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Laurent Miagkoff

Forum Replies Created

Viewing 14 posts - 1 through 14 (of 14 total)
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    Posts
  • in reply to: Error Loading product #60949

    sorry I misinterpreted your precedent message. thanks for the idea I will try.

    in reply to: Error Loading product #60945

    Sorry I have no time to joke.. If I don’t find a solution I will loose a big client for me…
    The products of my client are confidential hope you could understand that.

    in reply to: Error Loading product #60942

    Hello kdv,
    Sorry can’t give the link in a public forum…
    And i’m 100% sure that the link will work with no error for you… it’s the case for me and a lot of people. But unfortunatly not for my client.

    in reply to: Error Loading product #60931

    Graphics Feature Status

    Canvas: Hardware accelerated
    Canvas out-of-process rasterization: Enabled
    Direct Rendering Display Compositor: Disabled
    Compositing: Hardware accelerated
    Multiple Raster Threads: Enabled
    OpenGL: Enabled
    Rasterization: Hardware accelerated
    Raw Draw: Disabled
    Video Decode: Hardware accelerated
    Video Encode: Hardware accelerated
    Vulkan: Disabled
    WebGL: Hardware accelerated
    WebGL2: Hardware accelerated
    WebGPU: Hardware accelerated
    Driver Bug Workarounds

    clear_uniforms_before_first_program_use
    decode_encode_srgb_for_generatemipmap
    disable_accelerated_av1_encode
    disable_delayed_copy_nv12
    disable_vp_super_resolution
    enable_webgl_timer_query_extensions
    exit_on_context_lost
    disabled_extension_GL_KHR_blend_equation_advanced
    disabled_extension_GL_KHR_blend_equation_advanced_coherent
    Problems Detected

    Some drivers are unable to reset the D3D device in the GPU process sandbox
    Applied Workarounds: exit_on_context_lost
    Clear uniforms before first program use on all platforms: 124764, 349137
    Applied Workarounds: clear_uniforms_before_first_program_use
    Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
    Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
    Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
    Applied Workarounds: decode_encode_srgb_for_generatemipmap
    Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
    Applied Workarounds: disable_delayed_copy_nv12
    Expose WebGL’s disjoint_timer_query extensions on platforms with site isolation: 808744, 870491
    Applied Workarounds: enable_webgl_timer_query_extensions
    Only enable video processor super resolution on Intel Gen10+ GPUs and NVIDIA GPUs with 530+ drivers: 1318380
    Applied Workarounds: disable_vp_super_resolution
    Disable hardware MFT Av1 encoder on machines with multiple GPUs: 1367038
    Applied Workarounds: disable_accelerated_av1_encode
    ANGLE Features

    allowCompressedFormats (Frontend workarounds): Enabled: true
    Allow compressed formats
    cacheCompiledShader (Frontend features) anglebug:7036: Disabled
    Enable to cache compiled shaders
    disableAnisotropicFiltering (Frontend workarounds): Disabled
    Disable support for anisotropic filtering
    disableDrawBuffersIndexed (Frontend features) anglebug:7724: Disabled
    Disable support for OES_draw_buffers_indexed and EXT_draw_buffers_indexed
    disableProgramBinary (Frontend features) anglebug:5007: Disabled
    Disable support for GL_OES_get_program_binary
    disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled
    On some GPUs, program binaries don’t contain transform feedback varyings
    emulatePixelLocalStorage (Frontend features) anglebug:7279: Disabled: false
    Emulate ANGLE_shader_pixel_local_storage using shader images
    enableCaptureLimits (Frontend features) anglebug:5750: Disabled
    Set the context limits like frame capturing was enabled
    enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled
    Even if FrameCapture is enabled, enable GL_OES_get_program_binary
    forceDepthAttachmentInitOnClear (Frontend workarounds) anglebug:7246: Disabled: isAMD
    Force depth attachment initialization on clear ops
    forceGlErrorChecking (Frontend features) https://issuetracker.google.com/220069903: Disabled
    Force GL error checking (i.e. prevent applications from disabling error checking
    forceInitShaderVariables (Frontend features): Disabled
    Force-enable shader variable initialization
    forceRobustResourceInit (Frontend features) anglebug:6041: Disabled
    Force-enable robust resource init
    loseContextOnOutOfMemory (Frontend workarounds): Enabled: true
    Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
    scalarizeVecAndMatConstructorArgs (Frontend workarounds) 1165751: Disabled: false
    Always rewrite vec/mat constructors to be consistent
    singleThreadedTextureDecompression (Frontend workarounds): Disabled
    Disables multi-threaded decompression of compressed texture formats
    addMockTextureNoRenderTarget (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815)
    On some drivers when rendering with no render target, two bugs lead to incorrect behavior
    allowClearForRobustResourceInit (D3D workarounds) 941620: Enabled: true
    Some drivers corrupt texture data when clearing for robust resource initialization.
    allowES3OnFL100 (D3D workarounds): Disabled: false
    Allow ES3 on 10.0 devices
    allowTranslateUniformBlockToStructuredBuffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater()
    There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
    callClearTwice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771)
    Using clear() may not take effect
    depthStencilBlitExtraCopy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid
    Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
    disableB5G6R5Support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD
    Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
    disableRasterizerOrderViews (D3D workarounds) anglebug:7279: Disabled
    Disable ROVs for testing
    emulateIsnanFloat (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542)
    Using isnan() on highp float will get wrong answer
    emulateTinyStencilTextures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
    1×1 and 2×2 mips of depth/stencil textures aren’t sampled correctly
    expandIntegerPowExpressions (D3D workarounds): Enabled: true
    The HLSL optimizer has a bug with optimizing ‘pow’ in certain integer-valued expressions
    flushAfterEndingTransformFeedback (D3D workarounds): Enabled: isNvidia
    Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
    forceAtomicValueResolution (D3D workarounds) anglebug:3246: Enabled: isNvidia
    On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
    getDimensionsIgnoresBaseLevel (D3D workarounds): Enabled: isNvidia
    Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
    mrtPerfWorkaround (D3D workarounds): Enabled: true
    Some drivers have a bug where they ignore null render targets
    preAddTexelFetchOffsets (D3D workarounds): Disabled: isIntel
    HLSL’s function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
    rewriteUnaryMinusOperator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624)
    Evaluating unary minus operator on integer may get wrong answer in vertex shaders
    selectViewInGeometryShader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader
    The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
    setDataFasterThanImageUpload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell)
    Set data faster than image upload
    skipVSConstantRegisterZero (D3D workarounds): Enabled: isNvidia
    In specific cases the driver doesn’t handle constant register zero correctly
    useInstancedPointSpriteEmulation (D3D workarounds): Disabled: isFeatureLevel9_3
    Some D3D11 renderers do not support geometry shaders for pointsprite emulation
    useSystemMemoryForConstantBuffers (D3D workarounds) 593024: Disabled: isIntel
    Copying from staging storage to constant buffer storage does not work
    zeroMaxLodWorkaround (D3D workarounds): Disabled: isFeatureLevel9_3
    Missing an option to disable mipmaps on a mipmapped texture
    DAWN Info

    <Discrete GPU> D3D12 backend – NVIDIA Quadro P1000
    [Default Toggle Names]

    lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
    use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
    use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
    disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren’t considered secure yet.
    d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU’s spec but it doesn’t meet D3D12’s requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.
    apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is ‘clear’. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver.
    [WebGPU Forced Toggles – enabled]

    disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
    [Supported Features]

    texture-compression-bc
    pipeline-statistics-query
    timestamp-query
    timestamp-query-inside-passes
    depth-clip-control
    depth32float-stencil8
    indirect-first-instance
    rg11b10ufloat-renderable
    dawn-internal-usages
    multiplanar-formats
    dawn-native

    <Discrete GPU> D3D12 backend – NVIDIA Quadro P1000
    [Default Toggle Names]

    lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
    use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
    use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
    disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren’t considered secure yet.
    d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU’s spec but it doesn’t meet D3D12’s requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.
    apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is ‘clear’. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver.
    [WebGPU Forced Toggles – enabled]

    disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
    [Supported Features]

    texture-compression-bc
    pipeline-statistics-query
    timestamp-query
    timestamp-query-inside-passes
    depth-clip-control
    depth32float-stencil8
    indirect-first-instance
    rg11b10ufloat-renderable
    dawn-internal-usages
    multiplanar-formats
    dawn-native

    <CPU> D3D12 backend – Microsoft Basic Render Driver
    [Default Toggle Names]

    lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
    use_d3d12_resource_heap_tier2: https://crbug.com/dawn/27: Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation.
    use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
    use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
    disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren’t considered secure yet.
    d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU’s spec but it doesn’t meet D3D12’s requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.
    apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is ‘clear’. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver.
    [WebGPU Forced Toggles – enabled]

    disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
    [Supported Features]

    texture-compression-bc
    pipeline-statistics-query
    timestamp-query
    timestamp-query-inside-passes
    depth-clip-control
    depth32float-stencil8
    indirect-first-instance
    rg11b10ufloat-renderable
    dawn-internal-usages
    multiplanar-formats
    dawn-native

    <Discrete GPU> Vulkan backend – Quadro P1000
    [Default Toggle Names]

    lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
    use_temporary_buffer_in_texture_to_texture_copy: https://crbug.com/dawn/42: Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don’t have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.
    vulkan_use_d32s8: https://crbug.com/dawn/286: Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 format when possible.
    vulkan_use_s8: https://crbug.com/dawn/666: Vulkan has a pure stencil8 format but it is not universally available. When this toggle is on, the backend will use S8 for the stencil8 format, otherwise it will fallback to D32S8 or D24S8.
    disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren’t considered secure yet.
    use_vulkan_zero_initialize_workgroup_memory_extension: https://crbug.com/dawn/1302: Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported.
    [WebGPU Forced Toggles – enabled]

    disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
    [Supported Features]

    texture-compression-bc
    pipeline-statistics-query
    timestamp-query
    timestamp-query-inside-passes
    depth-clip-control
    depth32float-stencil8
    chromium-experimental-dp4a
    indirect-first-instance
    rg11b10ufloat-renderable
    dawn-internal-usages
    dawn-native

    <CPU> Vulkan backend – SwiftShader Device (Subzero)
    [Default Toggle Names]

    lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
    use_temporary_buffer_in_texture_to_texture_copy: https://crbug.com/dawn/42: Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don’t have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.
    vulkan_use_d32s8: https://crbug.com/dawn/286: Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 format when possible.
    vulkan_use_s8: https://crbug.com/dawn/666: Vulkan has a pure stencil8 format but it is not universally available. When this toggle is on, the backend will use S8 for the stencil8 format, otherwise it will fallback to D32S8 or D24S8.
    disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren’t considered secure yet.
    use_vulkan_zero_initialize_workgroup_memory_extension: https://crbug.com/dawn/1302: Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported.
    [WebGPU Forced Toggles – enabled]

    disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
    [Supported Features]

    texture-compression-bc
    texture-compression-etc2
    texture-compression-astc
    timestamp-query
    timestamp-query-inside-passes
    depth-clip-control
    depth32float-stencil8
    indirect-first-instance
    rg11b10ufloat-renderable
    dawn-internal-usages
    dawn-native
    Version Information

    Data exported

    2023-03-08T15:19:49.941Z

    Chrome version

    Chrome/110.0.5481.178

    Operating system

    Windows NT 10.0.19044

    Software rendering list URL

    https://chromium.googlesource.com/chromium/src/+/f34f7ab2d4ca4ad498ef42aeba4f4eb2c1392d63/gpu/config/software_rendering_list.json

    Driver bug list URL

    https://chromium.googlesource.com/chromium/src/+/f34f7ab2d4ca4ad498ef42aeba4f4eb2c1392d63/gpu/config/gpu_driver_bug_list.json

    ANGLE commit id

    ef6f212741f8

    2D graphics backend

    Skia/110 aab9fb4100da797d25fe340e9a2fcb2ae30fc2e1

    Command Line

    “C:\Program Files\Google\Chrome\Application\chrome.exe” –flag-switches-begin –flag-switches-end

    Driver Information

    Initialization time

    820

    In-process GPU

    false

    Passthrough Command Decoder

    true

    Sandboxed

    true

    GPU0

    VENDOR= 0x10de, DEVICE=0x1cbb, SUBSYS=0x842c103c, REV=161, LUID={0,44139}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=30.0.15.1259 *ACTIVE*

    GPU1

    VENDOR= 0x10de, DEVICE=0x1cbb, SUBSYS=0x842c103c, REV=161, LUID={0,169260}, DRIVER_VERSION=30.0.15.1259

    GPU2

    VENDOR= 0x1414, DEVICE=0x008c, LUID={0,47991}, DRIVER_VERSION=10.0.19041.2075

    Optimus

    false

    AMD switchable

    false

    Desktop compositing

    Aero Glass

    Direct composition

    true

    Supports overlays

    true

    YUY2 overlay support

    SOFTWARE

    NV12 overlay support

    SOFTWARE

    BGRA8 overlay support

    SOFTWARE

    RGB10A2 overlay support

    SOFTWARE

    Diagonal Monitor Size of \\.\DISPLAY1

    15.5″

    Diagonal Monitor Size of \\.\DISPLAY2

    24.0″

    Driver D3D12 feature level

    D3D 12.1

    Driver Vulkan API version

    Vulkan API 1.3.0

    GPU CUDA compute capability major version

    0

    Pixel shader version

    5.0

    Vertex shader version

    5.0

    Max. MSAA samples

    8

    Machine model name

    Machine model version

    GL_VENDOR

    Google Inc. (NVIDIA)

    GL_RENDERER

    ANGLE (NVIDIA, NVIDIA Quadro P1000 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.15.1259)

    GL_VERSION

    OpenGL ES 2.0.0 (ANGLE 2.1.20140 git hash: ef6f212741f8)

    GL_EXTENSIONS

    GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_serialized_context_string GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_APPLE_clip_distance GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_base_instance GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_clip_control GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multi_draw_indirect GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_texture_type_2_10_10_10_REV GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture

    Disabled Extensions

    GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent

    Disabled WebGL Extensions

    Window system binding vendor

    Google Inc. (NVIDIA)

    Window system binding version

    1.5 (ANGLE 2.1.20140 git hash: ef6f212741f8)

    Window system binding extensions

    EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_no_config_context EGL_KHR_create_context_no_error EGL_KHR_reusable_sync

    Direct rendering version

    unknown

    Reset notification strategy

    0x8252

    GPU process crash count

    0

    gfx::BufferFormats supported for allocation and texturing

    R_8: not supported, R_16: not supported, RG_88: not supported, RG_1616: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, YUVA_420_TRIPLANAR: not supported, P010: not supported

    Compositor Information

    Tile Update Mode

    One-copy

    Partial Raster

    Enabled

    GpuMemoryBuffers Status

    R_8

    Software only

    R_16

    Software only

    RG_88

    Software only

    RG_1616

    Software only

    BGR_565

    Software only

    RGBA_4444

    Software only

    RGBX_8888

    GPU_READ, SCANOUT

    RGBA_8888

    GPU_READ, SCANOUT

    BGRX_8888

    Software only

    BGRA_1010102

    Software only

    RGBA_1010102

    Software only

    BGRA_8888

    Software only

    RGBA_F16

    Software only

    YVU_420

    Software only

    YUV_420_BIPLANAR

    GPU_READ, SCANOUT

    YUVA_420_TRIPLANAR

    Software only

    P010

    Software only

    Display(s) Information

    Info

    Display[2528732444] bounds=[0,0 1536×864], workarea=[0,0 1536×824], scale=1.25, rotation=0, panel_rotation=0 internal.

    Color space (sRGB/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (sRGB/no-alpha)

    BGRX_8888

    Color space (sRGB/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (sRGB/alpha)

    BGRA_8888

    Color space (WCG/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (WCG/no-alpha)

    BGRX_8888

    Color space (WCG/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (WCG/alpha)

    BGRA_8888

    Color space (HDR/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (HDR/no-alpha)

    BGRX_8888

    Color space (HDR/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (HDR/alpha)

    BGRA_8888

    Color volume

    {name:’srgb’, r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.3300], w:[0.3127, 0.3290]}

    SDR white level in nits

    203

    HDR relative maximum luminance

    1

    Bits per color component

    8

    Bits per pixel

    24

    Refresh Rate in Hz

    60

    Info

    Display[2779098405] bounds=[-1920,0 1920×1200], workarea=[-1920,0 1920×1160], scale=1, rotation=0, panel_rotation=0 external.

    Color space (sRGB/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (sRGB/no-alpha)

    BGRX_8888

    Color space (sRGB/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (sRGB/alpha)

    BGRA_8888

    Color space (WCG/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (WCG/no-alpha)

    BGRX_8888

    Color space (WCG/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (WCG/alpha)

    BGRA_8888

    Color space (HDR/no-alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (HDR/no-alpha)

    BGRX_8888

    Color space (HDR/alpha)

    {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}

    Buffer format (HDR/alpha)

    BGRA_8888

    Color volume

    {name:’srgb’, r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.3300], w:[0.3127, 0.3290]}

    SDR white level in nits

    203

    HDR relative maximum luminance

    1

    Bits per color component

    8

    Bits per pixel

    24

    Refresh Rate in Hz

    59

    Video Acceleration Information

    Decoding

    Decode h264 baseline

    64×64 to 4096×4096 pixels

    Decode h264 main

    64×64 to 4096×4096 pixels

    Decode h264 high

    64×64 to 4096×4096 pixels

    Decode vp9 profile0

    64×64 to 8192×8192 pixels

    Decode vp9 profile2

    64×64 to 8192×8192 pixels

    Decode hevc main

    64×64 to 8192×8192 pixels

    Decode hevc main 10

    64×64 to 8192×8192 pixels

    Encoding

    Encode h264 baseline

    32×32 to 1920×1088 pixels, and/or 30.000 fps

    Encode h264 main

    32×32 to 1920×1088 pixels, and/or 30.000 fps

    Encode h264 high

    32×32 to 1920×1088 pixels, and/or 30.000 fps

    Vulkan Information

    Device Performance Information

    Total Physical Memory (Gb)

    31

    Total Disk Space (Gb)

    925

    Hardware Concurrency

    12

    System Commit Limit (Gb)

    36

    D3D11 Feature Level

    12_1

    Has Discrete GPU

    yes

    Software Rendering

    No

    Diagnostics

    Log Messages

    GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
    [8260:2312:0308/113902.521:ERROR:shared_image_manager.cc(197)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox.

    in reply to: Error Loading product #60927

    Hello Yuri,
    The problem continue even with the file completely re-made in an old blender 3.9.7 and verge 3.7…….
    included some screenshot and the reports from https://www.soft8soft.com/webglreport/
    and chrome://gpu/
    I can send you the link to the product in private if needed.

    My client is a big company and the loading problem appear on the new computer provided by the IT department to my clients. Could it be a permission problem ?

    Please help !!

    Attachments:
    You must be logged in to view attached files.
    in reply to: Error Loading product #60758

    I have downloaded an old 3.7 version, I’m going to test to re-export with this version to see if the problem continue…

    in reply to: Error Loading product #60757

    Hello Yuri,
    Yes the scene was re-exported. I have tried to re-save the puzzles and it doesn’t resolve the problem.
    The Product load correctly for me and a lot of other people,(I can send you a link in private if you need it) but a few of other people doesn’t load and have this error. I think its since an upgrade of their computer, but I don’t know how to find the problem.

    in reply to: Help with this loop #47210

    thanks Crunch !
    It was exactly that

    Thank you GLIFTek, I have seen your plugin and have hesited to buy it.
    It would give me more easy ways to personalize my popup but doesn’t resolve the problem I had with the loop.

    in reply to: interactive cut plane feature request #42252

    hmmm..
    Hello Mikhail,
    I don’t know if you sent the wrong file, or if you haven’t understand my request ;-) the file is a cross and I talk about the new interactive cross-section feature in the 3.7

    Laurent.

    in reply to: Annotations change from onclick to on hover ? #42251

    Thank you Mikhail !

    in reply to: Help please ! Verge 3d plugin bug !!!!!!! #41217

    your iframe is 800×600 but it need to be 100% I think.

    in reply to: Folder for assets/3d data #41216

    I vote for that also !!
    -define my own folder structure.
    -possibility to publish directly on my (or my client) webserver.
    -I would also need a tool to rename a project and all its corresponding files.

    regards

    Laurent.

    I’m sure for both, 3.7 pre3 and puzzle resaved.
    I have tested with my own puzzle an the one shared by rhenriques (resaved and added position:absolute css rule) and both don’t work.

    (could be very cool if the annotation puzzle could have a draw line from object build in function…)

    Hi,
    I have tested it in the 3.7 preview 3 and it doesn’t work, the lines continue to go to the right of the screen.
    What could be wrong ?

Viewing 14 posts - 1 through 14 (of 14 total)