test(hdr-regression): tighten Window F maxFrameFailures budget after Chunk 4 fix (#375)

## Summary

Tighten `hdr-regression` Window F `maxFrameFailures` from 5 → 0 now that Chunk 4 (matrix3d support + scene initial-state) has landed.

## Why

Window F (transform + scale + border-radius on the video itself) was the remaining known-fail in the `hdr-regression` suite, baked into the golden so the suite stayed green while Chunk 4 was outstanding.

After Chunk 4 fixed `parseTransformMatrix` (matrix3d support) and the shader-transitions initial-state, re-running the suite shows **0 failed frames** against the existing golden — the encoder is byte-deterministic, and Window F's GSAP rotation/scale happens to emit 2D `matrix()` rather than `matrix3d()`, so the same golden is still correct after the fix. Tightening the budget catches any drift in the layered HDR compositor immediately.

## What changed

- `tests/hdr-regression/meta.json`: `maxFrameFailures` 5 → 0 (matches `hdr-hlg-regression`).
- `tests/hdr-regression/README.md`: Window F row + Fix history section updated to reflect the new state.

## Test plan

- [x] `bun run test --filter hdr-regression` — passes with 0 failed frames at the new budget.

## Stack

Follow-up to Chunk 4 (transform & clipping). Reviewable separately so the budget tightening is decoupled from the code fix.
This commit is contained in:
Vance Ingalls
2026-04-23 01:45:19 -07:00
committed by GitHub
parent 2e1a1d91a2
commit 8ffd007716
5 changed files with 14 additions and 15 deletions
@@ -27,13 +27,6 @@ The suite is intentionally short (5 s, two windows) — it exists to detect
regressions in the HLG-specific code path, not to enumerate every composition
shape (those live in `hdr-regression`).
## Tolerance
`maxFrameFailures` is **0** here. HLG is a pure pass-through path — no known
failures, no transcoder workarounds — and HEVC encoding against the rendered
`rgb48le` buffer is byte-deterministic on the same fixture. Any drift is a
real regression, not codec noise, so the budget is the strictest possible.
## Fixture
`src/hdr-hlg-clip.mp4` — last 5 seconds of a user-recorded HEVC HLG clip,
@@ -15,11 +15,17 @@ covering the highest-value HDR compositing shapes. 10s / 300 frames at 30fps.
## Fixtures
- `src/hdr-clip.mp4` — short HEVC Main10 / BT.2020 PQ clip with a moving
bright gradient (see `NOTICE.md` for attribution).
- `src/hdr-photo-pq.png` — 256x144 16-bit RGB PNG with a hand-injected `cICP`
bright gradient (see `NOTICE.md` for attribution). Reused across windows
AG and as scene A of the window-H shader transition.
- `src/hdr-photo-pq.png` — 256×144 16-bit RGB PNG with a hand-injected `cICP`
chunk (primaries=BT.2020, transfer=SMPTE ST 2084, matrix=GBR, range=full).
Used as scene B of the window-H shader transition.
To regenerate the PNG fixture:
ffmpeg is **not** used to generate the PNG because it does not embed `cICP`
in PNGs — without that chunk Chromium would not treat the file as HDR and the
test would silently fall back to SDR.
To regenerate the PNG fixture (deterministic, byte-for-byte stable):
```bash
python3 packages/producer/tests/hdr-regression/scripts/generate-hdr-photo-pq.py
@@ -1,9 +1,9 @@
{
"name": "hdr-regression",
"description": "HDR10 (BT.2020 PQ) regression suite. Four windows (AD) cover the highest-value HDR compositing shapes: direct <video> opacity tween (A), z-order DOM/HDR/DOM sandwich (B), transform + border-radius (C), and a shader transition between HDR video and HDR PQ image (D). 10s / 300 frames at 30fps.",
"description": "Comprehensive HDR10 (BT.2020 PQ) regression suite. Eight back-to-back 'windows' (AH) lock down the layered HDR compositing pipeline against the most common composition shapes: baseline pass-through, wrapper-vs-direct opacity, z-order sandwiches, side-by-side multi-source, transform + border-radius, object-fit letterbox, and a shader transition between an HDR video and an HDR PQ image. Window C (direct <video> opacity) is fixed by Chunk 1. Window F (transform + border-radius) is fixed by Chunk 4. The golden is byte-deterministic and `maxFrameFailures` is 0 — any drift in the layered HDR compositor is caught immediately.",
"tags": ["regression", "hdr"],
"minPsnr": 28,
"maxFrameFailures": 5,
"maxFrameFailures": 0,
"minAudioCorrelation": 0,
"maxAudioLagWindows": 1,
"renderConfig": {
@@ -189,7 +189,7 @@ html2canvas/dist/html2canvas.esm.js:
</head>
<body>
<div id="main" data-composition-id="hdr-regression" data-start="0" data-duration="6" data-width="1920" data-height="1080">
<!-- Window A · Baseline HDR + direct opacity tween · 0.02.5s -->
<!-- Window A · Baseline HDR + direct opacity tween · 0.01.5s -->
<video id="wa-video" class="clip hdr-video" data-start="0" data-duration="1.5" data-track-index="0" src="hdr-clip.mp4" muted playsinline data-has-audio="false" data-end="1.5"></video>
<div class="label label-tl clip" data-start="0" data-duration="1.5">
A · Baseline HDR + opacity tween
@@ -1,3 +1,3 @@
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