mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-03 04:38:33 +00:00
fix(render): make WebGL video textures deterministic in headless render (#1403)
* fix(render): make WebGL video textures deterministic in headless render WebGL compositions that sample a `<video>` as a texture (e.g. a faceted crystal with clips mapped onto its facets) rendered with flickering, non-deterministic facets: a video would intermittently show a stale frame or go black, and the same frame differed between two renders. Two gaps caused this: 1. No WebGL analog of the WebGPU `patchVideoTextureCompat`. Chrome's headless compositor can't feed decoded `<video>` frames to the GPU, so the engine injects a decoded `<img class="__render_frame__">` sibling per video each frame. The WebGPU `copyExternalImageToTexture` path substitutes it, but `texImage2D` / `texSubImage2D` did not — so WebGL uploaded a stale/black frame. Add `patchWebGLVideoTextureCompat()` mirroring the WebGPU patch (shared `resolveRenderFrameImage` helper). 2. Capture ordering. Per frame the runtime seeks (GPU adapters render on `hf-seek`) BEFORE the engine injects the decoded frames, so the GPU render read a frame that didn't exist yet. After injecting, the engine now calls `window.__hfReseekGpu(t)` — a force-dispatch (`forceDispatchSeekEvent`) that bypasses the same-time `hf-seek` dedup — so GPU compositions re-upload their textures from the freshly-injected, decoded frames, deterministically. Tests: unit tests for the texImage2D/texSubImage2D substitution and the force-dispatch, plus a videoFrameInjector regression test asserting the post-injection GPU reseek fires only when frames were injected. Verified end-to-end: a WebGL prism with 8 live <video> facets renders byte-identical across independent runs with no facet flicker. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * test(render): add producer render-compat regression for WebGL video textures A WebGL2 canvas samples a <video> as a texture every hf-seek (the natural author pattern, distilled from the HeyGen prism). The render-compat harness renders it and compares against the golden: with the video-texture fix the render reproduces the decoded frames; revert the fix and the canvas renders black, collapsing the comparison. Golden verified to contain real, time-varying video content (not black), so a regression is caught rather than passing vacuously. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
6364281ba0
commit
d580f2a1d8
@@ -0,0 +1,45 @@
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import { describe, it, expect, vi, beforeEach } from "vitest";
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import { dispatchSeekEvent, forceDispatchSeekEvent, resetSeekDispatchState } from "./seek-dispatch";
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describe("seek-dispatch", () => {
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beforeEach(() => {
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resetSeekDispatchState();
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});
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it("dispatchSeekEvent fires an hf-seek event with the time", () => {
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const handler = vi.fn();
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window.addEventListener("hf-seek", handler);
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dispatchSeekEvent(2.5);
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window.removeEventListener("hf-seek", handler);
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expect(handler).toHaveBeenCalledTimes(1);
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expect((handler.mock.calls[0][0] as CustomEvent).detail.time).toBe(2.5);
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});
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it("dispatchSeekEvent dedups consecutive same-time dispatches", () => {
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const handler = vi.fn();
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window.addEventListener("hf-seek", handler);
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dispatchSeekEvent(4);
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dispatchSeekEvent(4);
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window.removeEventListener("hf-seek", handler);
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expect(handler).toHaveBeenCalledTimes(1);
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});
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it("forceDispatchSeekEvent re-fires even at the same time (post-injection re-render)", () => {
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const handler = vi.fn();
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window.addEventListener("hf-seek", handler);
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dispatchSeekEvent(6); // GPU adapters' first render at t=6
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forceDispatchSeekEvent(6); // engine re-render after video injection, same t
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window.removeEventListener("hf-seek", handler);
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expect(handler).toHaveBeenCalledTimes(2);
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expect((handler.mock.calls[1][0] as CustomEvent).detail.time).toBe(6);
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});
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it("after a force dispatch, the same time still dedups on the normal path", () => {
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const handler = vi.fn();
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window.addEventListener("hf-seek", handler);
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forceDispatchSeekEvent(8);
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dispatchSeekEvent(8); // deduped — force already recorded t=8
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window.removeEventListener("hf-seek", handler);
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expect(handler).toHaveBeenCalledTimes(1);
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});
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});
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@@ -30,6 +30,25 @@ export function dispatchSeekEvent(time: number): void {
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}
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}
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/**
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* Force-dispatch a `"hf-seek"` event even if `time` equals the last dispatched
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* time, bypassing the dedup guard.
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*
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* Needed for the post-video-injection GPU re-render: the engine seeks to time
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* T (GPU adapters render once, before video frames are injected), then injects
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* the decoded `__render_frame__` images, then must re-render GPU compositions
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* at the *same* T so they re-upload textures from the now-present frames. The
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* normal dedup would swallow that second dispatch.
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*/
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export function forceDispatchSeekEvent(time: number): void {
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_lastDispatchedTime = time;
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try {
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window.dispatchEvent(new CustomEvent("hf-seek", { detail: { time } }));
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} catch (err) {
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swallow("runtime.adapters.seek-dispatch.force", err);
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}
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}
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/** Reset internal state — used in tests to prevent cross-test contamination. */
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export function resetSeekDispatchState(): void {
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_lastDispatchedTime = -1;
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@@ -0,0 +1,110 @@
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import { describe, it, expect, beforeEach, afterEach } from "vitest";
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import { patchWebGLVideoTextureCompat } from "./video-texture-compat";
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// Minimal fake WebGL2 context that records the source passed to texImage2D /
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// texSubImage2D, so we can assert the patch substitutes the injected frame.
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class FakeGL2 {
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lastImageArgs: unknown[] | null = null;
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lastSubArgs: unknown[] | null = null;
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texImage2D(...args: unknown[]) {
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this.lastImageArgs = args;
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}
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texSubImage2D(...args: unknown[]) {
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this.lastSubArgs = args;
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}
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}
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function makeInjectedImage(): HTMLImageElement {
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const img = document.createElement("img");
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img.classList.add("__render_frame__");
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Object.defineProperty(img, "complete", { value: true, configurable: true });
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Object.defineProperty(img, "naturalWidth", { value: 16, configurable: true });
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return img;
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}
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describe("patchWebGLVideoTextureCompat", () => {
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let originalGL2: unknown;
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beforeEach(() => {
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originalGL2 = (globalThis as Record<string, unknown>).WebGL2RenderingContext;
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(globalThis as Record<string, unknown>).WebGL2RenderingContext = FakeGL2;
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document.body.innerHTML = "";
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});
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afterEach(() => {
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(globalThis as Record<string, unknown>).WebGL2RenderingContext = originalGL2;
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document.body.innerHTML = "";
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});
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it("substitutes the decoded __render_frame__ image when uploading a <video>", () => {
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patchWebGLVideoTextureCompat();
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const video = document.createElement("video");
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const img = makeInjectedImage();
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document.body.append(video, img); // img is video.nextElementSibling
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const gl = new FakeGL2();
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gl.texImage2D(0x0de1, 0, 0x1908, 0x1908, 0x1401, video);
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// Last argument (the source) must be swapped to the injected image.
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expect(gl.lastImageArgs?.[gl.lastImageArgs.length - 1]).toBe(img);
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});
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it("leaves the <video> source untouched when no render frame is present (preview)", () => {
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patchWebGLVideoTextureCompat();
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const video = document.createElement("video");
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document.body.append(video);
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const gl = new FakeGL2();
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gl.texImage2D(0x0de1, 0, 0x1908, 0x1908, 0x1401, video);
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expect(gl.lastImageArgs?.[gl.lastImageArgs.length - 1]).toBe(video);
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});
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it("ignores a render-frame image that is not yet decoded", () => {
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patchWebGLVideoTextureCompat();
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const video = document.createElement("video");
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const img = document.createElement("img");
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img.classList.add("__render_frame__");
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Object.defineProperty(img, "complete", { value: false, configurable: true });
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Object.defineProperty(img, "naturalWidth", { value: 0, configurable: true });
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document.body.append(video, img);
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const gl = new FakeGL2();
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gl.texImage2D(0x0de1, 0, 0x1908, 0x1908, 0x1401, video);
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expect(gl.lastImageArgs?.[gl.lastImageArgs.length - 1]).toBe(video);
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});
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it("also patches texSubImage2D", () => {
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patchWebGLVideoTextureCompat();
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const video = document.createElement("video");
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const img = makeInjectedImage();
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document.body.append(video, img);
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const gl = new FakeGL2();
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gl.texSubImage2D(0x0de1, 0, 0, 0, 0x1908, 0x1401, video);
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expect(gl.lastSubArgs?.[gl.lastSubArgs.length - 1]).toBe(img);
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});
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it("does not touch numeric/pixel-data overloads (no video source)", () => {
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patchWebGLVideoTextureCompat();
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const pixels = new Uint8Array([1, 2, 3, 4]);
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const gl = new FakeGL2();
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gl.texImage2D(0x0de1, 0, 0x1908, 1, 1, 0, 0x1908, 0x1401, pixels);
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expect(gl.lastImageArgs?.[gl.lastImageArgs.length - 1]).toBe(pixels);
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});
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it("is idempotent — patching twice does not double-wrap", () => {
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patchWebGLVideoTextureCompat();
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const once = FakeGL2.prototype.texImage2D;
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patchWebGLVideoTextureCompat();
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expect(FakeGL2.prototype.texImage2D).toBe(once);
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});
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});
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@@ -1,18 +1,47 @@
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/**
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* Patches `GPUQueue.copyExternalImageToTexture` so that video-backed WebGPU
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* effects work in both preview and render mode.
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* Patches GPU texture-upload paths so that video-backed effects work in both
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* preview and render mode — for WebGPU (`GPUQueue.copyExternalImageToTexture`)
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* and WebGL (`texImage2D` / `texSubImage2D`).
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*
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* During render, the engine's video-frame injector replaces each `<video>`
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* with a pre-decoded `<img class="__render_frame__">` sibling. Chrome's
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* headless compositor can't supply decoded frames from the native `<video>`
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* element to WebGPU, so `copyExternalImageToTexture({ source: video })`
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* fails with "Browser fails extracting valid resource from external image."
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*
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* This patch checks whether a render-frame `<img>` exists next to the
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* source `<video>`. If it does and has decoded pixels, the patch
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* transparently substitutes it as the copy source. In preview mode (no
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* render-frame sibling), the original video path is used unchanged.
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* element to the GPU, so uploading a `<video>` directly fails (WebGPU throws
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* "Browser fails extracting valid resource from external image"; WebGL uploads
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* a black/stale frame). These patches transparently substitute the decoded
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* render-frame `<img>` as the upload source. In preview mode (no render-frame
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* sibling), the original `<video>` path is used unchanged.
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*/
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/**
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* Resolve the decoded render-frame `<img>` for a source `<video>`, if the
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* engine has injected one and it has decoded pixels. Returns null in preview
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* mode or before the frame is decoded, so callers fall back to the video.
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*
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* The injector inserts the `<img>` as the video's immediate next sibling and
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* also gives it the id `__render_frame_<videoId>__`; we check the sibling
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* first (cheap) and fall back to an id lookup in case a node was inserted
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* between them.
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*/
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function resolveRenderFrameImage(video: HTMLVideoElement): HTMLImageElement | null {
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const sibling = video.nextElementSibling;
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if (
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sibling instanceof HTMLImageElement &&
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sibling.classList.contains("__render_frame__") &&
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sibling.complete &&
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sibling.naturalWidth > 0
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) {
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return sibling;
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}
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if (video.id) {
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const byId = document.getElementById(`__render_frame_${video.id}__`);
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if (byId instanceof HTMLImageElement && byId.complete && byId.naturalWidth > 0) {
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return byId;
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}
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}
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return null;
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}
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export function patchVideoTextureCompat(): void {
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const GPUQueueCtor = (globalThis as Record<string, unknown>).GPUQueue as
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| { prototype: Record<string, unknown> }
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@@ -32,16 +61,51 @@ export function patchVideoTextureCompat(): void {
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copySize: unknown,
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) {
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if (source?.source instanceof HTMLVideoElement) {
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const sibling = source.source.nextElementSibling;
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if (
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sibling instanceof HTMLImageElement &&
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sibling.classList.contains("__render_frame__") &&
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sibling.complete &&
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sibling.naturalWidth > 0
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) {
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return orig.call(this, { ...source, source: sibling }, destination, copySize);
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const img = resolveRenderFrameImage(source.source);
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if (img) {
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return orig.call(this, { ...source, source: img }, destination, copySize);
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}
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}
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return orig.call(this, source, destination, copySize);
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};
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}
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/**
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* WebGL analog of {@link patchVideoTextureCompat}. Patches `texImage2D` and
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* `texSubImage2D` on both `WebGL2RenderingContext` and `WebGLRenderingContext`
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* so that when a `<video>` is passed as the texture source (the last argument
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* in the DOM-source overloads), the decoded render-frame `<img>` is uploaded
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* instead during render. Numeric/`ArrayBufferView` overloads are untouched —
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* only a trailing `HTMLVideoElement` argument is substituted.
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*/
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export function patchWebGLVideoTextureCompat(): void {
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const ctors = [
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(globalThis as Record<string, unknown>).WebGL2RenderingContext,
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(globalThis as Record<string, unknown>).WebGLRenderingContext,
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] as Array<{ prototype: Record<string, unknown> } | undefined>;
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const methods = ["texImage2D", "texSubImage2D"] as const;
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for (const ctor of ctors) {
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const proto = ctor?.prototype;
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if (!proto) continue;
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for (const method of methods) {
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const orig = proto[method] as ((...args: unknown[]) => unknown) & {
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__hfVideoPatched?: boolean;
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};
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if (typeof orig !== "function" || orig.__hfVideoPatched) continue;
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const patched = function (this: unknown, ...args: unknown[]) {
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const lastIndex = args.length - 1;
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const last = args[lastIndex];
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if (last instanceof HTMLVideoElement) {
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const img = resolveRenderFrameImage(last);
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if (img) args[lastIndex] = img;
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}
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return orig.apply(this, args);
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} as ((...args: unknown[]) => unknown) & { __hfVideoPatched?: boolean };
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patched.__hfVideoPatched = true;
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proto[method] = patched;
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}
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}
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}
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@@ -7,7 +7,11 @@ import { createAnimeJsAdapter } from "./adapters/animejs";
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import { createLottieAdapter } from "./adapters/lottie";
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import { createThreeAdapter } from "./adapters/three";
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import { createTypegpuAdapter } from "./adapters/typegpu";
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import { patchVideoTextureCompat } from "./adapters/video-texture-compat";
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import {
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patchVideoTextureCompat,
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patchWebGLVideoTextureCompat,
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} from "./adapters/video-texture-compat";
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import { forceDispatchSeekEvent } from "./adapters/seek-dispatch";
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import { createWaapiAdapter } from "./adapters/waapi";
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import { refreshRuntimeMediaCache, syncRuntimeMedia } from "./media";
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import { probeAndCacheElementVolume, type VolumeKeyframe } from "./mediaVolumeEnvelope.js";
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@@ -1795,6 +1799,15 @@ export function initSandboxRuntimeModular(): void {
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createGsapAdapter({ getTimeline: () => state.capturedTimeline }),
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] as RuntimeDeterministicAdapter[];
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patchVideoTextureCompat();
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patchWebGLVideoTextureCompat();
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// Lets the engine re-render GPU compositions after it injects decoded video
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// frames, so video-textured WebGL/WebGPU scenes sample the correct frame.
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window.__hfReseekGpu = (time: number) => {
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const t = Math.max(0, Number(time) || 0);
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window.__hfThreeTime = t;
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window.__hfTypegpuTime = t;
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forceDispatchSeekEvent(t);
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};
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installRuntimeErrorDiagnostics();
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bindMediaMetadataListeners();
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runAdapters("discover");
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+7
@@ -45,6 +45,13 @@ declare global {
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* imperative push signal: `window.addEventListener("hf-seek", e => render(e.detail.time))`.
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*/
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__hfTypegpuTime?: number;
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/**
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* Re-render GPU adapters (Three.js / WebGPU) at the given time, bypassing
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* the `"hf-seek"` dedup. Called by the engine after injecting decoded
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* video frames so GPU compositions re-upload their video textures from the
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* freshly-injected `__render_frame__` images. See `forceDispatchSeekEvent`.
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*/
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__hfReseekGpu?: (time: number) => void;
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__HF_PICKER_API?: HyperframePickerApi;
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gsap?: {
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timeline: (params?: { paused?: boolean }) => RuntimeTimelineLike;
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