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
@@ -72,6 +72,13 @@ export interface RenderCaptureObservability {
dePreInversionWorkers?: number;
/** DE parallel-router outcome: "routed" (fired, held) | "reverted" (fired, self-verify retry rolled back). */
deParallelRouter?: "routed" | "reverted";
/**
* Low-cardinality GPU bucket (`<backend>/<vendor>`) from the DE probe
* session. Lives on capture observability (not just perfSummary) so a hard
* failure — crash / OOM / timeout — still reports which GPU backend it hit:
* that is precisely the cohort the win32 D3D11 rollout must attribute.
*/
deGpuRenderer?: string;
/** Worker count the resolver would have used absent the router; undefined if it never fired. */
dePreRouterWorkers?: number;
/**