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>
This commit is contained in:
ukimsanov
2026-05-19 18:17:16 -07:00
co-authored by Cursor
parent a78e49c181
commit 8cad2173dc
3 changed files with 58 additions and 10 deletions
@@ -260,11 +260,17 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
// awaits it. The encoder reorder buffer fences ordering so out-
// of-order blend completion is fine.
const frameIdx = i;
// When the @hyperframes/shader-transitions composition omits the
// shader on a transition entry, it requests a CSS crossfade. The
// engine-side path uses applyFallbackTransition() on the page; the
// producer's Node-side layered pipeline runs the equivalent here
// by routing the blend through `crossfade`.
const shaderName = activeTransition.shader;
const dispatch: Promise<void> = (async () => {
if (poolRef) {
if (poolRef && shaderName) {
const blendStart = Date.now();
const result = await poolRef.run({
shader: activeTransition.shader,
shader: shaderName,
bufferA: buffers.bufferA,
bufferB: buffers.bufferB,
output: buffers.output,
@@ -277,7 +283,9 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
buffers.output = result.output;
addHdrTiming(hdrPerf, "transitionCompositeMs", blendStart);
} else {
const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
const transitionFn: TransitionFn = shaderName
? (TRANSITIONS[shaderName] ?? crossfade)
: crossfade;
const blendStart = Date.now();
transitionFn(
buffers.bufferA,
@@ -172,7 +172,13 @@ export async function runSequentialLayeredFrameLoop(input: SequentialLoopInput):
});
}
const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
// CSS-crossfade transitions (shader omitted in the composition) take
// the same Node-side blend path — `crossfade` is the engine's
// canonical opacity blend, equivalent to applyFallbackTransition().
const shaderName = activeTransition.shader;
const transitionFn: TransitionFn = shaderName
? (TRANSITIONS[shaderName] ?? crossfade)
: crossfade;
transitionFn(
transitionBuffers.bufferA,
transitionBuffers.bufferB,