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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
parent
cb30157ebb
commit
4520cd240b
@@ -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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