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When the GPU process can't launch or keeps crashing, Chromium's default is to
give up and FATAL-abort the whole browser process — the user sees the app vanish
("GPU process isn't usable. Goodbye."). We hit this repeatedly: a machine with a
flaky GPU stack took the app down mid-song, and it is the likely reason behind
the "gig always defaults to the classic 2D highway" reports — those machines are
one GPU hiccup away from a crash, not just a fallback.
--disable-gpu-process-crash-limit tells Chromium to keep the browser alive and
fall back to software rendering instead of aborting. Software rasterization
stays enabled (we never pass --disable-software-rasterizer), so there is a path
to land on. The 3D highway then degrades to 2D / runs slow under SwiftShader —
far better than the whole app dying. Cross-platform, set before whenReady.
Validated against a build that reliably FATAL-crashed within seconds on GPU
process launch failure: with the switch it stayed alive 40s+ and never hit the
fatal path — Chromium fell back instead of aborting.
Also adds child-process-gone / render-process-gone log handlers: now that the
app SURVIVES a dead GPU, that log is the only remaining signal it happened,
which is exactly what a "highway is 2D / app was crashing" report needs to be
diagnosable. Log-only.
typecheck + lint clean.
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| .devcontainer | ||
| .github/workflows | ||
| .packages | ||
| .specify | ||
| cmake | ||
| docs | ||
| JUCE@9971c75b2c | ||
| resources | ||
| scripts | ||
| src | ||
| tests | ||
| .build-config.json | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| CONTRIBUTORS.md | ||
| LICENSE | ||
| package.json | ||
| THIRD_PARTY_LICENSES.md | ||
| tsconfig.json | ||
| WINDOWS_BUILD_REQUIREMENTS.md | ||