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Harden C++ toolchain pin and WebGPU device/surface policy - #457

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claude/emsdk-webgpu-hardening-65sudj
Jul 26, 2026
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Harden C++ toolchain pin and WebGPU device/surface policy#457
ford442 merged 1 commit into
mainfrom
claude/emsdk-webgpu-hardening-65sudj

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@ford442

@ford442 ford442 commented Jul 26, 2026

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Summary

Toolchain/device-policy hardening ahead of further C++ and WebGPU work, per the 2026-07-22 audit:

  • emsdk pin drift fixed: .emsdk-version bumped from 4.0.105.0.7 — the line the committed build/cpp/build-info.json showed emcc actually linking emdawnwebgpu with. That stale, machine-specific artifact (plus compile_commands.json and .o intermediates) is now untracked and gitignored — committing non-portable build metadata is what caused the "pin says X, local build says Y" confusion in the first place. Bumping the pin also busts the CI emsdk cache key automatically (no manual step needed).
  • auto WebGPU backend order flipped: tries --use-port=emdawnwebgpu first, falls back to legacy -s USE_WEBGPU=1 only if that fails (that flag is gone upstream around the emsdk 5.0 line), so a normal build no longer burns a doomed link attempt.
  • requestGpuAdapterAndDevice hardened (src/webgpu/gpuContext.ts):
    • Added requiredLimits, derived from the renderer's actual compute usage (4 storage buffers/stage for line-clear compute, workgroup_size(64)) and clamped to what the adapter reports — an adapter that can't meet them now fails loudly at requestDevice() instead of deep inside a compute dispatch.
    • Centralized GPUCanvasContext.configure() into one buildCanvasConfiguration() used by both initial acquisition and resize, so they can't drift apart.
    • Wired GameSettings.gpuPower (the settings-UI value) into the adapter request — previously it was persisted but never actually consulted; ?gpu= and the in-game GPU power selector now resolve through the same policy.
  • Release wasm size budget: scripts/build-cpp.mjs now fails a release build if tetris_renderer.wasm exceeds 256 KB (override via TETRIS_CPP_WASM_BUDGET_BYTES), and CI's artifact-verification step asserts wasmBytes/jsBytes are present in build-info.json.
  • ESLint MODULE_TYPELESS_PACKAGE_JSON warning quieted: added "type": "module" to package.json; the one CommonJS script (scripts/screenshot.js) renamed to .cjs to match (it already required a sibling .cjs helper).

Docs updated: cpp/README.md (pin, backend order, size budget, a new "device request policy" table) and docs/NATIVE_RENDERER_RESEARCH.md (drift note resolved).

Test plan

  • npm run typecheck — passes
  • npx eslint . — passes, no MODULE_TYPELESS_PACKAGE_JSON warning
  • npm test — 202/202 passing (added tests for resolveRequiredLimits, GameSettings.gpuPower wiring, auto backend order, and the size-budget constants)
  • npm run build — production bundle builds successfully
  • npm run cpp:release — no emcc in this sandbox; confirmed it still skips cleanly (exit 0) and logs the new 5.0.7 pin
  • Full npm run cpp:release with a real emsdk 5.0.7 install (needs CI or a machine with emsdk — not available in this sandbox)

🤖 Generated with Claude Code

https://claude.ai/code/session_01NsXNcchXYG3RQU5hpoT5Ar


Generated by Claude Code

Summary by CodeRabbit

  • New Features

    • Improved WebGPU device setup with better compatibility across supported hardware and additional diagnostics.
    • Added automated screenshots for multiple visual themes.
  • Bug Fixes

    • WebGPU builds now prefer the modern backend and fall back more reliably when needed.
    • Release builds enforce a WebAssembly size budget to prevent oversized artifacts.
  • Documentation

    • Updated renderer build, troubleshooting, GPU setup, and screenshot guidance.
  • Tests

    • Expanded coverage for WebGPU limits, power preferences, backend selection, and release size checks.

- Bump .emsdk-version to 5.0.7 (the line build-info.json shows actually
  linking emdawnwebgpu) and stop tracking build/cpp's machine-specific
  build-info.json/compile_commands.json/.o files — committing those is
  what caused the pin-vs-reality drift in the first place.
- Reorder TETRIS_CPP_WEBGPU=auto to try --use-port=emdawnwebgpu before the
  legacy -s USE_WEBGPU=1 flag (removed upstream around emsdk 5.0), so a
  normal build no longer wastes a failed link attempt.
- Add a release wasm size budget (256 KB, TETRIS_CPP_WASM_BUDGET_BYTES to
  override) enforced by build-cpp.mjs, and have CI assert wasmBytes/jsBytes
  are present in build-info.json.
- gpuContext.ts: add requiredLimits (resolveRequiredLimits, clamped to the
  adapter) matching the renderer's actual compute usage, centralize
  GPUCanvasContext.configure() into buildCanvasConfiguration(), and wire
  GameSettings.gpuPower into requestGpuAdapterAndDevice() so the settings UI
  and ?gpu= resolve through one policy instead of two disconnected paths.
- Add "type": "module" to package.json to quiet ESLint's
  MODULE_TYPELESS_PACKAGE_JSON warning; rename the one CommonJS script
  (scripts/screenshot.js) to .cjs to match.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NsXNcchXYG3RQU5hpoT5Ar
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coderabbitai Bot commented Jul 26, 2026

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Review Change Stack

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: defaults

Review profile: CHILL

Plan: Pro Plus

Run ID: d1f90300-b871-4a11-bc1e-bcdffcd48a69

📥 Commits

Reviewing files that changed from the base of the PR and between 9bda345 and d8427ab.

⛔ Files ignored due to path filters (3)
  • build/cpp/gpu_renderer.o is excluded by !**/*.o
  • build/cpp/playfield_draw.o is excluded by !**/*.o
  • build/cpp/renderer.o is excluded by !**/*.o
📒 Files selected for processing (13)
  • .emsdk-version
  • .github/workflows/cpp-renderer.yml
  • .gitignore
  • build/cpp/build-info.json
  • build/cpp/compile_commands.json
  • cpp/README.md
  • docs/NATIVE_RENDERER_RESEARCH.md
  • package.json
  • scripts/build-cpp.mjs
  • scripts/screenshot.cjs
  • src/webgpu/gpuContext.ts
  • tests/build-cpp.test.ts
  • tests/gpu-context.test.ts
💤 Files with no reviewable changes (2)
  • build/cpp/compile_commands.json
  • build/cpp/build-info.json

📝 Walkthrough

Walkthrough

The PR pins Emscripten 5.0.7, changes WebGPU backend selection, adds release artifact and WASM-size validation, centralizes GPU device policies, updates documentation, and introduces Playwright screenshot automation.

Changes

WebGPU build and runtime updates

Layer / File(s) Summary
Emscripten build selection and release validation
.emsdk-version, scripts/build-cpp.mjs, .github/workflows/cpp-renderer.yml, .gitignore, tests/build-cpp.test.ts, cpp/README.md, docs/NATIVE_RENDERER_RESEARCH.md
The build pins Emscripten 5.0.7, tries emdawnwebgpu before the legacy backend, enforces a configurable release WASM budget, and validates build metadata in CI.
GPU device request and context policy
src/webgpu/gpuContext.ts, tests/gpu-context.test.ts, cpp/README.md
GPU power settings, adapter-compatible required limits, fallback device requests, enabled-limit reporting, and shared canvas configuration are implemented and tested.
Renderer screenshot automation
scripts/screenshot.cjs, package.json, cpp/README.md
A Playwright script captures themed and full-page renderer screenshots, with package module configuration and updated usage documentation.

Estimated code review effort: 3 (Moderate) | ~30 minutes

Possibly related issues

Possibly related PRs

  • ford442/Tetris_WebGPU#420 — Introduced the GPU context lifecycle structure that this PR extends with device limits, power resolution, and shared canvas configuration.
🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 77.78% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title accurately summarizes the main changes: a C++ toolchain pin update and WebGPU device/surface policy hardening.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
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  • Commit unit tests in branch claude/emsdk-webgpu-hardening-65sudj

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Actionable comments posted: 4

🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In `@cpp/README.md`:
- Line 312: Update the description adjacent to the RENDERER=webgpu-cpp
screenshot command in the README to identify the tooling as Playwright rather
than Puppeteer, matching the playwright import used by scripts/screenshot.cjs.

In `@scripts/screenshot.cjs`:
- Line 2: Add Playwright to the package manifest’s consumed dependencies, using
the existing package-manager conventions, and regenerate the lockfile so the
require in scripts/screenshot.cjs resolves after a fresh install.
- Around line 34-54: Make theme selection a hard failure in the loop around the
theme-switching click, rather than catching and logging click errors in
`page.click`. Remove the swallowing `.catch` behavior or rethrow after logging
so a failed `#${t.id}` selection stops the script before saving a screenshot;
preserve the existing capture logic for successfully selected themes.

In `@src/webgpu/gpuContext.ts`:
- Around line 74-108: Do not clamp renderer-required limits in
resolveRequiredLimits: validate that the adapter provides every value in
REQUIRED_GPU_LIMITS at or above the requirement, and reject insufficient
adapters before requestDevice(). In src/webgpu/gpuContext.ts lines 228-250,
ensure any retry removes only optional features/limits while retaining
requiredLimits. Update tests/gpu-context.test.ts lines 81-101 and 180-203 to
expect unsupported-adapter rejection rather than downgraded limits, and update
cpp/README.md lines 247-252 to document the rejection behavior.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: defaults

Review profile: CHILL

Plan: Pro Plus

Run ID: d1f90300-b871-4a11-bc1e-bcdffcd48a69

📥 Commits

Reviewing files that changed from the base of the PR and between 9bda345 and d8427ab.

⛔ Files ignored due to path filters (3)
  • build/cpp/gpu_renderer.o is excluded by !**/*.o
  • build/cpp/playfield_draw.o is excluded by !**/*.o
  • build/cpp/renderer.o is excluded by !**/*.o
📒 Files selected for processing (13)
  • .emsdk-version
  • .github/workflows/cpp-renderer.yml
  • .gitignore
  • build/cpp/build-info.json
  • build/cpp/compile_commands.json
  • cpp/README.md
  • docs/NATIVE_RENDERER_RESEARCH.md
  • package.json
  • scripts/build-cpp.mjs
  • scripts/screenshot.cjs
  • src/webgpu/gpuContext.ts
  • tests/build-cpp.test.ts
  • tests/gpu-context.test.ts
💤 Files with no reviewable changes (2)
  • build/cpp/compile_commands.json
  • build/cpp/build-info.json

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Caution

Inline review comments failed to post. This is likely due to GitHub's internal server error or limits when posting large numbers of comments. If you are seeing this consistently it is likely a permissions issue. Please check "Moderation" -> "Code review limits" under your organization settings.

Actionable comments posted: 4

🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In `@cpp/README.md`:
- Line 312: Update the description adjacent to the RENDERER=webgpu-cpp
screenshot command in the README to identify the tooling as Playwright rather
than Puppeteer, matching the playwright import used by scripts/screenshot.cjs.

In `@scripts/screenshot.cjs`:
- Line 2: Add Playwright to the package manifest’s consumed dependencies, using
the existing package-manager conventions, and regenerate the lockfile so the
require in scripts/screenshot.cjs resolves after a fresh install.
- Around line 34-54: Make theme selection a hard failure in the loop around the
theme-switching click, rather than catching and logging click errors in
`page.click`. Remove the swallowing `.catch` behavior or rethrow after logging
so a failed `#${t.id}` selection stops the script before saving a screenshot;
preserve the existing capture logic for successfully selected themes.

In `@src/webgpu/gpuContext.ts`:
- Around line 74-108: Do not clamp renderer-required limits in
resolveRequiredLimits: validate that the adapter provides every value in
REQUIRED_GPU_LIMITS at or above the requirement, and reject insufficient
adapters before requestDevice(). In src/webgpu/gpuContext.ts lines 228-250,
ensure any retry removes only optional features/limits while retaining
requiredLimits. Update tests/gpu-context.test.ts lines 81-101 and 180-203 to
expect unsupported-adapter rejection rather than downgraded limits, and update
cpp/README.md lines 247-252 to document the rejection behavior.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: defaults

Review profile: CHILL

Plan: Pro Plus

Run ID: d1f90300-b871-4a11-bc1e-bcdffcd48a69

📥 Commits

Reviewing files that changed from the base of the PR and between 9bda345 and d8427ab.

⛔ Files ignored due to path filters (3)
  • build/cpp/gpu_renderer.o is excluded by !**/*.o
  • build/cpp/playfield_draw.o is excluded by !**/*.o
  • build/cpp/renderer.o is excluded by !**/*.o
📒 Files selected for processing (13)
  • .emsdk-version
  • .github/workflows/cpp-renderer.yml
  • .gitignore
  • build/cpp/build-info.json
  • build/cpp/compile_commands.json
  • cpp/README.md
  • docs/NATIVE_RENDERER_RESEARCH.md
  • package.json
  • scripts/build-cpp.mjs
  • scripts/screenshot.cjs
  • src/webgpu/gpuContext.ts
  • tests/build-cpp.test.ts
  • tests/gpu-context.test.ts
💤 Files with no reviewable changes (2)
  • build/cpp/compile_commands.json
  • build/cpp/build-info.json
🛑 Comments failed to post (4)
cpp/README.md (1)

312-312: 📐 Maintainability & Code Quality | 🟡 Minor | ⚡ Quick win

Label this as Playwright, not Puppeteer.

scripts/screenshot.cjs imports playwright; update the adjacent command description to avoid sending users to the wrong tooling.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@cpp/README.md` at line 312, Update the description adjacent to the
RENDERER=webgpu-cpp screenshot command in the README to identify the tooling as
Playwright rather than Puppeteer, matching the playwright import used by
scripts/screenshot.cjs.
scripts/screenshot.cjs (2)

2-2: 🩺 Stability & Availability | 🟠 Major | ⚡ Quick win

🧩 Analysis chain

🏁 Script executed:

#!/usr/bin/env bash
set -euo pipefail

jq '{dependencies, devDependencies}' package.json
rg -n '"playwright"|"`@playwright/test`"' package.json package-lock.json npm-shrinkwrap.json 2>/dev/null || true

Repository: ford442/Tetris_WebGPU

Length of output: 582


Declare the Playwright dependency.

scripts/screenshot.cjs requires playwright, but package.json does not declare it under dependencies or devDependencies and no lockfile entry is present. A fresh install cannot run this script until Playwright is added to the package’s consumed dependencies.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@scripts/screenshot.cjs` at line 2, Add Playwright to the package manifest’s
consumed dependencies, using the existing package-manager conventions, and
regenerate the lockfile so the require in scripts/screenshot.cjs resolves after
a fresh install.

34-54: 🎯 Functional Correctness | 🟠 Major | ⚡ Quick win

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
set -euo pipefail

echo "Locate script and inspect relevant lines"
if [ -f scripts/screenshot.cjs ]; then
  wc -l scripts/screenshot.cjs
  cat -n scripts/screenshot.cjs | sed -n '1,140p'
else
  fd -a 'screenshot\.cjs$' .
fi

echo
echo "Search theme-related selectors/symbols"
rg -n "canvaswebgpu|theme|themes|Switching theme|waitForTimeout|screenshot" . \
  --glob '!node_modules/**' --glob '!dist/**' --glob '!build/**' \
  --glob '!screenshots/**' || true

Repository: ford442/Tetris_WebGPU

Length of output: 50377


🏁 Script executed:

#!/bin/bash
set -euo pipefail

echo "Locate theme selector definitions"
rg -n "neon-theme|pastel-theme|futuristic-theme|image-sampled-theme|`#neon-theme`|`#pastel-theme`|`#futuristic-theme`|id=.neon-theme|class=.neon-theme" . \
  --glob '!node_modules/**' --glob '!dist/**' --glob '!build/**' \
  --glob '!public/cpp/tetris_renderer.js' || true

echo
echo "Locate current screenshot capture code with failures in try/catch via JS read-only model"
node - <<'JS'
const script = `
(async () => {
  const themes = [
    { id: 'neon-id', name: 'neon' },
    { id: 'missing-id', name: 'missing' }
  ];
  const page = {
    click: async (selector) => {
      if (selector.includes('missing-id')) throw new Error('selector not found')
    }
  };
  const saved = [];
  for (const t of themes) {
    await page.click(\`#\${t.id}\`).catch((err) => {
      console.log(\`Warning: Could not switch to theme \${t.name}:\`, err.message);
    });
    saved.push(\`screenshots/\${t.name}.png\`);
  }
  console.log(JSON.stringify(saved));
})();
`;
eval(script.replace("console.log(", ""));
JS

Repository: ford442/Tetris_WebGPU

Length of output: 3014


🏁 Script executed:

#!/bin/bash
set -euo pipefail

echo "theme/class selectors across tracked files"
git ls-files | grep -v '/public/cpp/.*/tetris_renderer.js$' | xargs rg -n "id=[\"']neon-theme|id=[\"']pastel-theme|id=[\"']futuristic-theme|id=[\"']image-sampled-theme|className\s*=|body\.className|tetris_theme_class|theme.*selector|`#image-sampled-theme`|neon-theme|pastel-theme|futuristic-theme" || true

echo
echo "compare screenshot.cjs vs capture-screenshot.mjs theme IDs"
for f in scripts/screenshot.cjs scripts/capture-screenshot.mjs; do
  if [ -f "$f" ]; then
    echo "--- $f"
    cat -n "$f" | sed -n '1,80p'
  fi
done

echo
echo "static behavior probe"
node - <<'JS'
const state = { body: '', saved: [] };
const themes = [
  { id: 'missing-id', name: 'neon' }
];
for (const t of themes) {
  let clickErr = null;
  const selectors = [`#${t.id}`];
  const selector = selectors[0];
  if (!selector) clickErr = Error('selector not found');
  if (clickErr) {
    console.log(`Warning: Could not switch to theme ${t.name}:`, clickErr.message);
  }
  state.saved.push(`screenshots/${t.name}.png`);
}
console.log(JSON.stringify({ body: state.body, saved: state.saved }));
JS

Repository: ford442/Tetris_WebGPU

Length of output: 8846


Fail when theme selection cannot be applied.

page.click('#neon-theme'), page.click('#pastel-theme') and page.click('#future') are ignored via .catch(...), but the loop still saves screenshots/<theme>.png and exits successfully. Make theme selection a hard failure or switch by an existing control before capturing.

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@scripts/screenshot.cjs` around lines 34 - 54, Make theme selection a hard
failure in the loop around the theme-switching click, rather than catching and
logging click errors in `page.click`. Remove the swallowing `.catch` behavior or
rethrow after logging so a failed `#${t.id}` selection stops the script before
saving a screenshot; preserve the existing capture logic for successfully
selected themes.
src/webgpu/gpuContext.ts (1)

74-108: 🎯 Functional Correctness | 🟠 Major | ⚡ Quick win

🧩 Analysis chain

🌐 Web query:

According to the WebGPU specification, what happens when GPUAdapter.requestDevice() receives requiredLimits larger than adapter.limits, and can a device requested with lower limits validly run shaders that require higher limits?

💡 Result:

According to the WebGPU specification, if you call GPUAdapter.requestDevice with a requiredLimits object containing values that exceed the adapter's supported limits, the request will fail [1][2]. Specifically, the returned Promise will reject with an OperationError because the requested limits are not supported by that adapter [1][2]. Regarding the second part of your query, a device requested with lower limits cannot validly run shaders that require higher limits [3][4]. WebGPU enforces strict validation based on the specific limits determined at the time of the device's creation [3][5]. Once a GPUDevice is created, it operates only within the exact set of limits you requested (or the default limits if none were specified) [4]. Even if the underlying hardware (the adapter) supports higher values, the API will not allow you to exceed the specific limits defined for that device [3][4]. Therefore, if a shader requires resources that exceed the device's assigned limits, that shader will fail validation [3][5].

Citations:


🏁 Script executed:

#!/bin/bash
set -euo pipefail

echo "== locate files =="
git ls-files | rg '(^src/webgpu/gpuContext\.ts$|^tests/gpu-context\.test\.ts$|^cpp/README\.md$)' || true

echo "== outline gpuContext =="
ast-grep outline src/webgpu/gpuContext.ts --view compact || true

echo "== relevant gpuContext sections =="
sed -n '1,140p' src/webgpu/gpuContext.ts
echo "---"
sed -n '200,270p' src/webgpu/gpuContext.ts

echo "== relevant tests =="
sed -n '70,110p' tests/gpu-context.test.ts
echo "---"
sed -n '165,210p' tests/gpu-context.test.ts

echo "== README relevant =="
sed -n '238,260p' cpp/README.md

Repository: ford442/Tetris_WebGPU

Length of output: 13399


Do not downgrade renderer-required WebGPU limits.

Clamping required limits below REQUIRED_GPU_LIMITS can create a device with capabilities that don’t match the renderer’s compute/storage-buffer requirements, leading to validation failures later. Reject the adapter when required limits are unavailable, and keep the fallback for optional features only:

  • resolveRequiredLimits(): return REQUIRED_GPU_LIMITS unchanged or reject insufficient adapters before requestDevice().
  • Retry path: request without optional features/limits only; retain requiredLimits if they are a hard renderer requirement.
  • Tests/docs: update clamping expectations to assert unsupported-adapter rejection.
📍 Affects 3 files
  • src/webgpu/gpuContext.ts#L74-L108 (this comment)
  • src/webgpu/gpuContext.ts#L228-L250
  • tests/gpu-context.test.ts#L81-L101
  • tests/gpu-context.test.ts#L180-L203
  • cpp/README.md#L247-L252
🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@src/webgpu/gpuContext.ts` around lines 74 - 108, Do not clamp
renderer-required limits in resolveRequiredLimits: validate that the adapter
provides every value in REQUIRED_GPU_LIMITS at or above the requirement, and
reject insufficient adapters before requestDevice(). In src/webgpu/gpuContext.ts
lines 228-250, ensure any retry removes only optional features/limits while
retaining requiredLimits. Update tests/gpu-context.test.ts lines 81-101 and
180-203 to expect unsupported-adapter rejection rather than downgraded limits,
and update cpp/README.md lines 247-252 to document the rejection behavior.

@ford442
ford442 merged commit afee31d into main Jul 26, 2026
5 checks passed
@ford442
ford442 deleted the claude/emsdk-webgpu-hardening-65sudj branch July 26, 2026 12:09
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