fix(engine): bucket gpu_renderer + cover the failure cohort (review)

Three review findings on the win32 drawElement PR:

1. gpu_renderer shipped the raw UNMASKED_RENDERER_WEBGL string — unbounded,
   driver-authored, GPU-model-specific, and |-joined across parallel
   sessions, i.e. high cardinality by construction, against this file's own
   convention of sanitizing engine-sourced strings (deGateReason is a
   bucket; error messages go through redactTelemetryString). Now bucketed at
   the source by classifyGpuRenderer to <backend>/<vendor>
   (metal/apple, d3d11/nvidia, swiftshader/other, ...), which is the whole
   analytic signal the win32 rollout needs and nothing else. The raw string
   never leaves the engine.

2. gpu_renderer reached render_complete only, so a crashed render — the
   cohort the field exists to attribute — carried no backend. It now rides
   RenderCaptureObservability (deGpuRenderer, sourced from the live probe
   session like the de_* counters), so both render_complete and
   render_error carry it and a hard failure still reports its GPU backend.
   On render_complete the perfSummary value still wins by spread order.

3. Restore the fallow-ignore-next-line suppression above
   __resetDeParallelRouterTrialStateForTests: CLI test files are not fallow
   entry points, so removing it fails the CI dead-code audit (local
   pre-commit passed only because of its changed-file scope).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vance Ingalls
2026-07-28 00:55:10 -07:00
co-authored by Claude Opus 5
parent cb30157ebb
commit 4520cd240b
9 changed files with 120 additions and 17 deletions
+1
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@@ -1102,6 +1102,7 @@ let deParallelRouterTrialFiredThisProcess = false;
* resetting outside a test process where many independent test cases share
* one imported module instance.
*/
// fallow-ignore-next-line unused-export
export function __resetDeParallelRouterTrialStateForTests(): void {
deParallelRouterTrialManagedByUs = false;
deParallelRouterTrialFiredThisProcess = false;
+7 -1
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@@ -51,6 +51,7 @@ export interface RenderObservabilityTelemetryPayload {
captureDeWorkerInversion?: string;
captureDePreInversionWorkers?: number;
captureDeParallelRouter?: string;
captureDeGpuRenderer?: string;
captureDePreRouterWorkers?: number;
captureDeSelfVerifyFallback?: boolean;
captureDeFallbackReason?: string;
@@ -108,6 +109,7 @@ function renderObservabilityEventProperties(props: RenderObservabilityTelemetryP
de_worker_inversion: props.captureDeWorkerInversion,
de_pre_inversion_workers: props.captureDePreInversionWorkers,
de_parallel_router: props.captureDeParallelRouter,
gpu_renderer: props.captureDeGpuRenderer,
de_pre_router_workers: props.captureDePreRouterWorkers,
de_self_verify_fallback: props.captureDeSelfVerifyFallback,
de_fallback_reason: props.captureDeFallbackReason,
@@ -183,7 +185,7 @@ export function trackRenderComplete(
deParallelRouter?: string;
dePreRouterWorkers?: number;
deGateReason?: string;
/** Raw WebGL renderer string from DE session init (ANGLE backend + GPU vendor). */
/** Low-cardinality GPU bucket from DE session init (`<backend>/<vendor>`, e.g. `d3d11/nvidia`). */
gpuRenderer?: string;
deWorkerEncode?: boolean;
deVerifyArmed?: number;
@@ -377,6 +379,10 @@ export function trackRenderError(
elapsed_ms: props.elapsedMs,
peak_memory_mb: props.peakMemoryMb,
memory_free_mb: props.memoryFreeMb,
// gpu_renderer arrives via renderObservabilityEventProperties below:
// on the failure path perfSummary is never built, so live capture
// observability is the only source. Backend attribution matters MOST
// here — a win32 D3D11 crash is what the rollout is watching for.
...renderObservabilityEventProperties(props),
},
props.distinctId,
@@ -43,6 +43,7 @@ export function renderObservabilityTelemetryPayload(
captureDeWorkerInversion: capture.deWorkerInversion,
captureDePreInversionWorkers: capture.dePreInversionWorkers,
captureDeParallelRouter: capture.deParallelRouter,
captureDeGpuRenderer: capture.deGpuRenderer,
captureDePreRouterWorkers: capture.dePreRouterWorkers,
captureDeSelfVerifyFallback: capture.deSelfVerifyFallback,
captureDeFallbackReason: capture.deFallbackReason,
@@ -1,6 +1,7 @@
import { describe, expect, it, vi } from "vitest";
import type { Page } from "puppeteer-core";
import {
classifyGpuRenderer,
detectGpuBackend,
detectSwiftShader,
resolveDrawElementCaptureMode,
@@ -48,6 +49,42 @@ describe("detectGpuBackend", () => {
});
});
// ── classifyGpuRenderer ────────────────────────────────────────────────────────
describe("classifyGpuRenderer", () => {
it("buckets real ANGLE renderer strings to <backend>/<vendor>", () => {
expect(
classifyGpuRenderer("ANGLE (Apple, ANGLE Metal Renderer: Apple M4 Pro, Unspecified Version)"),
).toBe("metal/apple");
expect(
classifyGpuRenderer(
"ANGLE (NVIDIA, NVIDIA GeForce RTX 3080 Direct3D11 vs_5_0 ps_5_0, D3D11)",
),
).toBe("d3d11/nvidia");
expect(
classifyGpuRenderer("ANGLE (Intel, Intel(R) UHD Graphics 630 Direct3D11 vs_5_0 ps_5_0)"),
).toBe("d3d11/intel");
expect(classifyGpuRenderer("ANGLE (AMD, AMD Radeon RX 6800 Direct3D11 vs_5_0 ps_5_0)")).toBe(
"d3d11/amd",
);
expect(classifyGpuRenderer("Google SwiftShader")).toBe("swiftshader/other");
});
it("drops the GPU model — the bucket must stay low cardinality", () => {
// Two different NVIDIA cards must collapse to ONE bucket, otherwise the
// property is unbounded and useless for aggregation.
expect(classifyGpuRenderer("ANGLE (NVIDIA, NVIDIA GeForce RTX 4090 Direct3D11)")).toBe(
classifyGpuRenderer("ANGLE (NVIDIA, NVIDIA GeForce GTX 1060 Direct3D11)"),
);
});
it("returns undefined for missing input rather than a bogus bucket", () => {
expect(classifyGpuRenderer(null)).toBeUndefined();
expect(classifyGpuRenderer(undefined)).toBeUndefined();
expect(classifyGpuRenderer("")).toBeUndefined();
});
});
// ── resolveDrawElementCaptureMode ──────────────────────────────────────────────
describe("resolveDrawElementCaptureMode", () => {
@@ -110,15 +110,58 @@ export interface GpuBackendInfo {
isSwiftShader: boolean;
/**
* Raw UNMASKED_RENDERER_WEBGL string (e.g. "ANGLE (Apple, ANGLE Metal
* Renderer: Apple M4 Pro, ...)", "ANGLE (NVIDIA, D3D11 ...)"), or null when
* WebGL / the debug extension is unavailable. Carried to render telemetry:
* drawElement failure modes proved compositor-backend-specific during the
* macOS rollout, so the win32/D3D11 cohort needs damage clusters
* attributable to a GPU vendor + ANGLE backend, not just `os`.
* Renderer: Apple M4 Pro, ...)", "ANGLE (NVIDIA, GeForce RTX 3080 Direct3D11
* vs_5_0 ps_5_0, D3D11)"), or null when WebGL / the debug extension is
* unavailable. LOCAL USE ONLY this is unbounded driver-supplied text and
* must not be shipped to telemetry verbatim; send
* {@link classifyGpuRenderer}'s bucket instead.
*/
renderer: string | null;
}
/**
* Low-cardinality bucket for a raw WebGL renderer string: `<backend>/<vendor>`
* (e.g. `metal/apple`, `d3d11/nvidia`, `swiftshader/other`).
*
* drawElement failure modes proved compositor-backend-specific during the
* macOS rollout, so the win32/D3D11 cohort needs damage attributable to an
* ANGLE backend + GPU vendor. The raw string can't do that job in telemetry:
* it is unbounded, driver-authored, carries specific GPU model names, and is
* joined across parallel sessions high cardinality by construction. The
* bucket keeps the analytic signal (which backend, which vendor) and drops
* everything else, matching how `deGateReason` is a sanitized bucket rather
* than the full fallback trigger. Pure; exported for tests.
*/
export function classifyGpuRenderer(renderer: string | null | undefined): string | undefined {
if (!renderer) return undefined;
const r = renderer.toLowerCase();
const backend = r.includes("swiftshader")
? "swiftshader"
: r.includes("metal")
? "metal"
: r.includes("direct3d11") || r.includes("d3d11")
? "d3d11"
: r.includes("direct3d9") || r.includes("d3d9")
? "d3d9"
: r.includes("vulkan")
? "vulkan"
: r.includes("opengl") || r.includes("angle")
? "opengl"
: "other";
const vendor = r.includes("apple")
? "apple"
: r.includes("nvidia")
? "nvidia"
: r.includes("amd") || r.includes("radeon")
? "amd"
: r.includes("intel")
? "intel"
: r.includes("microsoft")
? "microsoft"
: "other";
return `${backend}/${vendor}`;
}
/**
* Detect the page's WebGL backend: SwiftShader vs a real GPU, plus the raw
* renderer string for telemetry.
+8 -5
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@@ -34,6 +34,7 @@ import {
shouldDefaultCaptureBeyondViewport,
} from "./screenshotService.js";
import {
classifyGpuRenderer,
detectGpuBackend,
injectDrawElementCanvas,
captureDrawElementFrame,
@@ -147,10 +148,12 @@ export interface CaptureSession {
/** True if running on SwiftShader (detected at init). Undefined before init. */
isSwiftShader?: boolean;
/**
* Raw WebGL UNMASKED_RENDERER_WEBGL string, captured alongside the
* SwiftShader probe at DE session init (e.g. "ANGLE (NVIDIA, D3D11 ...)").
* Surfaces in CapturePerfSummary render telemetry so backend-specific
* drawElement damage (Metal vs D3D11 vs GL) clusters attributably.
* Low-cardinality GPU bucket (`<backend>/<vendor>`, e.g. `d3d11/nvidia`)
* derived from the WebGL renderer at DE session init. Surfaces in
* CapturePerfSummary render telemetry so backend-specific drawElement
* damage (Metal vs D3D11 vs GL) clusters attributably. The raw
* driver-supplied string is deliberately NOT retained see
* classifyGpuRenderer.
*/
gpuRenderer?: string;
/** drawElementImage canvas was injected and is ready for capture. */
@@ -713,7 +716,7 @@ async function initDrawElementOrTransparentBackground(
if (useDrawElement) {
const gpuBackend = await detectGpuBackend(page);
session.isSwiftShader = gpuBackend.isSwiftShader;
session.gpuRenderer = gpuBackend.renderer ?? undefined;
session.gpuRenderer = classifyGpuRenderer(gpuBackend.renderer);
const transparent = session.options.format === "png";
async function routeToFallback(): Promise<void> {
session.captureMode = session.launchCaptureMode;
+5 -5
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@@ -277,11 +277,11 @@ export interface CapturePerfSummary {
/** Final capture mode this session used: "drawelement" | "screenshot" | "beginframe". */
captureMode: string;
/**
* Raw WebGL UNMASKED_RENDERER_WEBGL string from DE session init (ANGLE
* backend + GPU vendor, e.g. "ANGLE (Apple, ANGLE Metal Renderer: ...)").
* Undefined when drawElement was never attempted. Lets telemetry cluster
* backend-specific damage now that DE engages on both Metal (darwin) and
* D3D11 (win32).
* Low-cardinality GPU bucket from DE session init: `<backend>/<vendor>`
* (e.g. `metal/apple`, `d3d11/nvidia`). Undefined when drawElement was
* never attempted. Lets telemetry cluster backend-specific damage now that
* DE engages on both Metal (darwin) and D3D11 (win32). Bucketed, not raw
* see `classifyGpuRenderer`.
*/
gpuRenderer?: string;
/**
@@ -72,6 +72,13 @@ export interface RenderCaptureObservability {
dePreInversionWorkers?: number;
/** DE parallel-router outcome: "routed" (fired, held) | "reverted" (fired, self-verify retry rolled back). */
deParallelRouter?: "routed" | "reverted";
/**
* Low-cardinality GPU bucket (`<backend>/<vendor>`) from the DE probe
* session. Lives on capture observability (not just perfSummary) so a hard
* failure crash / OOM / timeout still reports which GPU backend it hit:
* that is precisely the cohort the win32 D3D11 rollout must attribute.
*/
deGpuRenderer?: string;
/** Worker count the resolver would have used absent the router; undefined if it never fired. */
dePreRouterWorkers?: number;
/**
@@ -498,7 +498,7 @@ export interface RenderPerfSummary {
preRouterWorkers?: number;
/** Engine init-time gate: swiftshader | css_effect:* | at_risk_timeline | 3d_init_failed | supersampling | render_mode_hint. */
gateReason?: string;
/** Raw WebGL renderer string from DE session init (ANGLE backend + GPU vendor); |-joined across parallel sessions. */
/** Low-cardinality GPU bucket from DE session init (`<backend>/<vendor>`, e.g. `d3d11/nvidia`); |-joined across parallel sessions (bounded: one bucket per distinct backend on the host). */
gpuRenderer?: string;
/** Worker-encode drain (the verified path) was active. */
workerEncode: boolean;
@@ -2644,6 +2644,11 @@ async function executeRenderPipeline(input: {
// any resource-pressure failure unique to this cohort.
dePreInversionWorkers: deWorkerInversion ? preRoutingWorkerCount : undefined,
dePreRouterWorkers: deParallelRouter ? preRoutingWorkerCount : undefined,
// Same rationale as the counters above: carried on live capture
// observability, not only the success-path perfSummary, so a crash /
// OOM / timeout still reports which GPU backend it happened on. That
// is the cohort the win32 D3D11 rollout most needs to attribute.
deGpuRenderer: probeSession?.gpuRenderer,
});
observability.checkpoint("worker_resolution", "resolved", {
workerCount,