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:
James Russo
2026-06-12 22:37:00 -07:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 6364281ba0
commit d580f2a1d8
13 changed files with 585 additions and 20 deletions
+7
View File
@@ -45,6 +45,13 @@ declare global {
* imperative push signal: `window.addEventListener("hf-seek", e => render(e.detail.time))`.
*/
__hfTypegpuTime?: number;
/**
* Re-render GPU adapters (Three.js / WebGPU) at the given time, bypassing
* the `"hf-seek"` dedup. Called by the engine after injecting decoded
* video frames so GPU compositions re-upload their video textures from the
* freshly-injected `__render_frame__` images. See `forceDispatchSeekEvent`.
*/
__hfReseekGpu?: (time: number) => void;
__HF_PICKER_API?: HyperframePickerApi;
gsap?: {
timeline: (params?: { paused?: boolean }) => RuntimeTimelineLike;