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Laurent MiagkoffCustomer
sorry I misinterpreted your precedent message. thanks for the idea I will try.
Laurent MiagkoffCustomerSorry 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.Laurent MiagkoffCustomerHello 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.Laurent MiagkoffCustomerGraphics 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 Workaroundsclear_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 DetectedSome 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 FeaturesallowCompressedFormats (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 InformationData 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
Driver bug list URL
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.Laurent MiagkoffCustomerHello 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.Laurent MiagkoffCustomerI have downloaded an old 3.7 version, I’m going to test to re-export with this version to see if the problem continue…
Laurent MiagkoffCustomerHello 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.Laurent MiagkoffCustomerthanks Crunch !
It was exactly thatThank 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.Laurent MiagkoffCustomerhmmm..
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 3.7Laurent.
Laurent MiagkoffCustomerThank you Mikhail !
Laurent MiagkoffCustomeryour iframe is 800×600 but it need to be 100% I think.
Laurent MiagkoffCustomerI 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.
Laurent MiagkoffCustomerI’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…)
Laurent MiagkoffCustomerHi,
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 ? -
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