Imported video is a Group[Video, Audio] that rendered as a Vello-baked
Vector layer, re-uploading the full frame to Vello's image atlas every
frame (~17ms/frame at 1080p, hitting playback and export alike). Extract
video frames out of the Group/clip scene recursion into
VideoRenderInstances so they composite via the GPU Video path; mixed
video+vector containers fall back to Vello (correct, unaccelerated).
Also route video through hardware sRGB decode: upload raw sRGB bytes to an
Rgba8UnormSrgb texture and blit with a non-unpremultiplying shader variant
(blit_straight), removing the per-frame per-pixel CPU sRGB->linear pass.
Add an F3 GPU-timestamp timer and a per-frame video texture cache.
Drops the live composite of a 1080p video from ~17ms to ~2-3ms.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Multiplicative tint left blacks black, so outlines (the main thing to ghost in line
art) never picked up the warm/cool color. Switched the canvas-blit tint to a screen
blend (out = base + tint - base*tint): black → tint color, white unchanged, and a
clean no-op at tint=(0,0,0) for all normal blits. Reverted the default .w slots to 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- OnionSkinSettings (editor view state): enabled, frames_before/after (default 2/2),
opacity (0.35), warm past / cool future tints, linear falloff. Threaded App →
SharedPaneState (gated off during playback) → VelloRenderContext.
- Toggle: View ▸ Onion Skinning + the `O` shortcut (AppAction::ToggleOnionSkin).
- Tint: packed an RGB multiply into the canvas-blit matrix uniform's unused .w slots
(1,1,1 = no tint for all normal blits); BlitTransform::with_tint. Shader multiplies.
- Render: for the ACTIVE raster layer only, blit the N neighbouring keyframes (full
texture if resident, else the low-res proxy — uploaded on demand) tinted + faint,
composited behind the current frame. Off during playback.
Next: a settings panel (frame count/opacity) and vector-layer ghosts.
Migrate the .beam container to SQLite and stream media from it instead of
decoding whole files into RAM on import/load.
Container & large files:
- SQLite .beam container (beam_archive) with in-place transactional saves and an
incremental BlobReader; supports both packed (chunked blobs) and referenced
(external path) media, with a user preference + first-import prompt for files
over the large-media threshold.
Audio streaming:
- Stream packed compressed audio on load via an inversion-of-control blob factory
(AudioBlobSourceFactory): daw-backend defines the trait, core implements it
over BlobReader, so the audio engine stays container-agnostic.
- Bulk-activate disk streaming for all loaded clips after SetProject.
- Sample-accurate compressed seek (SeekMode::Accurate; Coarse mislands on VBR).
Video:
- Video frames decoded/streamed on demand; thumbnails generated asynchronously
on a dedicated decoder so import/load never blocks the UI.
- The video's audio track is streamed on demand via an ffmpeg VideoAudioReader
as a separate editable AudioClip (no /tmp WAV extraction).
Waveform overview:
- Streaming min/max LOD pyramid (waveform_pyramid), bounded memory, configurable
floor B; serialized into the container and restored on load (or generated in
the background from the packed blob when absent), so no re-decode on reload.
- GPU min/max upload path; integer-LOD textureLoad fixes zoom-dependent wobble.
Color correctness:
- Unpremultiply before the sRGB OETF on the display and export blits;
encoding premultiplied color corrupted antialiased/transparent edges.
- Tag exported video as full-range BT.709 (matrix/primaries/transfer).
- Run perception effects (invert, brightness/contrast, hue/saturation)
in gamma space to match standard editors.
- Interpolate gradients in gamma space across the raster and vector paths.
- Render effect thumbnails in the same linear space as the live pipeline.
Brush performance:
- Store the raster canvas as Rgba16Float (no shadow banding from 8-bit
linear), with an incremental per-tile ping-pong sync replacing the
per-frame full-canvas copy.
- Do the linear->sRGB readback conversion on the GPU and reuse a cached
scratch texture, dropping a ~110ms-per-stroke CPU decode.
Cleanup:
- Single COLOR_WGSL prelude and shared CPU sRGB scalars instead of ~8
duplicated copies of the transfer functions.
- Shared compute-pipeline builder; smudge folded onto the tile-sync path.