Playa - Image Sequence Player
Image sequence player for VFX workflows. Async loading, LRU caching, OpenGL rendering.
Features
- Multi-format support: EXR, PNG, JPEG, TIFF, TGA
- Async multi-threaded loading: 75% of CPU cores for parallel frame loading
- LRU caching: Automatic memory management (50% of system RAM by default)
- Epoch-based request cancellation: Stale frame requests cancelled during scrubbing
- Spiral preloading: Frame preloading from current position
- Load indicator: Visual timeline bar showing frame load status (Header/Loading/Loaded/Error)
- Interactive scrubbing: Timeline navigation with mouse
- Color-coded time slider: Visual sequence boundaries with unique colors and dividers
- Settings dialog: TreeView-based preferences (F3) with dark/light theme and font size control
- Viewport controls: Zoom, pan, fit-to-window, 100% view
- Custom shaders: OpenGL shader support for display transformations
- Resizable panels: Playlist panel width persists across sessions (min 20px)
- Playlist support: Load and manage multiple sequences
- JKL transport controls: Playback controls
- Cinema mode: Fullscreen playback with hidden UI
- Persistent settings: Window state, playlists, panel sizes, and preferences saved across sessions
Installation
Recommended: Using cargo-binstall (fastest)
Install a pre-built binary with all dependencies included. This is the fastest method and works out of the box:
# Install cargo-binstall if you don't have it
# Install Playa (downloads from GitHub Releases)
Installs in seconds with all native libraries (OpenEXR, Imath, zlib) included.
Alternative: Download Pre-built Binaries
Download the latest release for your platform from the Releases page:
- Windows:
playa-x.x.x-x64-windows-setup.exe(installer) or portable.exe - macOS:
playa-x.x.x-x86_64-apple-darwin.dmgorplaya-x.x.x-aarch64-apple-darwin.dmg - Linux:
playa-x.x.x-x86_64-linux.AppImageor.deb
Build from Source
Prerequisites:
- Rust 1.70+
- C++ compiler and CMake (for building OpenEXR)
# Build with automatic dependency management (recommended)
# Or use the wrapper script
The compiled binary will be in target/release/playa (or playa.exe on Windows).
Note: Building from source using cargo install playa will compile OpenEXR from source, which may take 10-20 minutes. For faster installation, use cargo binstall instead.
Using xtask - Project Build Automation
What is xtask?
xtask is an idiomatic Rust pattern for build automation using a workspace helper binary. It provides cross-platform task automation without external dependencies (no Makefiles, no Python, no shell scripts).
Why xtask?
- Cross-platform: Same commands work identically on Windows, Linux, and macOS
- No external tools: Pure Rust, uses project's existing toolchain
- Type-safe: Catch errors at compile time, not runtime
- Self-documenting: Built-in
--helpwith structured command definitions - Integrated: Direct access to project workspace and Cargo metadata
- Maintainable: Refactor-friendly Rust code instead of brittle shell scripts
Quick Start (New Contributors):
# Bootstrap script handles everything
# Shows xtask help and available commands
# Automatically installs missing dependencies (cargo-release, cargo-packager)
# Builds xtask binary if needed
Available Commands:
# Build automation
# Release management
# Platform-specific (Linux only)
What cargo xtask build does:
- Linux: Patches OpenEXR headers for GCC 11+ compatibility
- All platforms: Runs
cargo build [--release] - All platforms: Copies native libraries (OpenEXR, Imath, zlib) to target directory
- All platforms: Copies shaders from project root
- Linux: Creates necessary symlinks for library loading
Common Workflows:
# Development build
# Release build and local install
# Create dev tag and push (triggers CI Build workflow)
# Preview unreleased changelog
# Create PR from dev to main (typical release workflow)
# Create release from main branch (after merging PR)
Development Dependencies
Auto-installed by bootstrap script:
cargo-release- Version bumping and tag creationcargo-packager- Cross-platform installer generation (v0.11.7)
Standard Rust tools (usually pre-installed):
rustup- Rust toolchain managercargo- Rust package managerclippy- Linter (rustup component add clippy)rustfmt- Code formatter (rustup component add rustfmt)
Required for PR workflow:
gh- GitHub CLI (used bycargo xtask pr) - Installation
Optional tools:
git-cliff- Changelog generation (used bycargo xtask changelog)cargo-audit- Security vulnerability scanningcargo-llvm-cov- Code coverage
GitHub Actions CI/CD
The project uses GitHub Actions for automated builds on Windows and Linux. The CI/CD pipeline uses simple, reliable caching for Rust dependencies.
Workflow Triggers
- Regular commits to any branch do not start workflows.
- Tag pushes
v*start both workflows:build.ymlruns only for tags not reachable frommain(dev tags).release.ymlruns only for tags reachable frommain(release tags).
- Manual dispatch remains enabled for both workflows when you need an ad‑hoc run.
- Concurrency ensures only one active run per workflow and ref: duplicates on the same tag are canceled.
Build Performance
Typical build times:
- First build (cold cache): ~35 minutes
- Subsequent builds (warm cache): ~12-15 minutes
- cargo-packager installation: ~5-6 minutes (every build)
- Rust dependencies: cached via
Swatinem/rust-cache
Caching Strategy
Simple and reliable: Only Swatinem/rust-cache for Rust dependencies
- Purpose: Cache compiled Rust dependencies in
target/and~/.cargo/registry/ - Benefit: Saves ~10-15 minutes on repeated builds
- Trade-off: cargo-packager installs fresh each time (~5-6 min) to avoid cache conflicts
- Reliability: No complex multi-layer caching = predictable behavior
Why this approach:
- ✅ Eliminates cache conflicts between parallel workflow runs
- ✅ Predictable build times without cache invalidation issues
- ✅ Simple configuration, easy to maintain
- ✅ Rust dependency caching provides good balance of speed vs complexity
Standard Rust Development
# Testing
# Documentation
# Code quality
# Build variants
Linux-Specific Build Notes
OpenEXR GCC 11+ Header Patching:
OpenEXR 3.0.5 headers are missing #include <cstdint>, causing compilation errors with GCC 11+:
error: 'uint64_t' has not been declared
cargo xtask pre automatically patches 3 header files in ~/.cargo/registry/src/:
ImfTiledMisc.hImfDeepTiledInputFile.hImfDeepTiledInputPart.h
The patching is idempotent and version-agnostic - safe to run multiple times.
See: https://github.com/AcademySoftwareFoundation/openexr/issues/1157
Native Libraries (7 Required):
| Library | Purpose |
|---|---|
| OpenEXR Core (4 libs) | EXR reading/writing, utilities, threading, exceptions |
| Imath | Math library |
| Zlib | Compression |
| OpenEXR-C | C API wrapper from openexr-sys |
Libraries are copied from target/release/lib/ and target/release/build/openexr-sys-*/out/.
RPATH Configuration:
.cargo/config.toml sets RPATH to $ORIGIN, so the executable searches for .so files in its own directory:
[]
= ["-C", "link-arg=-Wl,-rpath,$ORIGIN"]
No LD_LIBRARY_PATH needed!
Troubleshooting:
Build fails with "uint64_t has not been declared":
Libraries not found when running:
After cargo clean:
Usage
Launch
# Start with empty player (drag-and-drop or file dialog)
# Load specific file or sequence
Keyboard Shortcuts
Playback Controls:
Space- Play/PauseJ/,/←- Jog backward / decrease speedK/↓- Stop playback / decrease FPSL/./→- Jog forward / increase speed↑- Go to startCtrl+←- Jump to startCtrl+→- Jump to end'/`- Toggle loop
Viewport:
F- Fit to window (auto-fit mode)A/1/Home/H- 100% zoomMouse Wheel- Zoom in/out (center on cursor)Middle Mouse Drag- PanLeft Click + Drag- Scrub timeline
UI:
F1- Toggle help overlayF2- Toggle playlist panelF3- Toggle settings dialogZ- Toggle fullscreen (cinema mode)ESC- Exit fullscreen / QuitQ- QuitCtrl+R- Reset settings to default
Visual Sequence Navigation
The time slider provides visual feedback for multi-sequence playback:
- Color-coded zones: Each loaded sequence is displayed with a unique color on the timeline
- Sequence boundaries: White vertical dividers mark where sequences start/end
- Load indicator bar: Colored blocks below timeline show frame load status:
- Dark gray: Placeholder (not requested)
- Blue: Header only (detected but not loaded)
- Orange: Currently loading
- Green: Fully loaded
- Red: Load error
- Adaptive labels: Sequence names appear on the timeline when space permits
- Instant navigation: Click or drag anywhere on the timeline to jump to that frame
This makes it easy to identify and navigate between different sequences in your playlist at a glance.
Settings Dialog
Press F3 to open the settings dialog with TreeView categories:
UI Category:
- Font Size: Adjust global UI font size (10-18px, default 13px)
- Dark Mode: Toggle between dark and light themes
Settings are automatically persisted to playa.json.
Architecture
Core Components
┌─────────────┐
│ PlayaApp │ Main application (egui/eframe)
└──────┬──────┘
│
├──── Player ───────┐
│ │
│ ┌────▼────┐
│ │ Cache │ LRU cache + async loader + epoch counter
│ └────┬────┘
│ │
│ ┌────▼────────┐
│ │ Sequences │ Pattern-based frame lists
│ └────┬────────┘
│ │
│ ┌────▼────┐
│ │ Frames │ Individual images with status
│ └─────────┘
│
├──── Viewport ────┐
│ │
│ ┌─────▼──────────┐
│ │ ViewportState │ Zoom/pan/fit modes
│ └────────────────┘
│
├──── Scrubber ──── Timeline interaction
│
├──── TimeSlider ── Custom time slider widget + load indicator
│
├──── Shaders ───── OpenGL display shaders
│
└──── Prefs ─────── Settings dialog with TreeView
Module Breakdown
main.rs
Entry point and main application loop. Handles:
- CLI argument parsing
- Window initialization (egui/eframe)
- Event loop and UI rendering
- Keyboard/mouse input routing
- Settings persistence (JSON)
- Global font size application
player.rs
Playback state manager. Controls:
- Play/pause/stop
- Frame navigation (jog, shuttle)
- FPS control with presets
- Loop mode
- Delegates frame access to Cache
cache.rs
Intelligent caching system with multi-threaded architecture:
- LRU eviction: Manages memory budget (default 50% system RAM)
- Epoch counter: Atomic counter for cancelling stale load requests during scrubbing
- Worker pool: 75% of CPU cores for parallel loading
- Load queue: mpsc channel-based task distribution with epoch tagging
- Preload thread: Background spiral loading from current frame
- Sequence management: Multi-sequence playlist support
- Frame status tracking: Provides frame load state for visualization
Caching strategy:
- On-demand loading: Loads frame when accessed
- Spiral preload: Loads frames in order: 0, +1, -1, +2, -2, ...
- Epoch-based cancellation: Workers skip requests with old epoch on scrub/seek
- Memory-aware: Evicts least-recently-used frames when over budget
- Status sync: Updates frame status (Header → Loading → Loaded/Error)
Epoch Counter Pattern:
current_epoch: Arc<AtomicU64>increments on every scrub/seek- Workers check
req.epoch != current_epochand skip stale requests - Prevents wasted work on frames user has already moved past
sequence.rs
Pattern-based frame sequence detection:
- Auto-detects sequences from single file (e.g.,
render.0001.exr→render.*.exr) - Glob pattern matching
- Frame number extraction with padding detection
- Directory scanning for multiple sequences
- Header-only resolution reading (fast)
frame.rs
Individual frame with thread-safe async loading:
- Status states: Placeholder → Header → Loading → Loaded/Error
- Arc<Mutex>: Thread-safe shared ownership
- Format loaders: EXR (OpenEXR), PNG/JPEG/TIFF (image-rs)
- Color conversion: Linear → sRGB for EXR
- Green placeholder: Visible indicator for unloaded frames
- Status API:
frame.status()for load indicator visualization
viewport.rs
Display transformation and interaction:
- Modes: AutoFit (scales to window), Auto100 (1:1 pixels), Manual (user control)
- Zoom: Mouse wheel with cursor-centered scaling
- Pan: Middle-mouse drag
- OpenGL rendering: Custom shader pipeline
scrub.rs
Interactive timeline scrubbing:
- Left-click/drag to navigate frames
- Visual feedback (vertical line + frame number)
- Auto-pauses playback during scrub
- Maps mouse X to frame based on image bounds
- Triggers epoch counter increment for stale request cancellation
timeslider.rs
Custom time slider widget with sequence visualization:
- Color-coded zones: Each sequence rendered with unique color (hash-based)
- Visual dividers: Vertical lines marking sequence boundaries
- Adaptive labels: Sequence names/numbers displayed when space permits
- Load indicator: Colored blocks showing frame status (cached for performance)
- Cache invalidation: Uses
cached_frames_count()to detect when to rebuild - Stateless immediate mode: Fully synchronized with player state
- Interactive: Click/drag to navigate, automatic playhead tracking
- HSV color generation: Stable colors derived from sequence pattern hash
Load Indicator Implementation:
- Queries
cache.get_frame_stats()for all frame statuses - Caches result in
egui::Memorywith version key - Invalidates cache when
cached_frames_count()changes - Draws colored blocks: Dark gray (Placeholder), Blue (Header), Orange (Loading), Green (Loaded), Red (Error)
shaders.rs
OpenGL shader management:
- Built-in shaders (default, checker, etc.)
- Custom shader loading from
shaders/directory - Runtime shader switching
prefs.rs
Settings dialog with TreeView navigation:
- AppSettings struct: Centralizes all user preferences
- SettingsCategory enum: General, UI categories
- TreeView integration: Uses
egui_ltreeviewfor hierarchical navigation - Font size control: Global UI font size (10-18px with live preview)
- Theme toggle: Dark/light mode switching
- Persistence: Selected category and all settings saved to JSON
- Window layout: 700×500 default, resizable with ScrollArea
Data Flow
User Action (drag-drop / file dialog / CLI arg)
│
▼
load_sequence(PathBuf)
│
├──► cache.ingest(paths)
│ │
│ ├──► Sequence::detect() ──► Parse patterns
│ │ Extract frame numbers
│ │ Create Frame objects (status: Header)
│ │
│ └──► append_seq() ──────► Add to cache.sequences
│ Update global frame range
│ Rebuild frame_paths_cache
│
└──► signal_preload() ─────────► Preload thread wakes up
Increments epoch counter
Sends LoadRequests with current epoch
Playback Update Loop
│
▼
player.update()
│
├──► Advance frame based on FPS/direction
│
└──► cache.get_frame(idx)
│
├──► Check LRU cache ───► HIT: update access time, return frame
│
└──► MISS: Send LoadRequest with current epoch
│
▼
Worker threads (75% cores)
│
├──► Check epoch ────► Stale? Skip request
│
├──► frame.load() ─────► Detect format (EXR/PNG/etc)
│ Update status: Loading
│ Load pixels from disk
│ Convert color space
│ Update status: Loaded/Error
│
└──► Send LoadedFrame via channel
│
▼
cache.process_loaded_frames()
│
├──► Ensure space (LRU eviction)
├──► Insert into cache
├──► Update sequence frame reference
└──► Send CacheMessage for UI updates
Scrub/Seek Event
│
▼
├──► Increment epoch counter ────► Cancel all in-flight requests
│
└──► Trigger preload with new epoch
Render Loop
│
▼
UI update
│
├──► Apply global font size from settings
│
├──► Apply theme (dark/light) from settings
│
├──► Get current frame from cache
│
├──► Upload texture to GPU (if frame changed)
│
├──► TimeSlider with load indicator
│ │
│ ├──► Check cached_frames_count()
│ ├──► Rebuild indicator cache if changed
│ └──► Draw colored blocks for each frame
│
└──► ViewportRenderer.render()
│
└──► Apply viewport transform (zoom/pan)
Apply shader
Draw quad with texture
Settings Dialog (F3)
│
▼
├──► TreeView navigation (General / UI)
│
├──► Font size slider ───► Update AppSettings.font_size
│ Apply globally on next frame
│
├──► Dark mode toggle ───► Update AppSettings.dark_mode
│ Switch theme immediately
│
└──► Auto-save to playa.json
Performance Characteristics
- Startup: Instant (lazy loading)
- Sequence detection: Fast (header-only reads, ~1-5ms per file)
- Frame loading: Parallel (75% CPU cores)
- Memory: Self-limiting (50% system RAM, configurable)
- Scrubbing: Responsive (epoch-based cancellation + preloaded cache)
- Playback: Smooth (async loading stays ahead of playback)
- Load indicator: Efficient (cached, O(1) status lookups, rebuilds only on cache changes)
- LRU cache: Optimized (no stale keys in access_order, skips dead entries during eviction)
Configuration
Settings auto-save to playa.json in the working directory:
- FPS
- Loop mode
- Shader selection
- Font size (global UI)
- Dark/light theme
- Viewport state (zoom/pan/mode)
- Playlist (sequence references)
- Window position/size
- Panel widths (playlist)
- Settings dialog state (selected category)
Cache state (sequences + current frame) auto-saves to playa_cache.json for instant restoration on restart.
Technical Stack
- UI: egui 0.33 + eframe
- TreeView: egui_ltreeview 0.6.0 (with persistence feature)
- Graphics: OpenGL via glow + egui_glow
- Image: openexr 0.11 (EXR), image 0.25 (PNG/JPEG/TIFF)
- Async: std::thread + crossbeam-channel + mpsc
- Concurrency: AtomicU64 for epoch counter, Arc for shared state
- CLI: clap 4.5
- Logging: env_logger (set
RUST_LOG=debugfor verbose output)
License
See LICENSE file for details.
Contributing
We welcome contributions! Please see our Contributing Guide for details on:
- Commit message conventions (Conventional Commits)
- Development workflow and tools
- Release process
- CI/CD architecture
See CHANGELOG.md for project history.