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The ?nogrid experiment disproved the Grid theory: rtt/tsl-halftone stall
grid-less and sprites (never had a grid) stalls too, while shadow-contact
(custom nodes + useUniforms) passes. Four stalls -> neutral ciSkip; full
pass/fail matrix + falsified/open hypotheses recorded in HANDOFF.
ReadinessSignal now publishes __frameCount/__loadersActive and the smoke
timeout message reports them - the next red run classifies the stall type
(dead loop / recompile crawl / loaders never settle) instead of guessing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"credits": "Michelle model from the three.js examples",
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"ciNoGrid": "SwiftShader stall when Grid + custom node graph coexist (see HANDOFF); grid suppressed via ?nogrid in CI so the example itself still smoke-tests"
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"ciSkip": "SwiftShader readiness stall (passes on Metal/real GPUs) — cause under investigation, see HANDOFF stall matrix"
"credits": "uv_grid_opengl texture from the three.js examples",
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"ciNoGrid": "SwiftShader stall when Grid + custom node graph coexist (see HANDOFF); grid suppressed via ?nogrid in CI so the example itself still smoke-tests"
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+
"ciSkip": "SwiftShader readiness stall (passes on Metal/real GPUs) — cause under investigation, see HANDOFF stall matrix"
"credits": "Michelle model from the three.js examples",
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-
"ciNoGrid": "SwiftShader stall when Grid + custom node graph coexist (see HANDOFF); grid suppressed via ?nogrid in CI so the example itself still smoke-tests"
56
+
"ciSkip": "SwiftShader readiness stall (passes on Metal/real GPUs) — cause under investigation, see HANDOFF stall matrix"
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