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Graphics Feature Status
=======================
* Canvas: Hardware accelerated
* Canvas out-of-process rasterization: Enabled
* Direct Rendering Display Compositor: Disabled
* undefined: Hardware accelerated
* undefined: Hardware accelerated
* undefined: Hardware accelerated
* Compositing: Hardware accelerated
* Multiple Raster Threads: Enabled
* OpenGL: Enabled
* Rasterization: Hardware accelerated
* Raw Draw: Disabled
* Skia Graphite: Disabled
* Video Decode: Hardware accelerated
* Video Encode: Hardware accelerated
* Vulkan: Disabled
* WebGL: Hardware accelerated
* WebGL2: Hardware accelerated
* WebGPU: Hardware accelerated
* WebNN: Disabled
Version Information
===================
Data exported : 2025-08-28T13:34:31.116Z
Chrome version : Chrome/132.0.6834.83
Operating system : Windows NT 10.0.18362
Software rendering list URL: https://chromium.googlesource.co ... rendering_list.json
Driver bug list URL : https://chromium.googlesource.co ... river_bug_list.json
ANGLE commit id : d54d75350c04
2D graphics backend : Skia/132 ca28aff50240262ffdecaf17e71908665b932d99
Command Line : "C:\Users\Administrator\AppData\Roaming\secoresdk\360se6\Application\360se.exe" --flag-switches-begin --flag-switches-end
Driver Information
==================
Initialization time : 593
In-process GPU : false
Passthrough Command Decoder : true
Sandboxed : true
GPU0 : VENDOR= 0x10de, DEVICE=0x1b81, SUBSYS=0x00007377, REV=161, LUID={0,47937}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=32.0.15.7216 *ACTIVE*
GPU1 : VENDOR= 0x1414, DEVICE=0x008c, LUID={0,57433}, DRIVER_VERSION=10.0.18362.1
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
P010 overlay support : SOFTWARE
DirectML feature level : Not supported
Driver D3D12 feature level : D3D 12.1
Driver Vulkan API version : Vulkan API 1.4.0
Pixel shader version : 5.0
Vertex shader version : 5.0
Max. MSAA samples : 8
Machine model name :
Machine model version :
GL implementation parts : (gl=egl-angle,angle=d3d11)
Display type : ANGLE_D3D11
GL_VENDOR : Google Inc. (NVIDIA)
GL_RENDERER : ANGLE (NVIDIA, NVIDIA GeForce GTX 1070 (0x00001B81) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7216)
GL_VERSION : OpenGL ES 2.0.0 (ANGLE 2.1.24262 git hash: d54d75350c04)
GL_EXTENSIONS : GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_blob_cache 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_pack_reverse_row_order GL_ANGLE_polygon_mode GL_ANGLE_program_binary_readiness_query 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_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_depth_clamp 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_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_border_clamp 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_mirror_clamp_to_edge 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_KHR_robustness 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_vertex_array_object GL_WEBGL_video_texture
Disabled Extensions : GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_MESA_framebuffer_flip_y
Disabled WebGL Extensions :
Window system binding vendor : Google Inc. (NVIDIA)
Window system binding version : 1.5 (ANGLE 2.1.24262 git hash: d54d75350c04)
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
Driver Bug Workarounds
======================
* disable_d3d11_vp9_ksvc_decoding
* disable_webnn_for_npu
* enable_webgl_timer_query_extensions
* exit_on_context_lost
* unpack_overlapping_rows_separately_unpack_buffer
* disabled_extension_GL_KHR_blend_equation_advanced
* disabled_extension_GL_KHR_blend_equation_advanced_coherent
* disabled_extension_GL_MESA_framebuffer_flip_y
Problems Detected
=================
* Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
* Unpacking overlapping rows from unpack buffers is unstable on NVIDIA GL driver:
(http://crbug.com/596774)
Applied Workarounds: unpack_overlapping_rows_separately_unpack_buffer
* Disable KHR_blend_equation_advanced until cc shaders are updated:
(http://crbug.com/661715)
Applied Workarounds: disable(GL_KHR_blend_equation_advanced),
disable(GL_KHR_blend_equation_advanced_coherent)
* Expose WebGL's disjoint_timer_query extensions on platforms with site isolation:
(http://crbug.com/808744), (http://crbug.com/870491)
Applied Workarounds: enable_webgl_timer_query_extensions
* Disable GL_MESA_framebuffer_flip_y for desktop GL:
(http://crbug.com/964010)
Applied Workarounds: disable(GL_MESA_framebuffer_flip_y)
* Disable VP9 k-SVC video decoding on non-Intel GPUs:
(http://crbug.com/1508379)
Applied Workarounds: disable_d3d11_vp9_ksvc_decoding
* Block all NPU drivers except Intel driver versions >= 32.0.100.3053 for WebNN:
(http://crbug.com/341327464)
Applied Workarounds: disable_webnn_for_npu
ANGLE Features
==============
* allowCompressedFormats (Frontend workarounds): Enabled
* alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled
* alwaysRunLinkSubJobsThreaded (Frontend features): Disabled
* cacheCompiledShader (Frontend features): Disabled
* compileJobIsThreadSafe (Frontend features): Enabled
* disableAnisotropicFiltering (Frontend workarounds): Disabled
* disableDrawBuffersIndexed (Frontend features): Disabled
* disableProgramBinary (Frontend features): Disabled
* disableProgramCaching (Frontend features): Disabled
* disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled
* dumpShaderSource (Frontend features): Disabled
* dumpTranslatedShaders (Frontend features): Disabled
* emulatePixelLocalStorage (Frontend features): Enabled
* enableCaptureLimits (Frontend features): Disabled
* enableProgramBinaryForCapture (Frontend features): Disabled
* enableShaderSubstitution (Frontend workarounds): Disabled
* enableTranslatedShaderSubstitution (Frontend workarounds): Disabled
* forceDepthAttachmentInitOnClear (Frontend workarounds): Disabled
* forceFlushAfterDrawcallUsingShadowmap (Frontend workarounds): Disabled
* forceGlErrorChecking (Frontend features): Disabled
* forceInitShaderVariables (Frontend features): Disabled
* forceMinimumMaxVertexAttributes (Frontend features): Disabled
* forceRobustResourceInit (Frontend features): Disabled
* linkJobIsThreadSafe (Frontend features): Enabled
* loseContextOnOutOfMemory (Frontend workarounds): Enabled
* rejectWebglShadersWithUndefinedBehavior (Frontend workarounds): Enabled
* singleThreadedTextureDecompression (Frontend workarounds): Disabled
* uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds): Disabled
* addMockTextureNoRenderTarget (D3D workarounds): Disabled
* allowClearForRobustResourceInit (D3D workarounds): Enabled
* allowES3OnFL100 (D3D workarounds): Disabled
* allowTranslateUniformBlockToStructuredBuffer (D3D workarounds): Enabled
* borderColorSrgb (D3D workarounds): Disabled
* callClearTwice (D3D workarounds): Disabled
* depthStencilBlitExtraCopy (D3D workarounds): Disabled
* disableB5G6R5Support (D3D workarounds): Disabled
* disableRasterizerOrderViews (D3D workarounds): Disabled
* emulateIsnanFloat (D3D workarounds): Disabled
* emulateTinyStencilTextures (D3D workarounds): Disabled
* enableTimestampQueries (D3D workarounds): Disabled
* expandIntegerPowExpressions (D3D workarounds): Enabled
* flushAfterEndingTransformFeedback (D3D workarounds): Enabled
* forceAtomicValueResolution (D3D workarounds): Enabled
* getDimensionsIgnoresBaseLevel (D3D workarounds): Enabled
* mrtPerfWorkaround (D3D workarounds): Enabled
* preAddTexelFetchOffsets (D3D workarounds): Disabled
* rewriteUnaryMinusOperator (D3D workarounds): Disabled
* selectViewInGeometryShader (D3D workarounds): Disabled
* setDataFasterThanImageUpload (D3D workarounds): Enabled
* skipVSConstantRegisterZero (D3D workarounds): Enabled
* supportsNonConstantLoopIndexing (D3D workarounds): Enabled
* useSystemMemoryForConstantBuffers (D3D workarounds): Disabled
* zeroMaxLodWorkaround (D3D workarounds): Disabled
Dawn Info
=========
<Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1070
-------------------------------------------------------
[WebGPU Status]
---------------
* Blocklisted - crbug.com/42250788: Invalid consteval interpretation of 22nd bit on Windows x86 with SM 6.0+. | crbug.com/42240193: Indirect root constants in compute pass broken on Windows NVIDIA x86.
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* timestamp-query
* texture-compression-bc
* indirect-first-instance
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* dual-source-blending
* unorm16texture-formats
* snorm16texture-formats
* multi-planar-render-targets
* adapter-properties-memory-heaps
* adapter-properties-d3d
* format-capabilities
* norm16texture-formats
* shared-texture-memory-dxgi-shared-handle
* shared-fence-dxgi-shared-handle
* shader-module-compilation-options
* clip-distances
[Enabled 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_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_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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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.
* d3d12_use_temp_buffer_in_texture_to_texture_copy_between_different_dimensions:
(https://crbug.com/dawn/1216):
Use an intermediate temporary buffer when copying between textures of
different dimensions. Force-enabled on D3D12 when the driver does not have
the TextureCopyBetweenDimensionsSupported feature.
* 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.
* d3d12_use_root_signature_version_1_1:
(https://crbug.com/tint/1890):
Use D3D12 Root Signature Version 1.1 to make additional guarantees about
the descriptors in a descriptor heap and the data pointed to by the
descriptors so that the drivers can make better optimizations on them.
* d3d12_use_64kb_alignment_msaa_texture:
(https://crbug.com/dawn/282):
Create MSAA textures with 64KB
(D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment.
* polyfill_packed_4x8_dot_product:
(https://crbug.com/tint/1497):
Always use the polyfill version of dot4I8Packed() and dot4U8Packed().
* d3d12_polyfill_pack_unpack_4x8:
(https://crbug.com/tint/1497):
Always use the polyfill version of pack4xI8(), pack4xU8(),
pack4xI8Clamp(), unpack4xI8() and unpack4xU8() on D3D12 backends. Note
that these functions are always polyfilled on all other backends right
now.
* d3d12_force_stencil_component_replicate_swizzle:
(https://crbug.com/341254292):
Force a replicate swizzle for the stencil component i.e. (ssss) instead of
(s001) to workaround issues on certain Nvidia drivers on D3D12 with
depth24_unorm_stencil8 format.
* d3d12_expand_shader_resource_state_transitions_to_copy_source:
(https://crbug.com/356905061):
When transitioning to any shader resource states PIXEL or
NON_PIXEL_SHADER_RESOURCE include COPY_SOURCE too on Nvidia since the
shader resource states seem to miss flushing all caches and layout
transitions causing rendering corruption.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<Discrete GPU> Vulkan backend - NVIDIA GeForce GTX 1070
--------------------------------------------------------
[WebGPU Status]
---------------
* Available
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* timestamp-query
* texture-compression-bc
* indirect-first-instance
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* subgroups
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* transient-attachments
* dual-source-blending
* unorm16texture-formats
* snorm16texture-formats
* adapter-properties-memory-heaps
* adapter-properties-vk
* format-capabilities
* norm16texture-formats
* dawn-load-resolve-texture
* clip-distances
[Enabled 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_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.
* use_placeholder_fragment_in_vertex_only_pipeline:
(https://crbug.com/dawn/136):
Use a placeholder empty fragment shader in vertex only render pipeline.
This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and
serves as a workaround by default enabled on some Metal devices with Intel
GPU to ensure the depth result is correct.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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.
* vulkan_use_image_robust_access_2:
(https://crbug.com/tint/1890):
Disable Tint robustness transform on textures when VK_EXT_robustness2 is
supported and robustImageAccess2 == VK_TRUE.
* vulkan_use_buffer_robust_access_2:
(https://crbug.com/tint/1890):
Disable index clamping on the runtime-sized arrays on buffers in Tint
robustness transform when VK_EXT_robustness2 is supported and
robustBufferAccess2 == VK_TRUE.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<Discrete GPU> D3D11 backend - NVIDIA GeForce GTX 1070
-------------------------------------------------------
[WebGPU Status]
---------------
* Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented.
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* texture-compression-bc
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* dual-source-blending
* d3d11multithread-protected
* unorm16texture-formats
* snorm16texture-formats
* multi-planar-format-p010
* multi-planar-render-targets
* adapter-properties-memory-heaps
* adapter-properties-d3d
* format-capabilities
* norm16texture-formats
* shared-texture-memory-dxgi-shared-handle
* shared-texture-memory-d3d11texture-2d
* shared-fence-dxgi-shared-handle
* shader-module-compilation-options
* dawn-load-resolve-texture
* dawn-partial-load-resolve-texture
* clip-distances
[Enabled 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.
* 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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.
* use_blit_for_buffer_to_stencil_texture_copy:
(https://crbug.com/dawn/1389):
Use a blit instead of a copy command to copy buffer data to the stencil
aspect of a texture. Works around an issue where stencil writes by copy
commands are not visible to a render or compute pass.
* use_blit_for_t2b:
(https://crbug.com/dawn/348654098):
Use a compute based blit instead of a copy command to copy texture with
supported format to a buffer.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<CPU> D3D12 backend - Microsoft Basic Render Driver
----------------------------------------------------
[WebGPU Status]
---------------
* Blocklisted - crbug.com/42250788: Invalid consteval interpretation of 22nd bit on Windows x86 with SM 6.0+. | crbug.com/40057808: CPU adapters not fully tested or conformant.
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* timestamp-query
* texture-compression-bc
* indirect-first-instance
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* dual-source-blending
* unorm16texture-formats
* snorm16texture-formats
* multi-planar-render-targets
* adapter-properties-memory-heaps
* adapter-properties-d3d
* format-capabilities
* norm16texture-formats
* shared-texture-memory-dxgi-shared-handle
* shared-fence-dxgi-shared-handle
* shader-module-compilation-options
* clip-distances
[Enabled 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_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_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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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.
* d3d12_use_temp_buffer_in_texture_to_texture_copy_between_different_dimensions:
(https://crbug.com/dawn/1216):
Use an intermediate temporary buffer when copying between textures of
different dimensions. Force-enabled on D3D12 when the driver does not have
the TextureCopyBetweenDimensionsSupported feature.
* 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.
* d3d12_use_64kb_alignment_msaa_texture:
(https://crbug.com/dawn/282):
Create MSAA textures with 64KB
(D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment.
* polyfill_packed_4x8_dot_product:
(https://crbug.com/tint/1497):
Always use the polyfill version of dot4I8Packed() and dot4U8Packed().
* d3d12_polyfill_pack_unpack_4x8:
(https://crbug.com/tint/1497):
Always use the polyfill version of pack4xI8(), pack4xU8(),
pack4xI8Clamp(), unpack4xI8() and unpack4xU8() on D3D12 backends. Note
that these functions are always polyfilled on all other backends right
now.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<CPU> Vulkan backend - SwiftShader Device (Subzero)
----------------------------------------------------
[WebGPU Status]
---------------
* Blocklisted - crbug.com/40057808: CPU adapters not fully tested or conformant.
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* timestamp-query
* texture-compression-bc
* texture-compression-etc2
* texture-compression-astc
* indirect-first-instance
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* subgroups
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* transient-attachments
* unorm16texture-formats
* adapter-properties-memory-heaps
* adapter-properties-vk
* format-capabilities
* dawn-load-resolve-texture
* clip-distances
[Enabled 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_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.
* use_placeholder_fragment_in_vertex_only_pipeline:
(https://crbug.com/dawn/136):
Use a placeholder empty fragment shader in vertex only render pipeline.
This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and
serves as a workaround by default enabled on some Metal devices with Intel
GPU to ensure the depth result is correct.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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 Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<CPU> D3D11 backend - Microsoft Basic Render Driver
----------------------------------------------------
[WebGPU Status]
---------------
* Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented. | crbug.com/40057808: CPU adapters not fully tested or conformant.
[Adapter Supported Features]
----------------------------
* depth-clip-control
* depth32float-stencil8
* texture-compression-bc
* rg11b10ufloat-renderable
* bgra8unorm-storage
* float32filterable
* float32blendable
* dawn-internal-usages
* dawn-multi-planar-formats
* dawn-native
* implicit-device-synchronization
* dual-source-blending
* d3d11multithread-protected
* unorm16texture-formats
* snorm16texture-formats
* multi-planar-format-p010
* multi-planar-render-targets
* adapter-properties-memory-heaps
* adapter-properties-d3d
* format-capabilities
* norm16texture-formats
* shared-texture-memory-dxgi-shared-handle
* shared-texture-memory-d3d11texture-2d
* shared-fence-dxgi-shared-handle
* shader-module-compilation-options
* dawn-load-resolve-texture
* dawn-partial-load-resolve-texture
* clip-distances
[Enabled 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.
* 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* 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.
* use_blit_for_buffer_to_stencil_texture_copy:
(https://crbug.com/dawn/1389):
Use a blit instead of a copy command to copy buffer data to the stencil
aspect of a texture. Works around an issue where stencil writes by copy
commands are not visible to a render or compute pass.
* use_blit_for_t2b:
(https://crbug.com/dawn/348654098):
Use a compute based blit instead of a copy command to copy texture with
supported format to a buffer.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
<Unknown GPU> OpenGLES backend - ANGLE (NVIDIA, NVIDIA GeForce GTX 1070 (0x00001B81) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7216) (Compatibility Mode)
--------------------------------------------------------------------------------------------------------------------------------------------------------
[WebGPU Status]
---------------
* Available
[Adapter Supported Features]
----------------------------
* texture-compression-bc
* texture-compression-etc2
* float32blendable
* dawn-internal-usages
* dawn-native
* implicit-device-synchronization
* dual-source-blending
* angle-texture-sharing
* unorm16texture-formats
* snorm16texture-formats
* format-capabilities
* norm16texture-formats
[Enabled 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.
* disable_indexed_draw_buffers:
(https://crbug.com/dawn/582):
Disables the use of indexed draw buffer state which is unsupported on some
platforms.
* flush_before_client_wait_sync:
(https://crbug.com/dawn/633):
Call glFlush before glClientWaitSync to work around bugs in the latter
* 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.
* use_placeholder_fragment_in_vertex_only_pipeline:
(https://crbug.com/dawn/136):
Use a placeholder empty fragment shader in vertex only render pipeline.
This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and
serves as a workaround by default enabled on some Metal devices with Intel
GPU to ensure the depth result is correct.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
* use_blit_for_buffer_to_stencil_texture_copy:
(https://crbug.com/dawn/1389):
Use a blit instead of a copy command to copy buffer data to the stencil
aspect of a texture. Works around an issue where stencil writes by copy
commands are not visible to a render or compute pass.
* use_blit_for_depth16unorm_texture_to_buffer_copy:
(https://crbug.com/dawn/1782):
Use a blit instead of a copy command to copy depth aspect of a texture to
a buffer.Workaround for OpenGL and OpenGLES.
* use_blit_for_depth32float_texture_to_buffer_copy:
(https://crbug.com/dawn/1782):
Use a blit instead of a copy command to copy depth aspect of a texture to
a buffer.Workaround for OpenGLES.
* use_blit_for_stencil_texture_to_buffer_copy:
(https://crbug.com/dawn/1782):
Use a blit instead of a copy command to copy stencil aspect of a texture
to a buffer.Workaround for OpenGLES.
* use_blit_for_snorm_texture_to_buffer_copy:
(https://crbug.com/dawn/1781):
Use a blit instead of a copy command to copy snorm texture to a
buffer.Workaround for OpenGLES.
* use_blit_for_rgb9e5ufloat_texture_copy:
(https://crbug.com/dawn/2079):
Use a blit instead of a copy command to copy rgb9e5ufloat texture to a
texture or a buffer.Workaround for OpenGLES.
* use_t2b2t_for_srgb_texture_copy:
(https://crbug.com/dawn/2362):
Use T2B and B2T copies to emulate a T2T copy between sRGB and non-sRGB
textures.Workaround for OpenGLES.
[WebGPU Required 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.
* timestamp_quantization:
(https://crbug.com/dawn/1800):
Enable timestamp queries quantization to reduce the precision of timers
that can be created with timestamp queries.
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 : GPU_READ, SCANOUT
BGRA_1010102 : Software only
RGBA_1010102 : Software only
BGRA_8888 : GPU_READ, SCANOUT
RGBA_F16 : Software only
YVU_420 : Software only
YUV_420_BIPLANAR : Software only
YUVA_420_TRIPLANAR: Software only
P010 : Software only
Display(s) Information
======================
Info : Display[2276647293] bounds=[0,0 2048x1152], workarea=[0,0 2048x1112], scale=1.25, rotation=0, panel_rotation=0 external detected
Color space (all) : {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (all) : BGRA_8888
Color volume : {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.0600], 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 : 165
Video Acceleration Information
==============================
Decoding :
Decode h264 baseline : 64x64 to 4096x4096 pixels
Decode h264 main : 64x64 to 4096x4096 pixels
Decode h264 high : 64x64 to 4096x4096 pixels
Decode vp9 profile0 : 64x64 to 4096x2304 pixels
Decode vp9 profile0 : 64x64 to 2304x4096 pixels
Decode hevc main : 64x64 to 4096x2304 pixels
Decode hevc main : 64x64 to 2304x4096 pixels
Decode hevc main 10 : 64x64 to 4096x2304 pixels
Decode hevc main 10 : 64x64 to 2304x4096 pixels
Decode hevc main still-picture: 64x64 to 4096x2304 pixels
Decode hevc main still-picture: 64x64 to 2304x4096 pixels
Encoding :
Encode h264 baseline : 32x32 to 1920x1080 pixels, and/or 172.000 fps.
Encode h264 baseline : 32x32 to 1080x1920 pixels, and/or 172.000 fps.
Encode h264 main : 32x32 to 1920x1080 pixels, and/or 172.000 fps.
Encode h264 main : 32x32 to 1080x1920 pixels, and/or 172.000 fps.
Encode h264 high : 32x32 to 1920x1080 pixels, and/or 172.000 fps.
Encode h264 high : 32x32 to 1080x1920 pixels, and/or 172.000 fps.
Encode h264 baseline : 32x32 to 3840x2160 pixels, and/or 66.000 fps.
Encode h264 baseline : 32x32 to 2160x3840 pixels, and/or 66.000 fps.
Encode h264 main : 32x32 to 3840x2160 pixels, and/or 66.000 fps.
Encode h264 main : 32x32 to 2160x3840 pixels, and/or 66.000 fps.
Encode h264 high : 32x32 to 3840x2160 pixels, and/or 66.000 fps.
Encode h264 high : 32x32 to 2160x3840 pixels, and/or 66.000 fps.
Encode hevc main : 32x32 to 1920x1080 pixels, and/or 284.000 fps.
Encode hevc main : 32x32 to 1080x1920 pixels, and/or 284.000 fps.
Encode hevc main : 32x32 to 3840x2160 pixels, and/or 71.000 fps.
Encode hevc main : 32x32 to 2160x3840 pixels, and/or 71.000 fps.
Vulkan Information
==================
Device Performance Information
==============================
Total Physical Memory (Gb): 31
Total Disk Space (Gb) : 465
Hardware Concurrency : 8
System Commit Limit (Gb) : 36
D3D11 Feature Level : 12_1
Has Discrete GPU : yes
Software Rendering : No
Log Messages
============
[14368:536:0828/185640.422:WARNING:viz_main_impl.cc(90)] : VizNullHypothesis is disabled (not a warning)
[14368:536:0828/185640.426:ERROR:direct_composition_support.cc(1077)] : QueryInterface to IDCompositionDevice4 failed: 不支持此接口 (0x80004002)
GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
[14368:536:0828/213016.798:ERROR:shared_image_manager.cc(249)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox.
[14368:536:0828/213430.912:ERROR:shared_image_manager.cc(249)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox. |
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