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https://github.com/heygen-com/hyperframes.git
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fix(shader-transitions,producer): harden CSS-only transition lifecycle and unblock CI
Three follow-on fixes after the optional-shader change rebased onto current main (PR #832 introduced page-side compositing and the producer's hf#732 layered pipeline since this PR was opened). shader-transitions/hyper-shader.ts - Treat `cache.prog === null` as the canonical immutable marker for CSS-only transitions via a new `isCssOnlyTransition()` helper. - `disposeCachedTransition()` now restores the always-ready CSS fallback state for prog=null caches instead of zeroing `fallback`/`ready` — the previous behaviour, combined with `markScenesDirty()` re-running the prewarm/capture pipeline, could put a CSS-only cache through the WebGL path and reach `renderShader(state.prog!)` with a null prog (Copilot review on lines 1168 + 1319). - `markScenesDirty()` skips CSS-only caches; they have no shader to recompile and no texture pyramid to recapture. - `ensureTransitionCachesReady()` filters CSS-only caches out of the prewarm work list. - `tickShader()` now routes on `cache.fallback || cache.prog === null` and threads a narrowed non-null `prog` local into `renderShader()`, removing the unsound `state.prog!` non-null assertion. - `initEngineMode()` filters CSS-only transitions before passing them to `installPageSideCompositor()`, which expects `shader: ShaderName` (required). Page-side compositing is shader-only; CSS crossfades stay on the GSAP opacity timeline. producer/render/stages/captureHdrHybridLoop.ts producer/render/stages/captureHdrSequentialLoop.ts - Guard `activeTransition.shader` against undefined: when omitted, route the Node-side blend through `crossfade` (the engine's canonical opacity blend, equivalent to `applyFallbackTransition()` on the page). - The hybrid path also bypasses the worker pool when `shaderName` is absent and runs `crossfade` inline. This addresses the Copilot review comments and unblocks the 5 failing CI jobs (Build, Typecheck, CLI smoke, Windows tests, Windows render) which all rooted in 4 TS errors at these exact sites. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -260,11 +260,17 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
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// awaits it. The encoder reorder buffer fences ordering so out-
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// of-order blend completion is fine.
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const frameIdx = i;
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// When the @hyperframes/shader-transitions composition omits the
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// shader on a transition entry, it requests a CSS crossfade. The
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// engine-side path uses applyFallbackTransition() on the page; the
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// producer's Node-side layered pipeline runs the equivalent here
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// by routing the blend through `crossfade`.
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const shaderName = activeTransition.shader;
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const dispatch: Promise<void> = (async () => {
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if (poolRef) {
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if (poolRef && shaderName) {
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const blendStart = Date.now();
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const result = await poolRef.run({
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shader: activeTransition.shader,
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shader: shaderName,
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bufferA: buffers.bufferA,
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bufferB: buffers.bufferB,
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output: buffers.output,
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@@ -277,7 +283,9 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
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buffers.output = result.output;
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addHdrTiming(hdrPerf, "transitionCompositeMs", blendStart);
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} else {
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const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
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const transitionFn: TransitionFn = shaderName
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? (TRANSITIONS[shaderName] ?? crossfade)
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: crossfade;
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const blendStart = Date.now();
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transitionFn(
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buffers.bufferA,
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@@ -172,7 +172,13 @@ export async function runSequentialLayeredFrameLoop(input: SequentialLoopInput):
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});
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}
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const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
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// CSS-crossfade transitions (shader omitted in the composition) take
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// the same Node-side blend path — `crossfade` is the engine's
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// canonical opacity blend, equivalent to applyFallbackTransition().
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const shaderName = activeTransition.shader;
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const transitionFn: TransitionFn = shaderName
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? (TRANSITIONS[shaderName] ?? crossfade)
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: crossfade;
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transitionFn(
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transitionBuffers.bufferA,
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transitionBuffers.bufferB,
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@@ -1133,7 +1133,11 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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canvasEl.style.display = "none";
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return;
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}
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if (cache.fallback) {
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// CSS-only transitions (prog === null) MUST take the fallback path. The
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// fallback flag is the normal signal, but we also guard on prog to keep
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// the invariant even if some path momentarily resets fallback while prog
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// stays null (it can't be re-created — there is no shader to compile).
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if (cache.fallback || cache.prog === null) {
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state.active = true;
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state.transitionIndex = activeIndex;
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state.prog = null;
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@@ -1147,9 +1151,12 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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return;
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}
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// Narrow cache.prog into a non-null local. The branch above already
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// returned for prog === null, but TS can't track that across the function.
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const prog = cache.prog;
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state.active = true;
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state.transitionIndex = activeIndex;
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state.prog = cache.prog;
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state.prog = prog;
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state.progress = clampNumber((currentTime - cache.time) / cache.duration, 0, 1);
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markTextureAccess(cache);
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@@ -1166,7 +1173,7 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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renderShader(
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gl,
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quadBuf,
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state.prog!, // non-null: fallback path returns before reaching here
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prog,
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interpolatedFromTex,
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interpolatedToTex,
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state.progress,
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@@ -1456,15 +1463,28 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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cache.textureReady = false;
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};
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// Caches with prog === null are CSS crossfade transitions and must stay in
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// the always-ready fallback state. Without this guard, disposeCachedTransition
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// + markScenesDirty would route them through the WebGL prewarm path and
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// tickShader would eventually call renderShader(state.prog!) with a null prog.
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const isCssOnlyTransition = (cache: CachedTransition): boolean => cache.prog === null;
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const disposeCachedTransition = (cache: CachedTransition): void => {
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disposeTransitionTextures(cache);
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cache.texturePromise = null;
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cache.frames = [];
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cache.lastError = undefined;
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if (isCssOnlyTransition(cache)) {
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cache.ready = true;
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cache.fallback = true;
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cache.persisted = true;
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cache.textureReady = false;
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return;
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}
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cache.ready = false;
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cache.fallback = false;
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cache.persisted = false;
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cache.textureReady = false;
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cache.lastError = undefined;
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};
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const markTextureAccess = (cache: CachedTransition): void => {
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@@ -1571,6 +1591,9 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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let changed = false;
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for (const cache of cachedTransitions) {
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if (!sceneIds.has(cache.fromId) && !sceneIds.has(cache.toId)) continue;
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// Skip CSS-only transitions: there is no shader to recompile and no
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// texture pyramid to recapture, so they stay permanently ready.
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if (isCssOnlyTransition(cache)) continue;
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disposeCachedTransition(cache);
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cache.dirty = true;
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cache.cacheKey = "";
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@@ -1893,7 +1916,11 @@ export function init(config: HyperShaderConfig): GsapTimeline {
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if (transitionCachePromise) return transitionCachePromise;
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transitionCachePromise = (async () => {
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const work = cachedTransitions.filter((cache) => cache.dirty || !cache.ready);
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// CSS-only transitions (prog === null) never need prewarming — they
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// are always ready and route through applyFallbackTransition().
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const work = cachedTransitions.filter(
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(cache) => !isCssOnlyTransition(cache) && (cache.dirty || !cache.ready),
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);
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const workItems = work.map((cache) => ({
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cache,
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sampleCount: sampleCountForCache(cache),
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@@ -2247,9 +2274,16 @@ function initEngineMode(
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const rawH = Number(root?.getAttribute("data-height"));
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const compWidth = Number.isFinite(rawW) && rawW > 0 ? rawW : 1920;
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const compHeight = Number.isFinite(rawH) && rawH > 0 ? rawH : 1080;
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// Page-side compositing only handles WebGL shader transitions. CSS
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// crossfades are driven by GSAP opacity timelines elsewhere, so filter
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// them out — passing them in would break the compositor's required
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// `shader` field and produce a dead transition window with no rendering.
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const shaderTransitions = transitions.filter(
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(t): t is TransitionConfig & { shader: ShaderName } => !!t.shader,
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);
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installPageSideCompositor({
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scenes,
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transitions,
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transitions: shaderTransitions,
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bgColor,
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accentColors,
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width: compWidth,
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