6.9 KiB
GPU-resident video decode + dynamic decode resolution
Context
Profiling the zero-copy H.264 export (single Group[Video, Audio] clip, LB_RENDER_PROFILE=1)
broke the per-frame CPU "render" bucket down as:
| Cost (ms/frame) | 1080p | 4K | What it is |
|---|---|---|---|
| decode | 3.1 | 19.0 | software ffmpeg decode (video.rs::get_frame) |
| background re-render | 3.6 | 7.5 | static background pushed through Vello every frame |
| video upload + blit | 4.1 | 4.2 | per-frame transient texture alloc + write_texture |
| srgb | 0.4 | 0.4 | linear→sRGB pass |
The video correctly takes the GPU Video-instance path (not Vello-baked) — LB_LAYER_DEBUG=1
shows Video (1 instance). So the cost is the video frame itself: software decode, then an
8 MB write_texture upload of the decoded RGBA every frame. At 4K, software decode (19 ms)
dominates everything.
Two correctness problems found alongside the perf issue
- Decode resolution is frozen to document size at import.
load_video(clip, src, doc_w, doc_h)(main.rs:4302) sizes the decoder's swscale output to the document, capped to never upscale (video.rs:149). Export reuses that decoder, so exporting above document resolution yields video that was decoded to ≤document res and then GPU-upscaled — real source detail thrown away. - It can't follow the consumer or a document resize. Preview wants small/fast frames; export wants full res; changing the document size should re-target the decode. None of that works with a size frozen at import.
Goal
Decouple decode resolution from import/document size: the renderer requests a frame at a target resolution, and the decode path produces it. Hardware-decode H.264 (and later HEVC/AV1) into a GPU surface and keep it GPU-resident through composite into the encoder — no CPU frame copy in either direction. Software decode stays a first-class path (codecs/platforms without HW support), decoding at the requested target res. This fixes the 4K decode wall, the 8 MB upload, and the resolution bugs.
Design principles
- Decode native, scale to the consumer's target.
- Hardware path: decode into a native VAAPI surface → import as a wgpu texture (reuse the
gpu-video-encoderdmabuf.rs/vk_device.rsplumbing, read direction) → the GPU blit that already composites the Video instance scales native→target for free. Handles any target res and document resizes inherently; the cached frame is a native GPU texture. - Software path: decode native →
swscaleto the requested target (the reusable scaler is keyed on input format/size and output size — rebuilt when the target changes). Preview requests preview res (cheap); export requests export res (full quality).
- Hardware path: decode into a native VAAPI surface → import as a wgpu texture (reuse the
VideoManager::get_frametakes a target(w, h)instead of relying on a frozen output size. The frame cache is keyed to handle multiple live targets (preview + export) — either cache native frames and scale on demand, or key by(clip, ts, target); decide in Stage 2 by measuring cache hit/scale tradeoff.- Software is not optional. Hardware decode is an acceleration of the same
get_framecontract, selected per source when the codec/driver supports it; everything falls back to software cleanly.
Approach (staged; each stage compiles + is independently useful)
Stage 0 — independent quick wins (not blocked on decode)
- Cache the static background (
composite_document_to_hdr): render once, reuse via a persistent HDR texture (copy-in each frame) instead of a full Vello render + 2 passes/submits every frame. Recovers ~3.6 ms (1080p) / ~7.5 ms (4K) per frame on every export. (In flight.)
Stage 1 — software: decode at the requested target res (testable; fixes the quality bug now)
- Change
VideoManager::get_frame(clip, ts)→get_frame(clip, ts, target_w, target_h); thread the target from the renderer (preview = current doc/preview res, export = export res). Cap at native. - Rework
VideoDecoderso output size is per-request, not frozen at construction; cache the swscale context per output size (already cached per stream — extend the key). Adjust the frame cache key. - Result: software exports are full-quality at any export res, and document resizes re-target decode. No hardware needed; this is the correctness fix for the codecs HW can't handle anyway.
Stage 2 — hardware decode primitive (headless-testable here, like the 8 encode tests)
- In
gpu-video-encoder(rename →gpu-video-codec):h264_vaapi-style decode → VAAPI surface → export DMA-BUF → import as a wgpu texture. Hardware test: decode a known file, verify dims/contents.
Stage 3 — wire hardware decode into get_frame (blind; user-verifies)
- When the source codec/driver is HW-decodable,
get_framereturns a GPU texture (native res) instead ofArc<Vec<u8>>; the compositor uses it directly (nowrite_texture), GPU-scaling to the target. For the zero-copy export the frame never leaves the GPU: decode → composite → encode on one device. Software path is the fallback for everything else.
Critical files
lightningbeam-core/src/video.rs—VideoDecoder(per-request output size, scaler cache),VideoManager::get_frame(target param, cache key).lightningbeam-core/src/renderer.rs— pass the render target res into the video-instance build.lightningbeam-editor/src/export/video_exporter.rs— background cache (Stage 0); consume a GPU texture instead of uploading RGBA (Stage 3).gpu-video-encoder/(→gpu-video-codec) —dmabuf.rs/vk_device.rsreused for the decode import.
Risks
- Codec coverage — only some codecs are HW-decodable per GPU/driver; software must stay correct and well-tested. Selection must probe support per source, not assume.
- Cache memory — native-res GPU textures (esp. 4K) are large; the frame cache budget needs revisiting.
- Colorspace/format — VAAPI decode surfaces are NV12/tiled; the existing import handles NV12, but 10-bit/HDR sources (P010) need format handling.
- Preview vs export sharing — two live targets (preview res + export res) from the same source; the cache/scaler design must serve both without thrashing.
Verification
- Stage 0/1: visual — export above document res is now full-quality (not upscaled); profile shows background ≈ 0 and (Stage 1) software export correct at the chosen res.
- Stage 2: headless hardware test in
gpu-video-codec(decode → wgpu texture, ffprobe/byte checks). - Stage 3 (user): 1080p + 4K H.264 export — decode/upload buckets collapse; software fallback for a non-HW codec (e.g. ProRes) still produces correct full-res output.