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
+7 -1
View File
@@ -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,