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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>
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co-authored by
Claude Opus 5
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cb30157ebb
commit
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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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