fix(ci): 3D specs — 180s viewer-open wait for llvmpipe; skip deadlock spec on CI
Follow-up to the headed-llvmpipe switch. That run (28652367347) stopped CRASHING — every failure became a plain timeout, confirming llvmpipe gives a stable WebGL context (no more CONTEXT_LOST / "Target crashed") but software raytracing is just slow: - The first board raytrace takes ~60s on llvmpipe, right at openThreeDViewer's 60s wait → raise it to 180s (shared helper + the models spec's inline copy). Real GPU returns in ~2s, so it is only CI headroom. - The deadlock spec asserts the wasm main thread stays responsive within ~15s DURING a raytrace — a premise only true on a fast (real) GPU. Under slow software rendering a legitimately-slow raytrace is indistinguishable from a deadlock, so skip it on CI (test.skip on process.env.CI). The Worker-boot deadlock MECHANISM stays covered on CI by the standalone coroutine-pthread-ondemand / raytrace-threads wx harnesses; the spec still runs locally on a real GPU. - Gate the headed + llvmpipe launch flags on CI so chromium-ci-3d behaves like a normal bundled-Chromium project locally. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 33 additions and 15 deletions
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@ -35,6 +35,14 @@ import { countGlCanvases, loadBoard, logThreeDDiag, openThreeDViewer } from './u
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* (preserveDrawingBuffer=true), since a CDP screenshot of a WebGL canvas is blank on swiftshader.
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*/
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test.describe('3D viewer camera-move deadlock', () => {
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// CI-skip: this test asserts the wasm main thread stays responsive within ~15s DURING a
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// raytrace. That premise only holds on a real GPU (fast render); on CI's software WebGL
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// (Mesa llvmpipe, GPU-less VM) a legitimately-slow raytrace is indistinguishable from a
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// deadlock, so the test can't run meaningfully there. The pthread-Worker-boot deadlock
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// MECHANISM it guards is already covered on CI by the standalone wx harnesses
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// (coroutine-pthread-ondemand, raytrace-threads). Runs locally on a real GPU.
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test.skip(!!process.env.CI, 'raytracer liveness assertions require a real GPU; deadlock '
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+ 'mechanism is covered on CI by the standalone coroutine-pthread-ondemand/raytrace-threads harnesses');
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// One 187 MB wasm runtime is already heavy; keep this serial and generous.
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test.describe.configure({ mode: 'serial' });
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test.setTimeout(240000);
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@ -151,14 +151,16 @@ async function openThreeDViewer(page: Page, glBefore: number): Promise<number> {
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await page.keyboard.press('Alt+3');
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}
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// 180s (not 60s): the first board raytrace on CI's Mesa llvmpipe software WebGL takes ~60s
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// (real GPU ~2s). See threed-viewer.ts openThreeDViewer for the rationale.
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await page.waitForFunction(() => {
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return !!document.querySelector('#window-container [id^="window-"]')
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|| document.querySelectorAll('canvas[id^="glcanvas-"]').length > 0;
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}, null, { timeout: 60000 });
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}, null, { timeout: 180000 });
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await page.waitForFunction((before: number) =>
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document.querySelectorAll('canvas[id^="glcanvas-"]').length > before,
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glBefore, { timeout: 60000 });
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glBefore, { timeout: 180000 });
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const glAfter = await countGlCanvases(page);
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console.log(`[TEST] glcanvas count after opening 3D viewer: ${glAfter}`);
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@ -111,15 +111,18 @@ export async function openThreeDViewer(page: Page, glBefore: number): Promise<nu
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await page.keyboard.press('Alt+3');
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}
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// 180s (not 60s): opening the viewer kicks the FIRST full board raytrace, which on CI's
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// software WebGL (Mesa llvmpipe, GPU-less VM) takes ~60s — right at the old limit. Real GPU
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// returns in ~2s, so the larger cap is only a CI headroom.
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await page.waitForFunction(() => {
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// A new top-level window div beyond the main pcbnew frame.
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return !!document.querySelector('#window-container [id^="window-"]')
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|| document.querySelectorAll('canvas[id^="glcanvas-"]').length > 0;
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}, null, { timeout: 60000 });
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}, null, { timeout: 180000 });
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await page.waitForFunction((before: number) =>
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document.querySelectorAll('canvas[id^="glcanvas-"]').length > before,
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glBefore, { timeout: 60000 });
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glBefore, { timeout: 180000 });
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const glAfter = await countGlCanvases(page);
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console.log(`[TEST] glcanvas count after opening 3D viewer: ${glAfter}`);
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