Graphics Feature Status ======================= * Canvas: Hardware accelerated * Direct Rendering Display Compositor: Disabled * Compositing: Hardware accelerated * Multiple Raster Threads: Enabled * OpenGL: Enabled * Rasterization: Hardware accelerated * Raw Draw: Disabled * Skia Graphite: Disabled * TreesInViz: Disabled * Video Decode: Hardware accelerated * Video Encode: Hardware accelerated * WebGL: Hardware accelerated * WebGPU: Hardware accelerated * WebNN: Disabled Version Information =================== Data exported : 2026-05-11T13:59:19.622Z Chrome version : Chrome/147.0.7727.138 Operating system : Windows NT 10.0.26200.8246 (kernel32 10.0.26100.8246) Software rendering list URL: https://chromium.googlesource.com/chromium/src/+/022a5605792996d967e05acda7091c2bd9b915db/gpu/config/software_rendering_list.json Driver bug list URL : https://chromium.googlesource.com/chromium/src/+/022a5605792996d967e05acda7091c2bd9b915db/gpu/config/gpu_driver_bug_list.json ANGLE commit id : 534e0d1c1d0f 2D graphics backend : Skia/147 6e0fbe154ccaf018b2dd1f0e42eec285e7d79d00 Command Line : "C:\Program Files\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end --origin-trial-disabled-features=CanvasTextNg|WebAssemblyCustomDescriptors Driver Information ================== Initialization time : 208 In-process GPU : false Skia Backend : GaneshGL Passthrough Command Decoder : true Sandboxed : true GPU0 : VENDOR= 0x10de, DEVICE=0x1c82 [NVIDIA GeForce GTX 1050 Ti], SUBSYS=0x86131043, REV=161, LUID={0,67057}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=32.0.15.6094 *ACTIVE* GPU1 : VENDOR= 0x1414, DEVICE=0x008c [Microsoft Basic Render Driver], LUID={0,70392}, DRIVER_VERSION=10.0.26100.8246 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 : 5.0 Driver D3D12 feature level : D3D 12.1 Driver Vulkan API version : Vulkan API 1.3.0 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 1050 Ti (0x00001C82) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6094) GL_VERSION : OpenGL ES 3.0 (ANGLE 2.1.27290 git hash: 534e0d1c1d0f) GL_EXTENSIONS : GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_blob_cache GL_ANGLE_client_arrays GL_ANGLE_clip_cull_distance GL_ANGLE_copy_texture_3d 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_multiview_multisample 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_renderability_validation GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_shader_pixel_local_storage GL_ANGLE_shader_pixel_local_storage_coherent GL_ANGLE_stencil_texturing GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_APPLE_clip_distance GL_ARM_rgba8 GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context 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_clip_cull_distance GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_conservative_depth 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_buffers_indexed 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_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_read_format_bgra GL_EXT_render_snorm 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_NV_shader_noperspective_interpolation GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 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_buffers_indexed 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_required_internalformat GL_OES_rgb8_rgba8 GL_OES_sample_variables GL_OES_shader_multisample_interpolation 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_texture_storage_multisample_2d_array GL_OES_vertex_array_object GL_OVR_multiview GL_OVR_multiview2 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 2.1.27290 git hash: 534e0d1c1d0f) 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 EGL_ANGLE_memory_usage_report Direct rendering version : unknown Reset notification strategy : 0x8252 GPU process crash count : 0 Driver Bug Workarounds ====================== * disable_d3d11_vp9_ksvc_decoding * disable_d3d12_av1_encoding * disable_d3d12_h264_encoding * 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 Problems Detected ================= * Disable webgpu on vk via gl interop: (http://crbug.com/442791440), (http://crbug.com/475935650) Disabled Features: webgpu_on_vk_via_gl_interop * 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 VP9 k-SVC video decoding on non-Intel GPUs: (http://crbug.com/1508379) Applied Workarounds: disable_d3d11_vp9_ksvc_decoding * D3D12 AVC hardware encoding produces corrupted bitstream on NVidia GPUs with old drivers: (http://crbug.com/40275246) Applied Workarounds: disable_d3d12_h264_encoding * D3D12 AV1 hardware encoding produces corrupted bitstream on NVidia GPUs.: (http://crbug.com/40275246), (http://crbug.com/430338349) Applied Workarounds: disable_d3d12_av1_encoding ANGLE Features ============== * allowCompressedFormats (Frontend workarounds): Enabled * alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled * alwaysRunLinkSubJobsThreaded (Frontend features): Disabled * cacheCompiledShader (Frontend features): Disabled * clipCullDistanceBrokenWithPassthroughShaders (Frontend features): Disabled * compileJobIsThreadSafe (Frontend features): Enabled * disableAnisotropicFiltering (Frontend workarounds): 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 * forceDebugContexts (Frontend features): Disabled * forceDepthAttachmentInitOnClear (Frontend workarounds): Disabled * forceFlushAfterDrawcallUsingShadowmap (Frontend workarounds): Disabled * forceGlErrorChecking (Frontend features): Disabled * forceInitShaderVariables (Frontend features): Disabled * forceMinimumMaxVertexAttributes (Frontend features): Disabled * forcePassthroughShaders (Frontend features): Disabled * forceRobustResourceInit (Frontend features): Disabled * linkJobIsThreadSafe (Frontend features): Enabled * loseContextOnOutOfMemory (Frontend workarounds): Enabled * noperspectiveInterpolationBrokenWithPassthroughShaders (Frontend features): Disabled * singleThreadedTextureDecompression (Frontend workarounds): Disabled * uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds): Disabled * useIr (Frontend features): 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): Disabled * 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 ========= D3D12 backend - NVIDIA GeForce GTX 1050 Ti ---------------------------------------------------------- [WebGPU Status] --------------- * Available [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * timestamp-query * indirect-first-instance * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * dual-source-blending * subgroups * texture-formats-tier1 * texture-formats-tier2 * primitive-index * texture-component-swizzle * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * unorm16texture-formats * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * dawn-format-capabilities * shared-texture-memory-dxgi-shared-handle * shared-fence-dxgi-shared-handle * shared-buffer-memory-d3d12resource * shader-module-compilation-options * dawn-load-resolve-texture * dawn-partial-load-resolve-texture * flexible-texture-views * unorm16formats-for-external-texture [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_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. * use_dxc: (https://crbug.com/dawn/402): Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll is available. * 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. * 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. * d3d12_create_not_zeroed_heap: (https://crbug.com/dawn/484): Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is supported. It is safe because in Dawn we always clear the resources manually when needed. * 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. * d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment: (https://crbug.com/381000081): Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256) for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset in buffer-texture copies. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache [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. D3D11 backend - NVIDIA GeForce GTX 1050 Ti ---------------------------------------------------------- [WebGPU Status] --------------- * Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented. [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * dual-source-blending * texture-formats-tier1 * primitive-index * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * d3d11multithread-protected * unorm16texture-formats * multi-planar-format-p010 * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * dawn-format-capabilities * 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 * dawn-texel-copy-buffer-row-alignment * flexible-texture-views * unorm16formats-for-external-texture [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. * use_blit_for_b2t: (https://crbug.com/dawn/348653642): Use a shader based blit instead of a copy command to copy a buffer to a texture with supported format. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache [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. D3D12 backend - Microsoft Basic Render Driver ---------------------------------------------------- [WebGPU Status] --------------- * Blocklisted - crbug.com/40057808: CPU adapters not fully tested or conformant. [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * timestamp-query * indirect-first-instance * shader-f16 * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * dual-source-blending * subgroups * texture-formats-tier1 * texture-formats-tier2 * primitive-index * texture-component-swizzle * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * unorm16texture-formats * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * dawn-format-capabilities * shared-texture-memory-dxgi-shared-handle * shared-fence-dxgi-shared-handle * shared-buffer-memory-d3d12resource * shader-module-compilation-options * dawn-load-resolve-texture * dawn-partial-load-resolve-texture * flexible-texture-views * unorm16formats-for-external-texture [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_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. * use_dxc: (https://crbug.com/dawn/402): Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll is available. * 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. * d3d12_use_64kb_alignment_msaa_texture: (https://crbug.com/dawn/282): Create MSAA textures with 64KB (D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment. * d3d12_create_not_zeroed_heap: (https://crbug.com/dawn/484): Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is supported. It is safe because in Dawn we always clear the resources manually when needed. * d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment: (https://crbug.com/381000081): Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256) for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset in buffer-texture copies. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache [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. Vulkan backend - SwiftShader Device (Subzero) ---------------------------------------------------- [WebGPU Status] --------------- * Blocklisted - crbug.com/40057808: CPU adapters not fully tested or conformant. [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * texture-compression-etc2 * texture-compression-astc * texture-compression-astc-sliced-3d * timestamp-query * indirect-first-instance * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * subgroups * texture-component-swizzle * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * transient-attachments * unorm16texture-formats * adapter-properties-memory-heaps * adapter-properties-vk * dawn-format-capabilities * dawn-load-resolve-texture * flexible-texture-views * unorm16formats-for-external-texture [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. * vulkan_use_demote_to_helper_invocation_extension: (https://crbug.com/42250787): Sets the use of the vulkan demote to helper extension * 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. * use_vulkan_memory_model: (https://crbug.com/392606604): Use the Vulkan Memory Model if available. * vulkan_direct_variable_access_transform_handle: (https://crbug.com/387000529): Transform handles using direct variable access. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * use_spirv_1_4: (https://crbug.com/422421915): Use SPIR-V 1.4 if available * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache * decompose_uniform_buffers: (https://crbug.com/448452698): Decompose uniform buffers into arrays of vec4 on backends for Vulkan and OpenGL. * vulkan_use_dynamic_rendering: (https://crbug.com/dawn/463893794): Makes use of VK_KHR_dynamic_rendering to implement WebGPU RenderPass. * enable_spirv_validation: (https://crbug.com/473526415): Enable validation of SPIR-V generated by Tint. * vulkan_use_create_render_pass_2: (https://crbug.com/chromium/463893793): Makes use of VK_KHR_create_renderpass2 when creating VkRenderPass objects. Ignored when vulkan_use_dynamic_rendering is enabled. * wait_is_thread_safe: (https://crbug.com/412761228): WaitFor* functions are thread-safe and can be called without the device-lock if implicit synchronization is enabled. [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. 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] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * dual-source-blending * texture-formats-tier1 * primitive-index * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * d3d11multithread-protected * unorm16texture-formats * multi-planar-format-p010 * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * dawn-format-capabilities * 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 * dawn-texel-copy-buffer-row-alignment * flexible-texture-views * unorm16formats-for-external-texture [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. * use_blit_for_b2t: (https://crbug.com/dawn/348653642): Use a shader based blit instead of a copy command to copy a buffer to a texture with supported format. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache [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 Display(s) Information ====================== Info : Display[360237727] bounds=[0,0 1920x1080], workarea=[0,0 1920x1032], scale=1, rotation=0, panel_rotation=0 external detected Color space (all) : {r:[0.6420, 0.3320], g:[0.3050, 0.6250], b:[0.1500, 0.0680], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (all) : BGRA_8888 Color volume : {r:[0.6420, 0.3320], g:[0.3050, 0.6250], b:[0.1500, 0.0680], w:[0.3127, 0.3290]} SDR white level in nits : 203 HDR relative maximum luminance: 1 Bits per color component : 8 Bits per pixel : 32 Refresh Rate in Hz : 60 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 : 128x128 to 8192x8192 pixels Decode vp9 profile2 : 128x128 to 8192x8192 pixels Decode hevc main : 144x144 to 8192x8192 pixels Decode hevc main 10 : 144x144 to 8192x8192 pixels Decode hevc main still-picture: 144x144 to 8192x8192 pixels Encoding : Encode h264 baseline : 146x50 to 1920x1080 pixels, and/or 172.000 fps. Encode h264 baseline : 146x50 to 1080x1920 pixels, and/or 172.000 fps. Encode h264 main : 146x50 to 1920x1080 pixels, and/or 172.000 fps. Encode h264 main : 146x50 to 1080x1920 pixels, and/or 172.000 fps. Encode h264 high : 146x50 to 1920x1080 pixels, and/or 172.000 fps. Encode h264 high : 146x50 to 1080x1920 pixels, and/or 172.000 fps. Encode h264 baseline : 146x50 to 3840x2160 pixels, and/or 64.000 fps. Encode h264 baseline : 146x50 to 2160x3840 pixels, and/or 64.000 fps. Encode h264 main : 146x50 to 3840x2160 pixels, and/or 64.000 fps. Encode h264 main : 146x50 to 2160x3840 pixels, and/or 64.000 fps. Encode h264 high : 146x50 to 3840x2160 pixels, and/or 64.000 fps. Encode h264 high : 146x50 to 2160x3840 pixels, and/or 64.000 fps. Encode hevc main : 130x34 to 1920x1080 pixels, and/or 284.000 fps. Encode hevc main : 130x34 to 1080x1920 pixels, and/or 284.000 fps. Encode hevc main : 130x34 to 3840x2160 pixels, and/or 71.000 fps. Encode hevc main : 130x34 to 2160x3840 pixels, and/or 71.000 fps. Vulkan Information ================== Device Performance Information ============================== Total Physical Memory (Gb): 15 Total Disk Space (Gb) : 930 Hardware Concurrency : 6 System Commit Limit (Gb) : 18 D3D11 Feature Level : 12_1 Has Discrete GPU : yes Software Rendering : No Log Messages ============ GpuProcessHost: The info collection GPU process exited normally. Everything is okay. [24908:15816:0511/135933.500:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(183,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:14576:0511/142222.501:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(205,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:14576:0511/142222.554:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(214,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:20604:0511/142612.508:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(191,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:15816:0511/142612.775:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(208,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:14576:0511/142737.784:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(188,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:15816:0511/144216.254:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(176,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:14576:0511/144825.624:WARNING:ui\gl\angle_platform_impl.cc:52] : HLSLCompiler.cpp:254 (rx::HLSLCompiler::compileToBinary): C:\fakepath(208,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [24908:24336:0511/145919.366:ERROR:ui\gl\egl_util.cc:92] : EGL Driver message (Error) eglCreateContext: Requested version is not supported GpuProcessHost: The info collection GPU process exited normally. Everything is okay.