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