiple.
Show Channel / exposure textures follow.
Tests: gpu tests::display_frames_are_mipmapped (level count and level 1
= 2 x 2 means of level 0), viewer_tools
auto_resolution_follows_the_magnification (60 % was Half) and
minified_frames_keep_their_texels_in_place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Effects: effect points on shape layers start at the layer centre (#227)
# Conflicts:
# crates/ui-egui/src/panels/puppet_tool.rs
# crates/ui-egui/src/panels/viewer.rs
Use an explicit FMA for the final quotient correction at Posterize
boundaries. Align the kinetic motion-blur QA comparison with export
settings and credit sanyamsingh001.
Co-authored-by: Codex <codex@openai.com>
On FreeBSD the only adapter is llvmpipe over GL, which GpuContext::new
declines for its backend before checking limits; accept either reason.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soft Linear was value noise with a quintic fade between two lattice
values per axis. That fade has zero slope across every lattice line and
at every lattice point, so the noise's contours met the lattice at right
angles and flattened around its points. The turbulent fold (1 - |s|) and
high contrast turned that into a visible square grid at each layer's cell
size (Turbulent Basic, Contrast 140, Brightness -35: gradients 1.3x as
strong along the axes as along the diagonals; Spline 1.1x).
Soft Linear is now linear interpolation softened by a one-cell box
filter, i.e. the uniform quadratic B-spline over the 3 x 3 lattice values
around the nearest one (evolution still fades between two slices): smooth
everywhere, with half the neighbours' difference as its slope on lattice
lines, and cheaper than Spline (9 taps instead of 16). Averaging
lowers the noise's spread, so a fixed gain about mid-grey restores the
quintic fade's variance and existing projects keep their contrast and
brightness (issue settings: mean 0.356 -> 0.362, std 0.147 -> 0.152,
axis bias 1.28 -> 1.05).
Only Fractal / Turbulent Noise's Soft Linear changes: generate's
value_noise and its other callers are untouched. noise3 now shares
generate's lattice hash and fade instead of copying them. The GPU
kernels (pointwise Fractal Noise and fxn_fractal) call the same
soft_linear_noise. No golden hashes pin these cases.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shape and text layers have comp-sized effect bounds centred on their
origin, but effects measured positions from the origin: a point at its
default "layer centre" sat at the comp's bottom-right corner, so Twirl
on a centred shape changed nothing and Bulge only its bottom-right
quarter. As in After Effects, effects now work in effect space,
measured from the top-left of the layer's effect bounds.
The renderer moves the layer buffer into effect space for the whole
stack (Buf::rebase, CPU and GPU alike) and hands effects everything
else in it: masks, other layers' pixels for layer parameters (each in
its own effect space, so Set Matte and displacement maps see a whole
shape layer), the layer's own frames (layer_input, also what Puppet,
Roto Brush and the Layer panel read) and the comp camera
(CompScene::rebased). Layer bounds are now right for every effect, so
pin_rect and EffectEnv::bounds_origin go and layer_rect serves edge
pinning too. Adjustment layers still run on the comp below as it is.
effect_bounds / EvalCtx::effect_to_comp replace the repeated "comp size
when there is no source" code; the viewer's effect point handles and
eyedroppers, Puppet pins, the Layer panel (paint, Roto Brush) and the
tracker's Corner Pin output use them.
Project schema 2: opening a schema 1 project moves positions held by
effects on shape and text layers by half the comp size, so set points
keep their place (point parameters with keyframes, Paint paths and
clone positions, Puppet seeds and pins, Liquify and Roto Brush
strokes). Points still at their default become the layer centre;
expression controls, adjustment layers and expressions are left as
they are (docs/architecture.md). The disk cache's render version is
bumped.
Tests: default_effect_points_sit_at_the_centre_of_a_shape_layer and
layer_parameters_see_a_whole_shape_layer (render, both fail before),
effect_points_on_a_shape_layer (GPU vs CPU),
opening_a_schema_1_project_moves_shape_layer_effect_points_into_effect_space
(engine), and the effects migration tests.
Part of #227
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
get_project / render.backend reported "gpuAcceleration": true with
"active": "cpu" and no reason, which read as a broken GPU. The
headless MCP server only attaches the GPU compositor when started with
--gpu, which docs/agents.md didn't mention, and a failed --gpu said
only "no usable GPU adapter" (the adapter's error went to a log no
one sees). The session now keeps the host's reason there is no GPU
compositor (accel_note): the CLI's "headless: renders on the CPU
unless started with --gpu", or the desktop app's compositor setup or
retirement error. The status reports it as `why` whenever it renders
on the CPU (or that the project's renderer is Software Only). --gpu
failures include the adapter's error (Gpu::try_headless).
docs/agents.md documents `mcp --gpu`.
Test: render_backend_says_why_it_renders_on_the_cpu (engine).
Checked with effectcraft-cli mcp and mcp --gpu.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On OpenGL the compositor translated its compute kernels for tens of
seconds (22 s on an RTX 4090) before one failed validation and it fell
back to CPU compositing, all before the window's first frame. It now
declines GL adapters up front, as it declines adapters without compute
shaders. OpenGL is what Window Graphics falls back to for drivers that
crash with DirectX 12 or Vulkan.
Test: opengl_adapters_get_cpu_compositing_at_once (gpu tests_init;
skips without an OpenGL adapter).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Edge pinning (Turbulent Displace's default Pin All, Wave Warp's
Pinning, Bulge's Pin All Edges) holds the layer bounds still: a
comp-sized rectangle for shape and text layers. That rectangle started
at the layer's origin, but a shape layer's content surrounds its origin
(anchor 0,0), so everything left of or above the origin counted as
outside the layer and was pinned: only the bottom-right quadrant of a
centred shape moved.
The renderer now passes the bounds' top-left in layer coordinates
(EffectEnv::bounds_origin): (-w/2, -h/2) for layers without a source
rectangle, (0, 0) otherwise. util::pin_rect places the bounds there and
the three effects use it on the CPU and the GPU. Effect point
parameters keep their current layer coordinates.
Test: edge_pinning_displaces_all_of_a_centred_shape_layer,
edge_pinning_on_a_shape_layer (GPU vs CPU).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
#139's bounded read_buffer polled the device without waiting and slept up
to 10 ms between polls, adding up to 10 ms to every readback (the desktop
viewer reads every GPU frame back): the gpu crate's tests took 227 s
against 119 s before. It now waits with PollType::Wait and the remaining
deadline as its timeout (a timeout still retires the context), then takes
the result, giving another thread that polled the same device up to 1 ms
to deliver its callback. The tests take 71–79 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The desktop app shares egui-wgpu's device, which had no uncaptured-error
handler, so wgpu's default one panicked on an out-of-memory error on
every frame thread; the panicking frame stayed "in progress" forever and
never rendered again. The GPU frame budget was a fixed 1 GiB.
- GpuContext::new logs uncaptured errors once its pipelines are built
(errors while building them still panic there, which the app catches
to fall back to CPU compositing).
- Gpu::within_memory runs GPU work in an out-of-memory error scope; on an
error the result is discarded and uploaded layers and pooled textures
are freed.
- Frame workers render each frame within it; out of memory, the frame
renders on the CPU and the RAM preview keeps half as many GPU frames
(down to 64 MiB), since wgpu can't tell how much video memory there is.
- A frame whose render panics renders again on the CPU, or is released,
so the viewer asks for it again.
Tests: a_frame_whose_render_panics_is_released (failed before),
running_out_of_video_memory_halves_the_gpu_frame_budget and
within_memory_returns_the_work_when_there_is_room.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
egui-wgpu creates its device on GL with WebGL2's limits (no storage buffers), so the desktop
app on FreeBSD built the compositor's pipelines on it: validation errors (only logged in
release builds) and wrong frames. GpuContext::new now checks the limits its pipelines bind
(storage buffers and textures per stage, bind groups, workgroup sizes) and returns Err, which
keeps the app on the CPU. ui_gpu skips its GPU-vs-CPU comparison when that happens on GL.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FreeBSD's CI VM (Mesa llvmpipe over GL) failed 22 effectcraft-gpu tests:
- Advanced 3D's camera-depth target was R32Float, which GLES can't render to without
EXT_color_buffer_float: create_render_pipeline failed validation (release builds only log
that and draw nothing). The target is now R32Uint holding the f32 bits (renderable on every
backend, lossless), and GpuContext checks the adapter's format features (render attachment,
blendable colour) and independent blending up front; when they're missing the render
pipelines are never built and Advanced 3D renders on the CPU.
- Signed `%` in the shaders: naga emits GLSL `%`, undefined for negative operands, which broke
the VR effects' horizontal wrap and Cell Pattern's tiling. A shared `imod` never takes `%` of
a negative number.
- asin/acos: Mesa's are coarse approximations (~1e-4 rad), visible in every lens/sphere/cylinder
mapping. `asin_p`/`acos_p` (Cephes' asinf polynomial) are f32-accurate on every backend.
- "Could not lock adapter context": the GL backend has one context lock per adapter with a
timeout, so tests driving devices concurrently panic. Every gpu test helper that hands out a
device holds one process-wide lock for the calling test; ui_web_job_gpu's two device tests
share a lock too.
- On GL, up to 1 % of pixels may flip across a decision boundary (division through a
reciprocal, unfused fma); the GPU-vs-CPU comparisons allow that there only.
Also adds the FreeBSD workflow (from the FreeBSD CI PR) so this branch is checked there.
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>
- 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>
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>
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>
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>
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>
- 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>
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>
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>
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>
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>