Good news — we were able to narrow this down significantly. The crash goes away entirely when we set fInternalMultisampleCount = 1 on the Graphite context options. With the default (4x MSAA), it crashes under load every time.
So the non-finite value isn't coming from our clear colors or any color space conversion on our side — it's coming from Skia's MSAA resolve emulation path internally. Since we're on Emscripten/WASM, Dawn doesn't have native MSAA resolve support, so Graphite takes the emulateLoadStoreResolveTexture path in DawnCommandBuffer. That path constructs a new render pass descriptor for the resolve blit, and somewhere in that process the fClearColor on the RenderPassDesc ends up with non-finite values that get passed straight through to wgpuCommandEncoderBeginRenderPass.
This is 100% a regression from m134 to m139 — the exact same application code worked fine before. Our commit is 87d8e1a22e2b6d8ed039a53091abfd81691e6eb6.
For now we can work around it by disabling MSAA locally but this isn't going to be able to be deployed so obviously that's not ideal long-term. Is there any chance someone on your side could take a look at the resolve emulation path? That would save us from having to bisect ~5 milestones of Skia commits, which is... not fun. Happy to provide any additional info that would help reproduce this.