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This commit is contained in:
@@ -0,0 +1,13 @@
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{
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"name": "webgl-video-texture-render-compat",
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"description": "Regression guard for deterministic WebGL video textures. A WebGL2 canvas samples a <video> as a texture every hf-seek. In headless render, Chrome's compositor can't feed decoded <video> frames to WebGL, so the engine injects a decoded __render_frame__ <img> sibling and the core texImage2D video-texture patch + post-injection GPU reseek must supply the correct frame. Without that fix the rendered facets are black/stale while the preview snapshot shows the video, so render-vs-snapshot PSNR collapses. This fixture fails without the fix and passes with it.",
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"tags": ["regression", "render-compat", "adapter"],
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"minPsnr": 30,
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"maxFrameFailures": 0,
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"minAudioCorrelation": 0,
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"maxAudioLagWindows": 1,
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"renderConfig": {
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"fps": 30,
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"workers": 1
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}
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}
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Binary file not shown.
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:b42f669f775a304b8bd9b5bd09c508a61fa354c950e0fb3081fecc86ff749e06
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size 1075677
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:c8571357061d144053774be928e226faf65a35626587c27459a25421d0941ac8
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size 133576
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@@ -0,0 +1,124 @@
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<!DOCTYPE html>
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<html>
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<head>
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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
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id="root"
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data-composition-id="webgl-video-texture-test"
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data-width="1280"
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data-height="720"
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data-start="0"
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data-duration="2"
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>
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<video
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id="vid"
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class="clip"
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data-start="0"
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data-duration="2"
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data-track-index="0"
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src="clip.mp4"
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muted
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playsinline
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></video>
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<canvas id="gl"></canvas>
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<script>
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// 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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})();
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</script>
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</div>
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</body>
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</html>
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