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fix(highway_3d): recover from WebGL context loss instead of crashing on alt-tab (#790)
Switching the active window / alt-tabbing away (most often on Windows) can trigger a GPU context reset. The 3D highway's WebGL renderer had no webglcontextlost handler, so a lost context was left to escalate into a render-process crash -- matching the intermittent "randomly crashes when I change windows" desktop reports. The renderer now binds webglcontextlost/webglcontextrestored on its own WebGL canvas (ren.domElement): the loss is preventDefault()'d so the browser keeps the context restorable, draw() bails while the context is down so no GL work runs on a dead context, and on restore the viewport is re-applied and rendering resumes (Three re-uploads scene resources on the next frame). Listeners are removed in teardown. Root cause is a strong hypothesis -- the crash is intermittent and unreproducible -- but the fix is low-risk and additive and closes a real gap: there was no context-loss handling anywhere in the renderer. plugins/highway_3d 3.31.2 -> 3.31.3. Tests: tests/js/highway_3d_context_loss.test.js (source-contract, like the other highway_* tests). The sibling keys_highway_3d / drum_highway_3d renderers share the same gap -- follow-up in their repos. Claude-Session: https://claude.ai/code/session_01UR2Cr7GEu3yMY7SrfxH6c1 Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
de002cdc24
commit
b914612f9d
@@ -3747,6 +3747,15 @@
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// ── Per-instance Three.js state ───────────────────────────────────
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let scene = null, cam = null, ren = null;
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let wrap = null;
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// WebGL context-loss recovery. Switching the active window / alt-tabbing
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// (especially on Windows) can trigger a GPU context reset; with no
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// handler the lost context escalates into a render-process crash. The
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// listeners (bound in initScene on ren.domElement, removed in teardown)
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// preventDefault the loss so the browser keeps the context restorable,
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// _ctxLost gates draw() off the dead context, and on restore we reset the
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// viewport + resume (Three re-uploads scene resources on the next render).
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let _ctxLost = false;
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let _onCtxLost = null, _onCtxRestored = null;
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let bcCtrl = null; // Butterchurn audio-reactive background (the 'butterchurn' bg-style)
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let _chartEnv = 0, _chartPrevT = -1, _bcBeatIdx = 0, _bcNoteIdx = 0, _bcChordIdx = 0, _bcTintTarget = null;
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let _tintR = 20, _tintG = 24, _tintB = 40; // smoothed instrument-color tint for the bg
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@@ -6526,6 +6535,26 @@
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ren.setClearColor(0x101820, _bcActive() ? 0 : 1);
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wrap.appendChild(ren.domElement);
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// WebGL context-loss recovery (see the _ctxLost declaration). Bound
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// on Three's own canvas — the context that actually resets on a GPU
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// reset / alt-tab. preventDefault() keeps the context restorable
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// instead of letting the loss escalate to a render-process crash;
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// _ctxLost then makes draw() bail so no GL work runs on the dead
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// context; on restore we reset the viewport and resume (Three
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// re-uploads geometry/materials/textures lazily on the next render).
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_onCtxLost = (e) => {
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if (e && typeof e.preventDefault === 'function') e.preventDefault();
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_ctxLost = true;
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console.warn('[3D-Hwy] WebGL context lost — pausing render until it is restored.');
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};
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_onCtxRestored = () => {
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_ctxLost = false;
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console.warn('[3D-Hwy] WebGL context restored — resuming render.');
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try { const s = canvasSize(highwayCanvas); if (s.w > 0 && s.h > 0) applySize(s.w, s.h); } catch (err) {}
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};
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ren.domElement.addEventListener('webglcontextlost', _onCtxLost, false);
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ren.domElement.addEventListener('webglcontextrestored', _onCtxRestored, false);
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lyricsCanvas = document.createElement('canvas');
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lyricsCanvas.style.cssText = 'position:absolute;top:0;left:0;pointer-events:none;z-index:1;';
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lyricsCtx = lyricsCanvas.getContext('2d');
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@@ -14829,6 +14858,15 @@
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// mid-teardown settings change doesn't try to rebuild a torn-
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// down scene; then dispose the active style's resources.
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if (_bgListener) { _bgUnsubscribe(_bgListener); _bgListener = null; }
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// WebGL context-loss listeners (bound in initScene on ren.domElement).
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// Remove before ren is disposed below so a torn-down instance can't
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// keep firing them; reset the flag so a reused instance starts clean.
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if (ren && ren.domElement) {
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if (_onCtxLost) { try { ren.domElement.removeEventListener('webglcontextlost', _onCtxLost, false); } catch (e) {} }
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if (_onCtxRestored) { try { ren.domElement.removeEventListener('webglcontextrestored', _onCtxRestored, false); } catch (e) {} }
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}
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_onCtxLost = _onCtxRestored = null;
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_ctxLost = false;
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// Notedetect listeners (issue #9). Remove on destroy so a
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// panel that stops doesn't keep accumulating marks. Marks
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// arrays are cleared too — they hold stale chart positions
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@@ -15154,6 +15192,7 @@
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draw(bundle) {
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if (!_isReady) return;
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if (_ctxLost) return; // GPU context lost (alt-tab / reset) — skip until restored
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if (!_chartPrewarmed) {
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_chartPrewarmed = true;
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_prewarmChart(bundle);
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