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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
@@ -0,0 +1,106 @@
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<!DOCTYPE html>
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<html>
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<head><style data-hyperframes-text-rendering="true">html,body,*{text-rendering:geometricPrecision}</style>
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<style>
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body {
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margin: 0;
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background: #000;
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}
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[data-composition-id="webgl-video-texture-test"] {
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position: relative;
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overflow: hidden;
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}
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#gl {
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position: absolute;
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top: 0;
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left: 0;
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width: 1280px;
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height: 720px;
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}
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/* Texture-source video: sampled into WebGL only, parked off-canvas. */
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#vid {
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position: absolute;
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top: 0;
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left: 0;
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width: 4px;
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height: 4px;
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opacity: 0;
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z-index: -1;
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}
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</style>
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</head>
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<body>
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<div id="root" data-composition-id="webgl-video-texture-test" data-width="1280" data-height="720" data-start="0" data-duration="2">
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<video id="vid" class="clip" data-start="0" data-duration="2" data-track-index="0" src="clip.mp4" muted playsinline data-end="2" data-has-audio="false"></video>
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<canvas id="gl"></canvas>
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</div>
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<script>// WebGL2 textured fullscreen triangle sampling the source video element.
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// The handler uploads that video as a texture on every hf-seek — the
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// natural author pattern. In headless render, Chrome can't supply decoded
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// video frames to WebGL, so the core video-texture patch substitutes the
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// engine's injected, decoded render-frame image, and the post-injection
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// GPU reseek re-runs this handler. With the fix, render reproduces the
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// preview snapshot (PSNR high); without it the canvas is black (PSNR
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// collapses). NB: avoid writing literal tag syntax in comments here — the
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// compiler's media-attribute injection scans the raw HTML for it.
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(function () {
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var canvas = document.getElementById("gl");
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canvas.width = 1280;
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canvas.height = 720;
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var gl = canvas.getContext("webgl2", { preserveDrawingBuffer: true });
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if (!gl) return;
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var VS =
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"#version 300 es\n" +
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"in vec2 p; out vec2 uv;\n" +
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"void main(){ uv = vec2(p.x*0.5+0.5, 0.5-p.y*0.5); gl_Position = vec4(p,0.0,1.0); }";
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var FS =
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"#version 300 es\n" +
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"precision highp float; in vec2 uv; uniform sampler2D tex; out vec4 c;\n" +
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"void main(){ c = texture(tex, uv); }";
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function sh(type, src) {
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var s = gl.createShader(type);
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gl.shaderSource(s, src);
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gl.compileShader(s);
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return s;
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}
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var prog = gl.createProgram();
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gl.attachShader(prog, sh(gl.VERTEX_SHADER, VS));
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gl.attachShader(prog, sh(gl.FRAGMENT_SHADER, FS));
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gl.linkProgram(prog);
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gl.useProgram(prog);
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
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var loc = gl.getAttribLocation(prog, "p");
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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var video = document.getElementById("vid");
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function render() {
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if (video && video.readyState >= 2) {
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video);
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}
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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window.addEventListener("hf-seek", function () {
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render();
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});
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render();
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})();</script></body>
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</html>
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