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@@ -199,21 +199,35 @@ runs render on the GPU end to end (`gpu::adv3d`, `Renderer::prepare_adv_run` /
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then compute kernels (`adv3d.wgsl`) resolve the 2×2 supersampling, average the sub-samples
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(nearest depth), apply the depth-based iris depth of field with the Classic 3D bokeh spans
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(`three_d::bokeh::kernel_spans`, highlight boost, progressive blur levels) and composite over the
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GPU canvas; only the depth of field reads back its 8-byte radius range. Advanced 3D layers with
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blend modes, track mattes or Preserve Transparency and environment backgrounds take the CPU's
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2D compositing path (their scenes still render through `render_3d`). Wireframe outlines draw on
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the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU
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effects (`effects::GPU_EFFECTS`, 166 of them: blurs, colour correction, keying incl. Key Light,
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mattes, channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC
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Page Turn), Cartoon, bevels, shapes, transitions, generators, noise, grain and time; see
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GPU canvas; only the depth of field reads back its 8-byte radius range. Runs whose layers need
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the 2D compositing path (blend modes, track mattes, Preserve Transparency) come to the GPU as a
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`three_d::adv::SplitRun` (`Renderer::split_adv_run`, `draw_run`'s steps as data): the plain
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layers render as one scene over the canvas, then each special layer, farthest first, renders on
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its own, is hidden where the main scene is nearer (`occlude`), and goes through the 2D matte /
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Preserve Transparency / blend kernels (a 3D track matte renders solo through the camera).
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Environment Light Background layers draw their sky in a kernel (`adv_sky`, from
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`Renderer::sky_draw`) before the rest of the run, in Classic and Advanced 3D comps. Wireframe
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outlines draw on the GPU from the CPU's pixel list (`Renderer::wireframe_pixels`). GPU effects
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(`effects::GPU_EFFECTS`, 196 of them: blurs, colour correction, keying incl. Key Light, mattes,
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channel, stylize, distortion and warps (Warp, Bezier Warp, Smear, Reshape, CC Bend It, CC Page
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Turn, CC Bender, CC Blobbylize), Cartoon, bevels, shapes, the transitions (CC light family, CC
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transitions, Block Dissolve), perspective (Radial Shadow, CC Cylinder / Sphere / Spotlight /
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Environment, 3D Glasses), generators, noise, grain, text (Numbers, Timecode) and time; see
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[effects.md](effects.md)) repeat the CPU effect's steps (padding, box radii, parameters, hashes)
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as kernels, in one module per family (`gpu::fx_*` with `shaders/fx_*.wgsl`); consecutive GPU
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effects run as one chain with one upload and one readback. Statistics that need the whole frame
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(Auto Levels / Contrast / Color, Equalize, Shadow/Highlight, Color Stabilizer, Remove Grain's
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noise level) are measured on the CPU from one readback and applied on the GPU; effects reading
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other frames (Echo, Posterize Time) upload the frames the host renders. Settings a kernel cannot
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match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's Fisheye and Twist past
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50 % or with a distortion, whose Newton inverse wanders chaotically near the crease). Tests render
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other frames (Echo, Posterize Time, Time Difference, Time Displacement, CC Force Motion Blur, CC
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Wide Time, Pixel Motion Blur, Timewarp) upload the frames the host renders (`time_frames`) and
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combine them on the GPU; Time Displacement's per-pixel times and Timewarp's motion vectors
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(`time_fx::timewarp_plan`) are computed on the CPU. Numbers and Timecode rasterise their glyph
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coverage on the CPU (`textfx::text_layer`) and composite it on the GPU. Other layers an effect
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reads (gradients, reveals, environments) are fitted on the CPU (`util::fit_layer`) and uploaded.
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Settings a kernel cannot match render on the CPU (`effects::catalog::gpu_supported`; e.g. Warp's
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Fisheye and Twist past 50 % or with a distortion, whose Newton inverse wanders chaotically near
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the crease, and Timewarp with a Matte Layer); Card Wipe (the 3D card renderer of Card Dance and
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Shatter) stays on the CPU. Tests render
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scenes on both paths and compare them (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc); they skip without an
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adapter. Working textures (premultiplied RGBA f32) come from a pool: a released texture is reused
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once every encoder that could still read it has been submitted, transparent inputs share one
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+31
-31
@@ -5,7 +5,7 @@
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EffectCraft ships 306 effects with 3009 parameters in total, grouped into the same categories as the Effects & Presets panel. Every effect is our own implementation, written from public behaviour descriptions and standard image-processing literature. Parameter names, order, popup options, units, defaults and ranges follow the reference application so that projects, expressions and muscle memory carry over.
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- **GPU**: 166 effects also run on the GPU compositor with identical results.
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- **GPU**: 196 effects also run on the GPU compositor with identical results.
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- **32**: 306 effects process 32-bit float (HDR, overbright) pixels without clamping.
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- **Status**: 306 implemented in full, 0 partial (what is missing is listed).
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@@ -133,8 +133,8 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
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| Bezier Warp | `ec.distort.bezierwarp` | 13 | GPU | 32 | Implemented |
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| Bulge | `ec.distort.bulge` | 6 | GPU | 32 | Implemented |
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| CC Bend It | `ec.distort.ccbendit` | 4 | GPU | 32 | Implemented |
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| CC Bender | `ec.distort.ccbender` | 5 | | 32 | Implemented |
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| CC Blobbylize | `ec.distort.ccblobbylize` | 15 | | 32 | Implemented |
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| CC Bender | `ec.distort.ccbender` | 5 | GPU | 32 | Implemented |
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| CC Blobbylize | `ec.distort.ccblobbylize` | 15 | GPU | 32 | Implemented |
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| CC Flo Motion | `ec.distort.ccflomotion` | 7 | GPU | 32 | Implemented |
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| CC Griddler | `ec.distort.ccgriddler` | 5 | GPU | 32 | Implemented |
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| CC Lens | `ec.distort.cclens` | 3 | GPU | 32 | Implemented |
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@@ -194,9 +194,9 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
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| Audio Waveform | `ec.generate.audiowaveform` | 17 | | 32 | Implemented |
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| Beam | `ec.generate.beam` | 11 | | 32 | Implemented |
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| CC Glue Gun | `ec.generate.ccgluegun` | 7 | | 32 | Implemented |
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| CC Light Burst 2.5 | `ec.generate.cclightburst` | 6 | | 32 | Implemented |
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| CC Light Rays | `ec.generate.cclightrays` | 8 | | 32 | Implemented |
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| CC Light Sweep | `ec.generate.cclightsweep` | 9 | | 32 | Implemented |
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| CC Light Burst 2.5 | `ec.generate.cclightburst` | 6 | GPU | 32 | Implemented |
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| CC Light Rays | `ec.generate.cclightrays` | 8 | GPU | 32 | Implemented |
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| CC Light Sweep | `ec.generate.cclightsweep` | 9 | GPU | 32 | Implemented |
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| CC Threads | `ec.generate.ccthreads` | 8 | | 32 | Implemented |
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| Cell Pattern | `ec.generate.cellpattern` | 14 | GPU | 32 | Implemented |
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| Checkerboard | `ec.generate.checkerboard` | 10 | GPU | 32 | Implemented |
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@@ -303,15 +303,15 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
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| Effect | Id | Params | GPU | 32 | Status |
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|---|---|---:|:-:|:-:|---|
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| 3D Camera Tracker | `ec.perspective.cameratracker` | 12 | | 32 | Implemented |
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| 3D Glasses | `ec.perspective.3dglasses` | 8 | | 32 | Implemented |
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| 3D Glasses | `ec.perspective.3dglasses` | 8 | GPU | 32 | Implemented |
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| Bevel Alpha | `ec.perspective.bevelalpha` | 4 | GPU | 32 | Implemented |
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| Bevel Edges | `ec.perspective.beveledges` | 4 | GPU | 32 | Implemented |
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| CC Cylinder | `ec.perspective.cccylinder` | 12 | | 32 | Implemented |
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| CC Environment | `ec.perspective.ccenvironment` | 4 | | 32 | Implemented |
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| CC Sphere | `ec.perspective.ccsphere` | 14 | | 32 | Implemented |
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| CC Spotlight | `ec.perspective.ccspotlight` | 8 | | 32 | Implemented |
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| CC Cylinder | `ec.perspective.cccylinder` | 12 | GPU | 32 | Implemented |
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| CC Environment | `ec.perspective.ccenvironment` | 4 | GPU | 32 | Implemented |
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| CC Sphere | `ec.perspective.ccsphere` | 14 | GPU | 32 | Implemented |
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| CC Spotlight | `ec.perspective.ccspotlight` | 8 | GPU | 32 | Implemented |
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| Drop Shadow | `ec.perspective.dropshadow` | 6 | GPU | 32 | Implemented |
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| Radial Shadow | `ec.perspective.radialshadow` | 9 | | 32 | Implemented |
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| Radial Shadow | `ec.perspective.radialshadow` | 9 | GPU | 32 | Implemented |
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## Simulation
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@@ -370,37 +370,37 @@ Effects are addressed by id (`ec.<category>.<name>`) or display name in commands
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| Effect | Id | Params | GPU | 32 | Status |
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|---|---|---:|:-:|:-:|---|
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| Numbers | `ec.text.numbers` | 14 | | 32 | Implemented |
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| Timecode | `ec.text.timecode` | 12 | | 32 | Implemented |
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| Numbers | `ec.text.numbers` | 14 | GPU | 32 | Implemented |
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| Timecode | `ec.text.timecode` | 12 | GPU | 32 | Implemented |
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## Time
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| Effect | Id | Params | GPU | 32 | Status |
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|---|---|---:|:-:|:-:|---|
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| CC Force Motion Blur | `ec.time.ccforcemotionblur` | 4 | | 32 | Implemented |
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| CC Wide Time | `ec.time.ccwidetime` | 3 | | 32 | Implemented |
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| CC Force Motion Blur | `ec.time.ccforcemotionblur` | 4 | GPU | 32 | Implemented |
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| CC Wide Time | `ec.time.ccwidetime` | 3 | GPU | 32 | Implemented |
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| Echo | `ec.time.echo` | 5 | GPU | 32 | Implemented |
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| Pixel Motion Blur | `ec.time.pixelmotionblur` | 4 | | 32 | Implemented |
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| Pixel Motion Blur | `ec.time.pixelmotionblur` | 4 | GPU | 32 | Implemented |
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| Posterize Time | `ec.time.posterizetime` | 1 | GPU | 32 | Implemented |
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| Time Difference | `ec.time.timedifference` | 5 | | 32 | Implemented |
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| Time Displacement | `ec.time.timedisplacement` | 4 | | 32 | Implemented |
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| Timewarp | `ec.time.timewarp` | 28 | | 32 | Implemented |
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| Time Difference | `ec.time.timedifference` | 5 | GPU | 32 | Implemented |
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| Time Displacement | `ec.time.timedisplacement` | 4 | GPU | 32 | Implemented |
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| Timewarp | `ec.time.timewarp` | 28 | GPU | 32 | Implemented |
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## Transition
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| Effect | Id | Params | GPU | 32 | Status |
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|---|---|---:|:-:|:-:|---|
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| Block Dissolve | `ec.transition.blockdissolve` | 5 | | 32 | Implemented |
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| CC Glass Wipe | `ec.transition.ccglasswipe` | 5 | | 32 | Implemented |
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| CC Grid Wipe | `ec.transition.ccgridwipe` | 7 | | 32 | Implemented |
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| CC Image Wipe | `ec.transition.ccimagewipe` | 7 | | 32 | Implemented |
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| CC Jaws | `ec.transition.ccjaws` | 6 | | 32 | Implemented |
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| CC Light Wipe | `ec.transition.cclightwipe` | 8 | | 32 | Implemented |
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| CC Line Sweep | `ec.transition.cclinesweep` | 5 | | 32 | Implemented |
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| CC Radial ScaleWipe | `ec.transition.ccradialscalewipe` | 3 | | 32 | Implemented |
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| CC Scale Wipe | `ec.transition.ccscalewipe` | 3 | | 32 | Implemented |
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| CC Twister | `ec.transition.cctwister` | 5 | | 32 | Implemented |
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| CC WarpoMatic | `ec.transition.ccwarpomatic` | 8 | | 32 | Implemented |
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| Block Dissolve | `ec.transition.blockdissolve` | 5 | GPU | 32 | Implemented |
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| CC Glass Wipe | `ec.transition.ccglasswipe` | 5 | GPU | 32 | Implemented |
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| CC Grid Wipe | `ec.transition.ccgridwipe` | 7 | GPU | 32 | Implemented |
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| CC Image Wipe | `ec.transition.ccimagewipe` | 7 | GPU | 32 | Implemented |
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| CC Jaws | `ec.transition.ccjaws` | 6 | GPU | 32 | Implemented |
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| CC Light Wipe | `ec.transition.cclightwipe` | 8 | GPU | 32 | Implemented |
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| CC Line Sweep | `ec.transition.cclinesweep` | 5 | GPU | 32 | Implemented |
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| CC Radial ScaleWipe | `ec.transition.ccradialscalewipe` | 3 | GPU | 32 | Implemented |
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| CC Scale Wipe | `ec.transition.ccscalewipe` | 3 | GPU | 32 | Implemented |
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| CC Twister | `ec.transition.cctwister` | 5 | GPU | 32 | Implemented |
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| CC WarpoMatic | `ec.transition.ccwarpomatic` | 8 | GPU | 32 | Implemented |
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| Card Wipe | `ec.transition.cardwipe` | 44 | | 32 | Implemented |
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| Gradient Wipe | `ec.transition.gradientwipe` | 5 | GPU | 32 | Implemented |
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| Iris Wipe | `ec.transition.iriswipe` | 7 | GPU | 32 | Implemented |
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+40
-3
@@ -10,7 +10,7 @@ How close EffectCraft is to After Effects 2026, feature by feature, and how much
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| Unweighted | ≈ 97% (half-credit) / 99% (fractions) |
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| P0 / P1 / P2 | ≈ 99% / 96% / 90% (half-credit); 99.8% / 99.2% / 97.5% (fractions) |
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| Features done / partial / missing | 87 / 5 / 0 of 92 |
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| **Effects** | **306** effects (all After Effects 2026 effects), every one implemented in full ([effects.md](effects.md)); 166 run on the GPU |
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| **Effects** | **306** effects (all After Effects 2026 effects), every one implemented in full ([effects.md](effects.md)); 196 run on the GPU |
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| Disabled menu entries left | 1, on purpose: Import ▸ Vanishing Point (.vpe), whose format has no public specification |
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| Remaining work | ≈ 9–11 agent-hours at the pace measured so far (≈ 29 on the conservative audit scale); ≈ 6–7 without the learned-model items |
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| **Wall-clock estimate** | **≈ 2–2.5 hours** with five agents in parallel; ≈ 1.5 hours for 100% of P0 + P1 |
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@@ -156,11 +156,11 @@ the disk cache in the formats wave; the 3D Camera Tracker in M12.6.)
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| Text | ≈ 96% | 0.3 | no extruded strokes (M13.12: the Variable Font Axes animator re-spaces the text — advances follow the animated axes; M13.6: variable font axes in the character style — `layer.setText variations`, the Character panel's Variable Font Axes fields — shape with HVAR / gvar advances and draw at that design-space position; OpenType features — stylistic sets, discretionary ligatures, contextual / stylistic alternates, swash, titling, ordinals, fractions, figure styles, true small caps / all small caps and superior / inferior glyphs with faux fallback — per character with the Character panel's OpenType popup and `text.fontFeatures` landed in M13.2; vertical Roman / Tate-Chu-Yoko, forced LTR paragraphs, caret on animated and path text, Variable Font Axes and Lottie style runs landed in M13.5; extruded, bevelled text in M7.6; per-character styles, paragraph settings, on-canvas editing and the `sourceText` style API in M9.9–M9.10) |
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| Web | 97% | 0.2 | GPU effects in Render Queue / analysis workers (job workers render on their CPU), layer buffers in the browser's disk cache (frames only), no shared-memory threads inside one engine instance (the decided design is one engine instance per worker; a threaded build needs nightly `build-std`) (browser storage, Web Audio, Web Worker renders/analyses, WebGPU viewer and offline install landed in M15.2; viewer frames in frame workers fed by project diffs, Roto Brush propagation in a worker, non-blocking `wait: true` jobs and a browser Media Browser (File System Access folders, browser storage) in M13.10; WEB-1 in M13.24: GPU effects and the GPU compositor in the frame workers on their own WebGPU devices with deferred readbacks (frames render in passes; Backend Auto per comp), the disk cache in the Origin Private File System (written by the workers with sync access handles, LRU under the settings' limit, served after a reload), the storage manager (Settings ▸ Disk ▸ Browser Storage, `storage.info` / `storage.persist` / `storage.clear`), and a WGSL constant Chrome rejected (it disabled every GPU kernel in Chrome) fixed) |
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| 3D | 88% | 5.5 | multi-view layouts, the Extended Viewer for Advanced 3D comps (Classic 3D Extended Viewer landed in M13.5 UI completion); collapsed precomps of another size seen through the parent's camera render (fixed in M13.2); stereo rigs, orbit nulls, lights controlled by the camera, cameras/lights from glTF models, environment backgrounds, Advanced 3D motion blur, blend modes and track mattes landed in M7.7; Classic 3D iris-shaped bokeh with highlights, progressive depth of field on tilted layers and the focus-link commands landed in M13.5; Advanced 3D depth of field with the iris and highlight options, collapsed precomps as real Advanced 3D geometry and extruded text/shape strokes landed in M13.8; Advanced 3D (glTF/OBJ models, primitives, extruded text and shapes, PBR, image-based light, shadow maps, GPU rasteriser) in M7.4–M7.6; Advanced 3D end to end on the GPU (motion blur, iris depth of field, compositing) in M13.11 |
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| Effects | ≈ 85% | 3.0 | GPU versions of the remaining effects (166 run on the GPU since M13.13, EFF-5: Warp, Bezier Warp, Reshape, Smear, CC Bend It, CC Page Turn, Cartoon, Color Emboss, Circle, Ellipse, Iris Wipe, Bevel Alpha / Edges and Gaussian Blur (Legacy) joined the 152 of M13.9; simulations, 3D channel, VR, audio-driven, OCIO, text and the CC light / transition families still render on the CPU) and the missing controls listed as partial in [effects.md](effects.md) (every After Effects effect exists since M9.11, M12.5 and M12.6; parameter names, order, twirl-downs, popups, units and defaults were aligned in M9.12) |
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| Effects | ≈ 85% | 3.0 | GPU versions of the remaining effects (196 run on the GPU since M13.22, EFF-5: the CC light family, the CC transitions, Block Dissolve, Radial Shadow, CC Bender / Blobbylize / Cylinder / Sphere / Spotlight / Environment, 3D Glasses, Numbers, Timecode and the time effects joined the 166 of M13.13; simulations, 3D channel, VR, audio-driven, OCIO and Card Wipe still render on the CPU) and the missing controls listed as partial in [effects.md](effects.md) (every After Effects effect exists since M9.11, M12.5 and M12.6; parameter names, order, twirl-downs, popups, units and defaults were aligned in M9.12) |
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| Interface | 75% | 5.0 | more Learn tutorials and pixel-level fidelity of dialogs (the Home ▸ Templates gallery (eight original built-in templates, user templates from File ▸ Save as Template…) and View ▸ Simulate Output ▸ My Custom RGB… landed in M13.25; Timeline layer reordering by drag, a non-snapping viewer pan, a working rename field and twirl arrows, and the full set of property reveal shortcuts — double presses, Alt+Shift keyframes, Ctrl+` — landed in M13.17–M13.20; the Home ▸ Learn tab with interactive tutorials and a UI fidelity pass landed in M13.5 UI completion; visual editors for Lumetri RGB / hue-saturation curves, Colorama's output cycle wheel, Glow's colour map and Reshape's correspondence points (viewer handles), a scrolling Preview panel and AE-style Composition / Timeline tabs (close, label swatch, viewer lock) landed in M13.10; Timeline outline and Project panel columns scroll horizontally, the Layer Style dialog, ROI resize handles, Pan Behind snapping and 3D Reference Axes landed in M13.5; native macOS menu bar, Timeline columns/search/reveal-add, Home screen with recent projects and all AE workspaces landed; viewer rulers/snapping/channels/snapshots landed in M0.13) |
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| Project | ≈ 68% | 5.5 | auto-save, folder moves, OCIO displays beyond the built-in tone map (Color Engine with OCIO/ACES working spaces, HDR compand/tone mapping, Rec. 2100 PQ/HLG output, Feet + Frames, display colour management, Simulate Output and the locked viewer landed in M7.7; proxies and Interpret Footage fields / pixel aspect / alpha guess landed: PRJ-8, PRJ-3) |
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| Masks & roto | 74% | 5.0 | Roto Brush's learned (3.0) segmentation model (variable-width mask feather points with the Mask Feather tool landed in M13.5; mask tracking and Mask Interpolation landed in M6.6; Roto Brush & Refine Edge with graph-cut segmentation, flow propagation, edge matting, decontamination and Freeze in M6.7) |
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| Preview | 77% | 2.8 | GPU compositing of Advanced 3D layers with blend modes / track mattes and of environment backgrounds (pooled GPU textures and fused quantisation since M13.13: Lower Third GPU warm 21 → 4 ms/frame, and Auto now picks the CPU or the GPU per comp from measured frame times; Advanced 3D runs — raster, motion blur, iris depth of field, compositing — and wireframes run on the GPU since M13.11: CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load; Classic 3D bokeh depth of field — iris shapes, highlights, fringe, progressive blur on tilted planes — runs in WGSL since M13.6: 3D Showcase GPU warm 205 → 54 ms/frame at full size on an M4 Pro; the Preview panel's five shortcuts with their own Include / Loop / Cache Before Playback / Range / Play From / Frame Rate / Skip / Resolution / Full Screen / stop options and `playback.settings.get/set` landed in M13.8; Classic 3D runs and adjustment layers composite on the GPU since M12.7; persistent disk cache with the blue cache bar landed; region of interest, snapshots, exposure and Fast Previews landed in M0.13) |
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| Preview | 77% | 2.8 | GPU effects for simulations, 3D channel, VR, OCIO and Card Wipe (Advanced 3D layers with blend modes / track mattes / Preserve Transparency and environment backgrounds composite on the GPU since M13.22; pooled GPU textures and fused quantisation since M13.13: Lower Third GPU warm 21 → 4 ms/frame, and Auto now picks the CPU or the GPU per comp from measured frame times; Advanced 3D runs — raster, motion blur, iris depth of field, compositing — and wireframes run on the GPU since M13.11: CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load; Classic 3D bokeh depth of field — iris shapes, highlights, fringe, progressive blur on tilted planes — runs in WGSL since M13.6: 3D Showcase GPU warm 205 → 54 ms/frame at full size on an M4 Pro; the Preview panel's five shortcuts with their own Include / Loop / Cache Before Playback / Range / Play From / Frame Rate / Skip / Resolution / Full Screen / stop options and `playback.settings.get/set` landed in M13.8; Classic 3D runs and adjustment layers composite on the GPU since M12.7; persistent disk cache with the blue cache bar landed; region of interest, snapshots, exposure and Fast Previews landed in M0.13) |
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| Tracking | ≈ 96% | 0.3 | face tracking is a classical (skin model + feature components + shape model) fitter, not a learned detector: profile views and occluded faces are weak; Rolling Shutter Ripple is approximated by Subspace Warp's mesh density (face tracking (Outline Only / Detailed Features with Face Track Points and Extract & Copy Face Measurements), Subspace Warp's content-preserving mesh warp on subspace-smoothed trajectories, and radial lens distortion (k1, k2) in the camera bundle adjustment with Undistort Footage landed in M13.3; Rolling Shutter Repair in M9.11; point tracker, mask tracking, Warp Stabilizer and the 3D Camera Tracker in M6.x / M12.5 / M12.6) |
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| Paint | 0% | 4.0 | Brush, Clone Stamp, Eraser |
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@@ -224,6 +224,43 @@ axes since M13.6; Advanced 3D's DOF has iris shapes since M13.8).
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as real geometry lit by the parent (2D collapsed precomps draw nested 3D layers with the
|
||||
parent's renderer); text and shape strokes extrude as bevelled meshes in paint order.
|
||||
|
||||
## Update: M13.22 GPU effects, part A
|
||||
|
||||
- **GPU ports (EFF-5)**: 30 more effects run on the GPU (196 GPU effects), each matching the
|
||||
CPU oracle within 1/255 (8 bpc) / 1e-3 (32 bpc) on every tested pixel, directly on a buffer
|
||||
(full and half resolution, as adjustment) and composited at 8 and 32 bpc:
|
||||
- the CC light family: CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe
|
||||
(`gpu::fx_light`);
|
||||
- transitions and perspective (`gpu::fx_transition`): Block Dissolve (block indices computed
|
||||
on the CPU per column / row sub-sample, so the hash sees the CPU's integers), CC Glass Wipe,
|
||||
CC Grid Wipe, CC Image Wipe, CC Jaws, CC Line Sweep, CC Radial ScaleWipe, CC Scale Wipe, CC
|
||||
Twister, CC WarpoMatic, Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC
|
||||
Spotlight, CC Environment, 3D Glasses; other layers they read (gradient, reveal, backside,
|
||||
environment, stereo views) are fitted on the CPU and uploaded;
|
||||
- Numbers and Timecode (`gpu::fx_text`): the glyph coverage (fill and stroke ring) is
|
||||
rasterised on the CPU with the effect's own stroke font and composited on the GPU with the
|
||||
box, fill and stroke;
|
||||
- time (`gpu::fx_time`): Time Difference, Time Displacement, CC Force Motion Blur, CC Wide
|
||||
Time, Pixel Motion Blur and Timewarp fetch their frames through the host as Echo does and
|
||||
combine them on the GPU (weighted sums one frame per pass, in the CPU's order); Time
|
||||
Displacement's per-pixel times and Timewarp's motion vectors (block matching and smoothing)
|
||||
are computed on the CPU, Timewarp's Whole Frames / Frame Mix / Pixel Motion frame building
|
||||
and shutter average on the GPU.
|
||||
- **Fallbacks and deviations**: Timewarp with a Matte Layer renders on the CPU
|
||||
(`gpu_supported`); Card Wipe (the 3D card renderer shared with Card Dance and Shatter) and the
|
||||
3D Camera Tracker stay on the CPU. CC Environment now fades nearly transparent environment
|
||||
texels to black continuously (colour / max(alpha, 1e-3), on both paths) instead of a hard
|
||||
1e-6 un-premultiply cut-off, which turned the filtered map's float noise into colour. CC
|
||||
Sphere / CC Environment keep their longitude on the side of the ±180° seam the ray's sign
|
||||
puts it (a GPU's approximate `atan2` can land across it).
|
||||
- **Advanced 3D compositing on the GPU (3D-3, PRV-3)**: runs with blend modes, track mattes
|
||||
(2D, or 3D mattes drawn through the camera) or Preserve Transparency no longer read back:
|
||||
`Renderer::split_adv_run` hands `draw_run`'s split path to the GPU (main scene, then each
|
||||
special layer far to near, hidden behind the nearer main scene and composited through the 2D
|
||||
kernels), and Environment Light Background skies draw in a kernel in Classic and Advanced 3D
|
||||
comps. The GPU walk matches the CPU compositor on the same rasters exactly at 8 and 32 bpc,
|
||||
with only the frame's own readback.
|
||||
|
||||
## Update: M13.13 GPU performance and the remaining GPU ports
|
||||
|
||||
- **Small comps on the GPU (PRV-3)**: the GPU frame allocated (and zero-initialised) several
|
||||
|
||||
Reference in new issue
Block a user