Squashed from work:
- video: hardware first-frame decode straight from RAM — no temp files
- video: the encoder transform is reported once, not once per encoder
- video: a single still does not need a whole AVAssetWriter
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- vj: reverse earns a memory, and the effects stop aging
- vj: video goes NV12 end to end, and the GPU does the unpacking
- windows: the paint beat becomes the swapchain's own beat, and /g learns to see
- platform: the time repaint stops resurrecting passes their owner left behind
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
An app built with `--remote` now serves a localhost HTTP control surface:
window list, per-window PNG grabs, real mouse/key/text injection, widget
rects, a log ring buffer, and `/gq` (grab every window, then quit). It exists
so a test or an agent can DRIVE a running app instead of reasoning about it
from source — the protocol is documented in AGENTS.md. Grabs are targeted per
window (`/g?w=N`), so a multi-window app is captured window by window rather
than whichever pass happens to present first, and `log!` mirrors into the ring
buffer without anyone owning the app's stdout.
platform/video grows a streaming half beside the file half. StreamEncoder /
StreamDecoder with Apple VideoToolbox and Windows Media Foundation backends,
Annex-B framing, and all-intra bound through pEncodingParameters on Windows —
the only control that MFT actually honors, as the readbacks claim success for
everything else. The file decoder can now be asked for a SPECIFIC frame rather
than only the next one, which is what frame-exact seek and bounce playback
need. Tests cover file seek and the stream round trip.
Draw shaders gain `Rgba16F` and `Rgba32F` color formats to pair with the
float render textures: blending off, whole-texel writes, meant for GPU
simulation state (particle position/velocity, fluid fields) rather than
pictures.
Windowing and dialogs:
- `CxOsOp::SetChromelessWhenMaximized` drops the native maximized border
strip on Windows, so a maximized window reads as a clean picture.
- `Cx::open_select_folder_dialog` opens the native folder picker with a
title and start location, answered by a `FileDialogAction` in the actions
pass; cancelling is a first-class outcome, not an error.
- Windows reports a user close the way macos.rs already did.
- macOS swaps the titlebar container so WindowDragQuery alone decides window
drags, and the delegates carry a panic shield.
- `Windows::id_iter()` enumerates window slots generation-correctly.
Headless: the virtual GPU and its rasterizer are substantially rebuilt around
the shader runtime preamble, making `MAKEPAD=headless` render-to-PNG a real
test surface rather than a smoke check. `PerfMonitor::frames_painted()` lets a
scripted driver pace itself to PRESENTED frames instead of queueing passes
faster than the GPU retires them.