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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>
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co-authored by
Claude Opus 4.8
parent
6364281ba0
commit
d580f2a1d8
@@ -202,7 +202,9 @@ describe("createVideoFrameInjector cache hygiene against page-side skips", () =>
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// Pin the contract: when the page returns `[]` (no ids actually
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// injected), the cache must not record those frameIndexes, so a follow-
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// up call at the same frameIndex still issues an inject.
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const fakePage = {} as Page;
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// The injector calls page.evaluate after injecting frames (GPU reseek);
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// stub it so these cache-hygiene cases exercise the real code path.
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const fakePage = { evaluate: async () => undefined } as unknown as Page;
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const hook = createVideoFrameInjector(
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fakeTable({ videoId: "pip", framePath: "/p", frameIndex: 5 }),
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{
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@@ -235,7 +237,9 @@ describe("createVideoFrameInjector cache hygiene against page-side skips", () =>
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// record it and a second call at the same frameIndex must short-circuit.
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// This pins the happy path so a future refactor can't trade the skip
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// bug for a never-cache regression.
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const fakePage = {} as Page;
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// The injector calls page.evaluate after injecting frames (GPU reseek);
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// stub it so these cache-hygiene cases exercise the real code path.
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const fakePage = { evaluate: async () => undefined } as unknown as Page;
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const hook = createVideoFrameInjector(
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fakeTable({ videoId: "pip", framePath: "/p", frameIndex: 5 }),
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{
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@@ -251,4 +255,47 @@ describe("createVideoFrameInjector cache hygiene against page-side skips", () =>
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// Cache hit — no second inject for the same frameIndex.
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expect(injectVideoFramesBatchMock).toHaveBeenCalledTimes(1);
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});
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// Regression: WebGL/WebGPU compositions that sample a <video> as a texture
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// render on `hf-seek` BEFORE frames are injected. After injecting the
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// decoded frames, the hook must re-render the GPU adapters at the same time
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// (window.__hfReseekGpu) so they re-upload their textures from the fresh
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// frames — otherwise the facet flickers / goes black non-deterministically.
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it("re-renders GPU adapters after injecting frames (post-injection reseek)", async () => {
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const evaluate = vi.fn(async () => undefined);
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const page = { evaluate } as unknown as Page;
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const hook = createVideoFrameInjector(
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fakeTable({ videoId: "facet", framePath: "/f", frameIndex: 3 }),
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{ frameSrcResolver: inlineResolver },
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);
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injectVideoFramesBatchMock.mockResolvedValueOnce(["facet"]);
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await hook!(page, 1.5);
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expect(evaluate).toHaveBeenCalledTimes(1);
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// Re-render is requested at the same time as the seek.
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expect(evaluate.mock.calls[0]![1]).toBe(1.5);
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// The evaluated page function invokes window.__hfReseekGpu(time).
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const pageFn = evaluate.mock.calls[0]![0] as (t: number) => void;
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const reseek = vi.fn();
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(globalThis as unknown as { window?: unknown }).window = { __hfReseekGpu: reseek };
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pageFn(1.5);
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delete (globalThis as unknown as { window?: unknown }).window;
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expect(reseek).toHaveBeenCalledWith(1.5);
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});
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it("does not reseek GPU when the page injected no frames", async () => {
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const evaluate = vi.fn(async () => undefined);
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const page = { evaluate } as unknown as Page;
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const hook = createVideoFrameInjector(
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fakeTable({ videoId: "facet", framePath: "/f", frameIndex: 3 }),
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{ frameSrcResolver: inlineResolver },
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);
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// Page dropped the video (e.g. hidden host) → nothing injected → no reseek.
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injectVideoFramesBatchMock.mockResolvedValueOnce([]);
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await hook!(page, 1.5);
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expect(evaluate).not.toHaveBeenCalled();
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});
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});
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