Run CI on a WSL2 runner with the RTX 4070 (#283)
stein2 should stop carrying the full e2e run. The new runner lives in the WSL2 distro game-maker-ci on melektaus-atx and uses the same image and fonts. Its GPU sits behind /dev/dxg and Mesa's d3d12 driver, which headless chromium cannot reach, so the harness gets a second way to start the browser. - GAME_MAKER_BROWSER=wsl starts an invisible Xvfb and an X11 chromium on ANGLE/GL. Without the variable, stein2 keeps the headless Vulkan launch exactly as before. - The harness logs the renderer and stops on software rendering. Under WSL a missing d3d12 driver falls back to llvmpipe, which still offers WebGL 2 and would pass unnoticed. - The CI image gains xvfb. The font set is unchanged: fc-list gives the same 149 fonts with the same hash. - ci.yml runs both jobs on the new label game-maker-wsl. The stein2 runner keeps game-maker-ci, so moving back is one line per job. Findings: - Wayland on weston reached the GPU too, but drew at about 40 fps and let the editor clock stall in long runs (GM_STEPS=1-17: 2 failed). - Vulkan through a self-built dzn caps ANGLE at ES 2.0 because VK_EXT_provoking_vertex is missing, so chromium drops the GPU. - The flaky check in e2e 41 (#282) fails more often under WSL: two of three solo runs were red. Tests: - ./check.sh: 195 files, 2823 tests passed - WSL container, GM_STEPS=1-17: ALL PASSED, 553 checks - WSL container, full run: 1589 of 1590, the one FAIL is #282 - WSL container, smokes: 24 / 19 / 21 checks - stein2 headless, e2e 39+40: ALL PASSED, 100 checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,16 +1,9 @@
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import { spawn } from 'node:child_process';
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const FLAGS = [
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'--headless',
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const COMMON = [
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'--hide-scrollbars',
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/**
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* Measured (idle editor, 20 s): software WebGL 373% of a core at 8 fps, HD 630 via ANGLE/Vulkan 69% at
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* 56 fps; no software fallback on purpose. `--use-angle=gl` and `--use-gl=egl` get no WebGL context at all.
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*/
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'--use-angle=vulkan',
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'--ignore-gpu-blocklist',
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'--enable-gpu',
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'--enable-features=Vulkan',
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// None of this serves a headless check, and its stderr was full of GCM sign-in retries.
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'--disable-background-networking',
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'--disable-sync',
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@@ -23,19 +16,102 @@ const FLAGS = [
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'--autoplay-policy=no-user-gesture-required',
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];
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const HEADLESS = [
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'--headless',
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/**
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* Measured (idle editor, 20 s): software WebGL 373% of a core at 8 fps, HD 630 via ANGLE/Vulkan 69% at
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* 56 fps; no software fallback on purpose. `--use-angle=gl` and `--use-gl=egl` get no WebGL context at all.
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*/
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'--use-angle=vulkan',
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'--enable-features=Vulkan',
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];
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/**
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* GAME_MAKER_BROWSER=wsl, for a runner inside WSL2 (#283). There the GPU is /dev/dxg behind Mesa's
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* d3d12 driver: no DRM render node, no Vulkan. Headless chromium finds no surface and gets no WebGL,
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* an X11 chromium on ANGLE/GL does. So this mode brings its own invisible X server.
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*
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* Measured on an RTX 4070: WebGL 2.0 on "D3D12 (NVIDIA …), OpenGL 4.2", 60 frames a second while
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* drawing. A Wayland chromium on weston reached the GPU too, but drew at ~40 and let the editor's
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* clock stall for good in a long run – its frames hang on the compositor's callbacks.
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* A real window can be backgrounded, headless never is, hence the three flags that keep it drawing.
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*/
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const WSL = [
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'--ozone-platform=x11',
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'--use-angle=gl',
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'--disable-renderer-backgrounding',
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'--disable-backgrounding-occluded-windows',
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'--disable-background-timer-throttling',
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];
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/** Starts chromium with the CDP port open; `proc.stderr` carries its last words. */
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export function launchBrowser({ port, width, height }) {
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export async function launchBrowser({ port, width, height }) {
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const wsl = process.env.GAME_MAKER_BROWSER === 'wsl';
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const display = wsl ? await startXvfb({ width, height }) : null;
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const proc = spawn(
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'chromium',
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// --no-sandbox: this container runs as root, where chromium refuses to start otherwise.
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[
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...FLAGS,
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...COMMON,
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...(wsl ? WSL : HEADLESS),
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'--no-sandbox',
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`--remote-debugging-port=${port}`,
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`--window-size=${width},${height}`,
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'about:blank',
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],
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{ stdio: ['ignore', 'ignore', 'pipe'] },
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{ stdio: ['ignore', 'ignore', 'pipe'], env: display ? display.env : process.env },
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);
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return { proc, stop: () => proc.kill('SIGTERM'), where: 'local chromium' };
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if (display) proc.once('exit', display.stop);
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return {
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proc,
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stop: () => proc.kill('SIGTERM'),
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where: wsl ? `local chromium on Xvfb ${display.env.DISPLAY} (WSL, d3d12)` : 'local chromium',
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};
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}
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/**
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* An X server that shows nothing. It only has to hold the window: the drawing happens in Mesa's
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* d3d12 driver, which hands finished frames over by copy. `-displayfd` lets it pick a free display
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* and report it, so two runs never share one.
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*/
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async function startXvfb({ width, height }) {
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const xvfb = spawn(
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'Xvfb',
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['-displayfd', '3', '-screen', '0', `${width}x${height}x24`, '-nolisten', 'tcp'],
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{
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stdio: ['ignore', 'ignore', 'pipe', 'pipe'],
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},
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);
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const log = [];
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xvfb.stderr.on('data', (b) => log.push(String(b)));
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const stop = () => xvfb.kill('SIGTERM');
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const number = await new Promise((resolve) => {
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let got = '';
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const timer = setTimeout(() => resolve(null), 10_000);
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xvfb.stdio[3].on('data', (b) => {
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got += String(b);
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if (got.includes('\n')) {
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clearTimeout(timer);
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resolve(got.trim());
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}
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});
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xvfb.once('exit', () => {
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clearTimeout(timer);
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resolve(null);
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});
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});
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if (!number) {
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stop();
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throw new Error(`Xvfb never reported a display:\n${log.join('').trim().slice(-2000)}`);
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}
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const env = {
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...process.env,
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DISPLAY: `:${number}`,
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// Without both, Mesa picks llvmpipe: the d3d12 driver is not its default, and it needs the
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// Windows side's libd3d12/libdxcore, which WSL mounts there.
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GALLIUM_DRIVER: 'd3d12',
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LD_LIBRARY_PATH: ['/usr/lib/wsl/lib', process.env.LD_LIBRARY_PATH].filter(Boolean).join(':'),
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};
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delete env.WAYLAND_DISPLAY;
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return { env, stop };
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}
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