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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
@@ -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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