Deadlydarkzero

Hardware Acceleration not working on Opera GX

Oct 30th, 2026 (edited)
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  1. Graphics Feature Status
  2. =======================
  3. * Canvas: Hardware accelerated
  4. * Direct Rendering Display Compositor: Disabled
  5. * Compositing: Hardware accelerated
  6. * Multiple Raster Threads: Enabled
  7. * OpenGL: Enabled
  8. * Rasterization: Hardware accelerated on all pages
  9. * Raw Draw: Disabled
  10. * Skia Graphite: Enabled
  11. * TreesInViz: Enabled
  12. * Video Decode: Hardware accelerated
  13. * Video Encode: Hardware accelerated
  14. * WebGL: Hardware accelerated
  15. * WebGPU: Hardware accelerated
  16. * WebNN: Disabled
  17.  
  18. Version Information
  19. ===================
  20. Data exported : 2026-10-30T23:19:45.213Z
  21. Browser version : Chrome/154.0.8037.99
  22. Operating system : Windows NT 10.0.26200.9445 (kernel32 10.0.26100.9444)
  23. Software rendering list URL: dcb95296325f9b7f385640f6ea0f149c04507cf3
  24. Driver bug list URL : dcb95296325f9b7f385640f6ea0f149c04507cf3
  25. ANGLE commit id : unknown hash
  26. 2D graphics backend : Skia/154 dcb95296325f9b7f385640f6ea0f149c04507cf3
  27. Command Line : "C:\Users\User\AppData\Local\Programs\Opera GX\opera.exe" --restore-last-session --enable-quic --restart --restart --flag-switches-begin --with-feature:discreet-start --enable-gpu-rasterization --enable-webgl-developer-extensions --enable-webgpu-developer-features --force-high-performance-gpu --with-feature:game-streaming-booster --ignore-gpu-blocklist --with-feature:skia-graphite-default-params --use-angle=d3d11 --with-feature:youtube-in-sidebar --flag-switches-end --enable-features=D3D12VideoEncodeAccelerator,ParallelDownloading,PdfUseSkiaRenderer,SkiaGraphite,CertificateTransparencyAskBeforeEnabling,NativeNotifications,SystemNotifications,MultiThreadedUiCompositor,ExternalDecoderInAudioFileReader,RendererSideContentDecoding,TreesInViz --disable-features=BrowserInitiatedAutomaticPictureInPicture,CanvasDrawElement,ExtendedDWCCollection,GcmStoreSelfRepair,AutoPictureInPictureVideoHeuristics,SyncWorkspacesInSessions --enable-quic
  28.  
  29. Driver Information
  30. ==================
  31. Initialization time : 221
  32. In-process GPU : false
  33. Skia Backend : GraphiteDawnD3D11
  34. Passthrough Command Decoder : true
  35. Sandboxed : true
  36. GPU0 : VENDOR= 0x10de, DEVICE=0x2486 [NVIDIA GeForce RTX 3060 Ti], SUBSYS=0x147a10de, REV=161, LUID={0,43569}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=32.0.16.2101 *ACTIVE*
  37. GPU1 : VENDOR= 0x1414, DEVICE=0x008c [Microsoft Basic Render Driver], LUID={0,54508}, DRIVER_VERSION=10.0.26100.9278
  38. Optimus : false
  39. AMD switchable : false
  40. Desktop compositing : Aero Glass
  41. Direct composition : true
  42. Supports overlays : true
  43. YUY2 overlay support : SOFTWARE
  44. NV12 overlay support : SOFTWARE
  45. BGRA8 overlay support : SOFTWARE
  46. RGB10A2 overlay support : SOFTWARE
  47. P010 overlay support : SOFTWARE
  48. Diagonal Monitor Size of \\.\DISPLAY2: 23.8"
  49. DirectML feature level : 5.0
  50. Driver D3D12 feature level : D3D 12.1
  51. Driver Vulkan API version : Not supported
  52. Pixel shader version : 5.0
  53. Vertex shader version : 5.0
  54. Max. MSAA samples : 8
  55. Machine model name :
  56. Machine model version :
  57. GL implementation parts : (gl=egl-angle,angle=d3d11)
  58. Display type : ANGLE_D3D11
  59. GL_VENDOR : Google Inc. (NVIDIA)
  60. GL_RENDERER : ANGLE (NVIDIA, NVIDIA GeForce RTX 3060 Ti (0x00002486) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.16.2101)
  61. GL_VERSION : OpenGL ES 3.0 (ANGLE 2.1 git hash: unknown hash)
  62. 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_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_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
  63. Disabled Extensions : GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
  64. Disabled WebGL Extensions :
  65. Window system binding vendor : Google Inc. (NVIDIA)
  66. Window system binding version : 1.5 (ANGLE 2.1 git hash: unknown hash)
  67. 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
  68. Direct rendering version : unknown
  69. Reset notification strategy : 0x8252
  70. GPU process crash count : 0
  71.  
  72. Driver Bug Workarounds
  73. ======================
  74. * disable_d3d11_vp9_ksvc_decoding
  75. * enable_webgl_timer_query_extensions
  76. * exit_on_context_lost
  77. * force_high_performance_gpu
  78. * unpack_overlapping_rows_separately_unpack_buffer
  79. * disabled_extension_GL_KHR_blend_equation_advanced
  80. * disabled_extension_GL_KHR_blend_equation_advanced_coherent
  81.  
  82. Problems Detected
  83. =================
  84. * Some drivers are unable to reset the D3D device in the GPU process sandbox
  85. Applied Workarounds: exit_on_context_lost
  86.  
  87. * Unpacking overlapping rows from unpack buffers is unstable on NVIDIA GL driver:
  88. (http://crbug.com/596774)
  89. Applied Workarounds: unpack_overlapping_rows_separately_unpack_buffer
  90.  
  91. * Disable KHR_blend_equation_advanced until cc shaders are updated:
  92. (http://crbug.com/661715)
  93. Applied Workarounds: disable(GL_KHR_blend_equation_advanced),
  94. disable(GL_KHR_blend_equation_advanced_coherent)
  95.  
  96. * Expose WebGL's disjoint_timer_query extensions on platforms with site isolation:
  97. (http://crbug.com/808744), (http://crbug.com/870491)
  98. Applied Workarounds: enable_webgl_timer_query_extensions
  99.  
  100. * Disable VP9 k-SVC video decoding on non-Intel GPUs:
  101. (http://crbug.com/1508379)
  102. Applied Workarounds: disable_d3d11_vp9_ksvc_decoding
  103.  
  104. ANGLE Features
  105. ==============
  106. * allowCompressedFormats (Frontend workarounds): Enabled
  107.  
  108. * allowExtensionDisableAfterNonPpTokens (Frontend features): Disabled
  109.  
  110. * alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled
  111.  
  112. * alwaysRunLinkSubJobsThreaded (Frontend features): Disabled
  113.  
  114. * cacheCompiledShader (Frontend features): Disabled
  115.  
  116. * clipCullDistanceBrokenWithPassthroughShaders (Frontend features): Disabled
  117.  
  118. * compileJobIsThreadSafe (Frontend features): Enabled
  119.  
  120. * compressProgramBinaryBlob (Frontend features): Disabled
  121.  
  122. * disableAnisotropicFiltering (Frontend workarounds): Disabled
  123.  
  124. * disableProgramBinary (Frontend features): Disabled
  125.  
  126. * disableProgramCaching (Frontend features): Disabled
  127.  
  128. * disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled
  129.  
  130. * dumpShaderSource (Frontend features): Disabled
  131.  
  132. * dumpTranslatedShaders (Frontend features): Disabled
  133.  
  134. * emulatePixelLocalStorage (Frontend features): Enabled
  135.  
  136. * enableCaptureLimits (Frontend features): Disabled
  137.  
  138. * enableCreateContextBackwardsCompatible (Frontend features): Enabled
  139.  
  140. * enableProgramBinaryForCapture (Frontend features): Disabled
  141.  
  142. * enableShaderSubstitution (Frontend workarounds): Disabled
  143.  
  144. * enableTranslatedShaderSubstitution (Frontend workarounds): Disabled
  145.  
  146. * forceDebugContexts (Frontend features): Disabled
  147.  
  148. * forceDepthAttachmentInitOnClear (Frontend workarounds): Disabled
  149.  
  150. * forceFlushAfterDrawcallUsingShadowmap (Frontend workarounds): Disabled
  151.  
  152. * forceGlErrorChecking (Frontend features): Disabled
  153.  
  154. * forceInitShaderVariables (Frontend features): Disabled
  155.  
  156. * forceMinimumMaxVertexAttributes (Frontend features): Disabled
  157.  
  158. * forcePassthroughShaders (Frontend features): Disabled
  159.  
  160. * forceRobustResourceInit (Frontend features): Disabled
  161.  
  162. * limitMaxBufferBytesTo1MB (Frontend features): Disabled
  163.  
  164. * limitMaxTextureBytesTo1MB (Frontend features): Disabled
  165.  
  166. * linkJobIsThreadSafe (Frontend features): Enabled
  167.  
  168. * loseContextOnOutOfMemory (Frontend workarounds): Enabled
  169.  
  170. * loseHardenedContextOnBackendError (Frontend workarounds): Enabled
  171.  
  172. * noperspectiveInterpolationBrokenWithPassthroughShaders (Frontend features): Disabled
  173.  
  174. * setNeedInitOnInvalidation (Frontend features): Enabled
  175.  
  176. * singleThreadedTextureDecompression (Frontend workarounds): Disabled
  177.  
  178. * uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds): Disabled
  179.  
  180. * useIr (Frontend features): Disabled
  181.  
  182. * addMockTextureNoRenderTarget (D3D workarounds): Disabled
  183.  
  184. * allowClearForRobustResourceInit (D3D workarounds): Enabled
  185.  
  186. * allowES3OnFL100 (D3D workarounds): Disabled
  187.  
  188. * allowTranslateUniformBlockToStructuredBuffer (D3D workarounds): Enabled
  189.  
  190. * callClearTwice (D3D workarounds): Disabled
  191.  
  192. * depthStencilBlitExtraCopy (D3D workarounds): Disabled
  193.  
  194. * disableB5G6R5Support (D3D workarounds): Disabled
  195.  
  196. * disableRasterizerOrderViews (D3D workarounds): Disabled
  197.  
  198. * emulateIsnanFloat (D3D workarounds): Disabled
  199.  
  200. * emulateTinyStencilTextures (D3D workarounds): Disabled
  201.  
  202. * enableTimestampQueries (D3D workarounds): Disabled
  203.  
  204. * expandIntegerPowExpressions (D3D workarounds): Enabled
  205.  
  206. * flushAfterEndingTransformFeedback (D3D workarounds): Enabled
  207.  
  208. * forceAtomicValueResolution (D3D workarounds): Disabled
  209.  
  210. * getDimensionsIgnoresBaseLevel (D3D workarounds): Enabled
  211.  
  212. * mrtPerfWorkaround (D3D workarounds): Enabled
  213.  
  214. * preAddTexelFetchOffsets (D3D workarounds): Disabled
  215.  
  216. * rewriteUnaryMinusOperator (D3D workarounds): Disabled
  217.  
  218. * selectViewInGeometryShader (D3D workarounds): Disabled
  219.  
  220. * setDataFasterThanImageUpload (D3D workarounds): Enabled
  221.  
  222. * skipVSConstantRegisterZero (D3D workarounds): Enabled
  223.  
  224. * useSystemMemoryForConstantBuffers (D3D workarounds): Disabled
  225.  
  226. Dawn Info
  227. =========
  228.  
  229. <Discrete GPU> D3D12 backend - NVIDIA GeForce RTX 3060 Ti
  230. ----------------------------------------------------------
  231.  
  232. [WebGPU Status]
  233. ---------------
  234. * 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. |
  235.  
  236. [Adapter Supported Features]
  237. ----------------------------
  238. * core-features-and-limits
  239. * depth-clip-control
  240. * depth32float-stencil8
  241. * texture-compression-bc
  242. * texture-compression-bc-sliced-3d
  243. * timestamp-query
  244. * indirect-first-instance
  245. * rg11b10ufloat-renderable
  246. * bgra8unorm-storage
  247. * float32filterable
  248. * float32blendable
  249. * clip-distances
  250. * dual-source-blending
  251. * texture-formats-tier1
  252. * texture-formats-tier2
  253. * primitive-index
  254. * texture-component-swizzle
  255. * dawn-internal-usages
  256. * dawn-multi-planar-formats
  257. * dawn-native
  258. * implicit-device-synchronization
  259. * unorm16texture-formats
  260. * multi-planar-render-targets
  261. * adapter-properties-memory-heaps
  262. * adapter-properties-d3d
  263. * dawn-format-capabilities
  264. * shared-texture-memory-dxgi-shared-handle
  265. * shared-fence-dxgi-shared-handle
  266. * shared-buffer-memory-d3d12resource
  267. * shader-module-compilation-options
  268. * dawn-load-resolve-texture
  269. * dawn-partial-load-resolve-texture
  270. * flexible-texture-views
  271. * unorm16formats-for-external-texture
  272. * dawn-allow-undefined-load-store-op
  273.  
  274. [Enabled Toggle Names]
  275. ----------------------
  276. * lazy_clear_resource_on_first_use:
  277. (https://crbug.com/dawn/145):
  278. Clears resource to zero on first usage. This initializes the resource so
  279. that no dirty bits from recycled memory is present in the new resource.
  280.  
  281. * use_d3d12_resource_heap_tier2:
  282. (https://crbug.com/dawn/27):
  283. Enable support for resource heap tier 2. Resource heap tier 2 allows
  284. mixing of texture and buffers in the same heap. This allows better heap
  285. re-use and reduces fragmentation.
  286.  
  287. * use_d3d12_render_pass:
  288. (https://crbug.com/dawn/36):
  289. Use the D3D12 render pass API introduced in Windows build 1809 by default.
  290. On versions of Windows prior to build 1809, or when this toggle is turned
  291. off, Dawn will emulate a render pass.
  292.  
  293. * use_d3d12_residency_management:
  294. (https://crbug.com/dawn/193):
  295. Enable residency management. This allows page-in and page-out of resource
  296. heaps in GPU memory. This component improves overcommitted performance by
  297. keeping the most recently used resources local to the GPU. Turning this
  298. component off can cause allocation failures when application memory
  299. exceeds physical device memory.
  300.  
  301. * disallow_spirv:
  302. (https://crbug.com/1214923):
  303. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  304. modules. This is useful to prevent a Chromium renderer process from
  305. successfully sending SPIR-V code to be compiled in the GPU process.
  306.  
  307. * apply_clear_big_integer_color_value_with_draw:
  308. (https://crbug.com/dawn/537):
  309. Apply the clear value of the color attachment with a draw call when load
  310. op is 'clear'. This toggle is enabled by default on D3D12 backends when we
  311. set large integer values (> 2^24 or < -2^24 for signed integer formats) as
  312. the clear value of a color attachment with 32-bit integer or unsigned
  313. integer formats because D3D12 APIs only support using float numbers as
  314. clear values, while a float number cannot always precisely represent an
  315. integer that is greater than 2^24 or smaller than -2^24). This toggle is
  316. also enabled on Intel GPUs on Metal backend due to a driver issue on Intel
  317. Metal driver.
  318.  
  319. * d3d12_use_root_signature_version_1_1:
  320. (https://crbug.com/tint/1890):
  321. Use D3D12 Root Signature Version 1.1 to make additional guarantees about
  322. the descriptors in a descriptor heap and the data pointed to by the
  323. descriptors so that the drivers can make better optimizations on them.
  324.  
  325. * d3d12_use_64kb_alignment_msaa_texture:
  326. (https://crbug.com/dawn/282):
  327. Create MSAA textures with 64KB
  328. (D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment.
  329.  
  330. * d3d12_create_not_zeroed_heap:
  331. (https://crbug.com/dawn/484):
  332. Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is
  333. supported. It is safe because in Dawn we always clear the resources
  334. manually when needed.
  335.  
  336. * polyfill_packed_4x8_dot_product:
  337. (https://crbug.com/tint/1497):
  338. Always use the polyfill version of dot4I8Packed() and dot4U8Packed().
  339.  
  340. * d3d12_polyfill_pack_unpack_4x8:
  341. (https://crbug.com/tint/1497):
  342. Always use the polyfill version of pack4xI8(), pack4xU8(),
  343. pack4xI8Clamp(), unpack4xI8() and unpack4xU8() on D3D12 backends. Note
  344. that these functions are always polyfilled on all other backends right
  345. now.
  346.  
  347. * d3d12_force_stencil_component_replicate_swizzle:
  348. (https://crbug.com/341254292):
  349. Force a replicate swizzle for the stencil component i.e. (ssss) instead of
  350. (s001) to workaround issues on certain Nvidia drivers on D3D12 with
  351. depth24_unorm_stencil8 format.
  352.  
  353. * d3d12_expand_shader_resource_state_transitions_to_copy_source:
  354. (https://crbug.com/356905061):
  355. When transitioning to any shader resource states PIXEL or
  356. NON_PIXEL_SHADER_RESOURCE include COPY_SOURCE too on Nvidia since the
  357. shader resource states seem to miss flushing all caches and layout
  358. transitions causing rendering corruption.
  359.  
  360. * d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment:
  361. (https://crbug.com/381000081):
  362. Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256)
  363. for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset
  364. in buffer-texture copies.
  365.  
  366. * enable_integer_range_analysis_in_robustness:
  367. (https://crbug.com/348701956):
  368. Compute the range of the index with Integer Range Analysis in the
  369. robustness transform and skip doing index clamping when the out of bound
  370. access cannot happen.
  371.  
  372. * blob_cache_hash_validation:
  373. (https://crbug.com/429938352):
  374. Enable hash validation when loading/storing from/to the blob cache
  375.  
  376. * d3d12_use_hlsl_2021:
  377. (https://crbug.com/508342536):
  378. Use HLSL 2021 when targeting DXC.
  379.  
  380. [WebGPU Required Toggles - enabled]
  381. -----------------------------------
  382. * disallow_spirv:
  383. (https://crbug.com/1214923):
  384. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  385. modules. This is useful to prevent a Chromium renderer process from
  386. successfully sending SPIR-V code to be compiled in the GPU process.
  387.  
  388. [WebGPU Required Toggles - disabled]
  389. ------------------------------------
  390. * timestamp_quantization:
  391. (https://crbug.com/dawn/1800):
  392. Enable timestamp queries quantization to reduce the precision of timers
  393. that can be created with timestamp queries.
  394.  
  395. [Skia Required Toggles - enabled]
  396. ---------------------------------
  397. * disable_robustness:
  398. (https://crbug.com/dawn/480):
  399. Disable robust buffer access
  400.  
  401. * skip_validation:
  402. (https://crbug.com/dawn/271):
  403. Skip expensive validation of Dawn commands.
  404.  
  405. * disable_lazy_clear_for_mapped_at_creation_buffer:
  406. (https://crbug.com/dawn/145):
  407. Disable clearing buffers to zero for buffers which are mapped at creation.
  408.  
  409. * dump_shaders_on_failure:
  410. (https://crbug.com/dawn/792):
  411. Dump shaders only on failure. Used for logging purposes. Dumped shaders
  412. will be log via EmitLog, thus printed in Chrome console or consumed by
  413. user-defined callback function.
  414.  
  415. <CPU> D3D12 backend - Microsoft Basic Render Driver
  416. ----------------------------------------------------
  417.  
  418. [WebGPU Status]
  419. ---------------
  420. * 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. |
  421.  
  422. [Adapter Supported Features]
  423. ----------------------------
  424. * core-features-and-limits
  425. * depth-clip-control
  426. * depth32float-stencil8
  427. * texture-compression-bc
  428. * texture-compression-bc-sliced-3d
  429. * timestamp-query
  430. * indirect-first-instance
  431. * rg11b10ufloat-renderable
  432. * bgra8unorm-storage
  433. * float32filterable
  434. * float32blendable
  435. * clip-distances
  436. * dual-source-blending
  437. * texture-formats-tier1
  438. * texture-formats-tier2
  439. * primitive-index
  440. * texture-component-swizzle
  441. * dawn-internal-usages
  442. * dawn-multi-planar-formats
  443. * dawn-native
  444. * implicit-device-synchronization
  445. * unorm16texture-formats
  446. * multi-planar-render-targets
  447. * adapter-properties-memory-heaps
  448. * adapter-properties-d3d
  449. * dawn-format-capabilities
  450. * shared-texture-memory-dxgi-shared-handle
  451. * shared-fence-dxgi-shared-handle
  452. * shared-buffer-memory-d3d12resource
  453. * shader-module-compilation-options
  454. * dawn-load-resolve-texture
  455. * dawn-partial-load-resolve-texture
  456. * flexible-texture-views
  457. * unorm16formats-for-external-texture
  458. * dawn-allow-undefined-load-store-op
  459.  
  460. [Enabled Toggle Names]
  461. ----------------------
  462. * lazy_clear_resource_on_first_use:
  463. (https://crbug.com/dawn/145):
  464. Clears resource to zero on first usage. This initializes the resource so
  465. that no dirty bits from recycled memory is present in the new resource.
  466.  
  467. * use_d3d12_resource_heap_tier2:
  468. (https://crbug.com/dawn/27):
  469. Enable support for resource heap tier 2. Resource heap tier 2 allows
  470. mixing of texture and buffers in the same heap. This allows better heap
  471. re-use and reduces fragmentation.
  472.  
  473. * use_d3d12_render_pass:
  474. (https://crbug.com/dawn/36):
  475. Use the D3D12 render pass API introduced in Windows build 1809 by default.
  476. On versions of Windows prior to build 1809, or when this toggle is turned
  477. off, Dawn will emulate a render pass.
  478.  
  479. * use_d3d12_residency_management:
  480. (https://crbug.com/dawn/193):
  481. Enable residency management. This allows page-in and page-out of resource
  482. heaps in GPU memory. This component improves overcommitted performance by
  483. keeping the most recently used resources local to the GPU. Turning this
  484. component off can cause allocation failures when application memory
  485. exceeds physical device memory.
  486.  
  487. * disallow_spirv:
  488. (https://crbug.com/1214923):
  489. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  490. modules. This is useful to prevent a Chromium renderer process from
  491. successfully sending SPIR-V code to be compiled in the GPU process.
  492.  
  493. * apply_clear_big_integer_color_value_with_draw:
  494. (https://crbug.com/dawn/537):
  495. Apply the clear value of the color attachment with a draw call when load
  496. op is 'clear'. This toggle is enabled by default on D3D12 backends when we
  497. set large integer values (> 2^24 or < -2^24 for signed integer formats) as
  498. the clear value of a color attachment with 32-bit integer or unsigned
  499. integer formats because D3D12 APIs only support using float numbers as
  500. clear values, while a float number cannot always precisely represent an
  501. integer that is greater than 2^24 or smaller than -2^24). This toggle is
  502. also enabled on Intel GPUs on Metal backend due to a driver issue on Intel
  503. Metal driver.
  504.  
  505. * d3d12_use_64kb_alignment_msaa_texture:
  506. (https://crbug.com/dawn/282):
  507. Create MSAA textures with 64KB
  508. (D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment.
  509.  
  510. * d3d12_create_not_zeroed_heap:
  511. (https://crbug.com/dawn/484):
  512. Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is
  513. supported. It is safe because in Dawn we always clear the resources
  514. manually when needed.
  515.  
  516. * polyfill_packed_4x8_dot_product:
  517. (https://crbug.com/tint/1497):
  518. Always use the polyfill version of dot4I8Packed() and dot4U8Packed().
  519.  
  520. * d3d12_polyfill_pack_unpack_4x8:
  521. (https://crbug.com/tint/1497):
  522. Always use the polyfill version of pack4xI8(), pack4xU8(),
  523. pack4xI8Clamp(), unpack4xI8() and unpack4xU8() on D3D12 backends. Note
  524. that these functions are always polyfilled on all other backends right
  525. now.
  526.  
  527. * d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment:
  528. (https://crbug.com/381000081):
  529. Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256)
  530. for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset
  531. in buffer-texture copies.
  532.  
  533. * enable_integer_range_analysis_in_robustness:
  534. (https://crbug.com/348701956):
  535. Compute the range of the index with Integer Range Analysis in the
  536. robustness transform and skip doing index clamping when the out of bound
  537. access cannot happen.
  538.  
  539. * blob_cache_hash_validation:
  540. (https://crbug.com/429938352):
  541. Enable hash validation when loading/storing from/to the blob cache
  542.  
  543. * d3d12_use_hlsl_2021:
  544. (https://crbug.com/508342536):
  545. Use HLSL 2021 when targeting DXC.
  546.  
  547. [WebGPU Required Toggles - enabled]
  548. -----------------------------------
  549. * disallow_spirv:
  550. (https://crbug.com/1214923):
  551. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  552. modules. This is useful to prevent a Chromium renderer process from
  553. successfully sending SPIR-V code to be compiled in the GPU process.
  554.  
  555. [WebGPU Required Toggles - disabled]
  556. ------------------------------------
  557. * timestamp_quantization:
  558. (https://crbug.com/dawn/1800):
  559. Enable timestamp queries quantization to reduce the precision of timers
  560. that can be created with timestamp queries.
  561.  
  562. [Skia Required Toggles - enabled]
  563. ---------------------------------
  564. * disable_robustness:
  565. (https://crbug.com/dawn/480):
  566. Disable robust buffer access
  567.  
  568. * skip_validation:
  569. (https://crbug.com/dawn/271):
  570. Skip expensive validation of Dawn commands.
  571.  
  572. * disable_lazy_clear_for_mapped_at_creation_buffer:
  573. (https://crbug.com/dawn/145):
  574. Disable clearing buffers to zero for buffers which are mapped at creation.
  575.  
  576. * dump_shaders_on_failure:
  577. (https://crbug.com/dawn/792):
  578. Dump shaders only on failure. Used for logging purposes. Dumped shaders
  579. will be log via EmitLog, thus printed in Chrome console or consumed by
  580. user-defined callback function.
  581.  
  582. <Discrete GPU> D3D11 backend - NVIDIA GeForce RTX 3060 Ti
  583. ----------------------------------------------------------
  584.  
  585. [WebGPU Status]
  586. ---------------
  587. * Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented. |
  588.  
  589. [Adapter Supported Features]
  590. ----------------------------
  591. * core-features-and-limits
  592. * depth-clip-control
  593. * depth32float-stencil8
  594. * texture-compression-bc
  595. * texture-compression-bc-sliced-3d
  596. * rg11b10ufloat-renderable
  597. * bgra8unorm-storage
  598. * float32filterable
  599. * float32blendable
  600. * clip-distances
  601. * dual-source-blending
  602. * texture-formats-tier1
  603. * primitive-index
  604. * dawn-internal-usages
  605. * dawn-multi-planar-formats
  606. * dawn-native
  607. * implicit-device-synchronization
  608. * d3d11multithread-protected
  609. * unorm16texture-formats
  610. * multi-planar-format-p010
  611. * multi-planar-render-targets
  612. * adapter-properties-memory-heaps
  613. * adapter-properties-d3d
  614. * dawn-format-capabilities
  615. * shared-texture-memory-dxgi-shared-handle
  616. * shared-texture-memory-d3d11texture-2d
  617. * shared-fence-dxgi-shared-handle
  618. * shader-module-compilation-options
  619. * dawn-load-resolve-texture
  620. * dawn-partial-load-resolve-texture
  621. * dawn-texel-copy-buffer-row-alignment
  622. * flexible-texture-views
  623. * unorm16formats-for-external-texture
  624. * dawn-allow-undefined-load-store-op
  625.  
  626. [Enabled Toggle Names]
  627. ----------------------
  628. * lazy_clear_resource_on_first_use:
  629. (https://crbug.com/dawn/145):
  630. Clears resource to zero on first usage. This initializes the resource so
  631. that no dirty bits from recycled memory is present in the new resource.
  632.  
  633. * disallow_spirv:
  634. (https://crbug.com/1214923):
  635. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  636. modules. This is useful to prevent a Chromium renderer process from
  637. successfully sending SPIR-V code to be compiled in the GPU process.
  638.  
  639. * apply_clear_big_integer_color_value_with_draw:
  640. (https://crbug.com/dawn/537):
  641. Apply the clear value of the color attachment with a draw call when load
  642. op is 'clear'. This toggle is enabled by default on D3D12 backends when we
  643. set large integer values (> 2^24 or < -2^24 for signed integer formats) as
  644. the clear value of a color attachment with 32-bit integer or unsigned
  645. integer formats because D3D12 APIs only support using float numbers as
  646. clear values, while a float number cannot always precisely represent an
  647. integer that is greater than 2^24 or smaller than -2^24). This toggle is
  648. also enabled on Intel GPUs on Metal backend due to a driver issue on Intel
  649. Metal driver.
  650.  
  651. * use_blit_for_buffer_to_stencil_texture_copy:
  652. (https://crbug.com/dawn/1389):
  653. Use a blit instead of a copy command to copy buffer data to the stencil
  654. aspect of a texture. Works around an issue where stencil writes by copy
  655. commands are not visible to a render or compute pass.
  656.  
  657. * use_blit_for_t2b:
  658. (https://crbug.com/dawn/348654098):
  659. Use a compute based blit instead of a copy command to copy texture with
  660. supported format to a buffer.
  661.  
  662. * use_blit_for_b2t:
  663. (https://crbug.com/dawn/348653642):
  664. Use a shader based blit instead of a copy command to copy a buffer to a
  665. texture with supported format.
  666.  
  667. * enable_integer_range_analysis_in_robustness:
  668. (https://crbug.com/348701956):
  669. Compute the range of the index with Integer Range Analysis in the
  670. robustness transform and skip doing index clamping when the out of bound
  671. access cannot happen.
  672.  
  673. * blob_cache_hash_validation:
  674. (https://crbug.com/429938352):
  675. Enable hash validation when loading/storing from/to the blob cache
  676.  
  677. [WebGPU Required Toggles - enabled]
  678. -----------------------------------
  679. * disallow_spirv:
  680. (https://crbug.com/1214923):
  681. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  682. modules. This is useful to prevent a Chromium renderer process from
  683. successfully sending SPIR-V code to be compiled in the GPU process.
  684.  
  685. [WebGPU Required Toggles - disabled]
  686. ------------------------------------
  687. * timestamp_quantization:
  688. (https://crbug.com/dawn/1800):
  689. Enable timestamp queries quantization to reduce the precision of timers
  690. that can be created with timestamp queries.
  691.  
  692. [Skia Required Toggles - enabled]
  693. ---------------------------------
  694. * disable_robustness:
  695. (https://crbug.com/dawn/480):
  696. Disable robust buffer access
  697.  
  698. * skip_validation:
  699. (https://crbug.com/dawn/271):
  700. Skip expensive validation of Dawn commands.
  701.  
  702. * disable_lazy_clear_for_mapped_at_creation_buffer:
  703. (https://crbug.com/dawn/145):
  704. Disable clearing buffers to zero for buffers which are mapped at creation.
  705.  
  706. * dump_shaders_on_failure:
  707. (https://crbug.com/dawn/792):
  708. Dump shaders only on failure. Used for logging purposes. Dumped shaders
  709. will be log via EmitLog, thus printed in Chrome console or consumed by
  710. user-defined callback function.
  711.  
  712. * use_packed_depth24_unorm_stencil8_format:
  713. (https://crbug.com/341254292):
  714. Use a packed depth24_unorm_stencil8 format like
  715. DXGI_FORMAT_D24_UNORM_STENCIL8_UINT on D3D for
  716. wgpu::TextureFormat::Depth24PlusStencil8.
  717.  
  718. <CPU> D3D11 backend - Microsoft Basic Render Driver
  719. ----------------------------------------------------
  720.  
  721. [WebGPU Status]
  722. ---------------
  723. * Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented. | crbug.com/40057808: CPU adapters not fully tested or conformant. |
  724.  
  725. [Adapter Supported Features]
  726. ----------------------------
  727. * core-features-and-limits
  728. * depth-clip-control
  729. * depth32float-stencil8
  730. * texture-compression-bc
  731. * texture-compression-bc-sliced-3d
  732. * rg11b10ufloat-renderable
  733. * bgra8unorm-storage
  734. * float32filterable
  735. * float32blendable
  736. * clip-distances
  737. * dual-source-blending
  738. * texture-formats-tier1
  739. * primitive-index
  740. * dawn-internal-usages
  741. * dawn-multi-planar-formats
  742. * dawn-native
  743. * implicit-device-synchronization
  744. * d3d11multithread-protected
  745. * unorm16texture-formats
  746. * multi-planar-format-p010
  747. * multi-planar-render-targets
  748. * adapter-properties-memory-heaps
  749. * adapter-properties-d3d
  750. * dawn-format-capabilities
  751. * shared-texture-memory-dxgi-shared-handle
  752. * shared-texture-memory-d3d11texture-2d
  753. * shared-fence-dxgi-shared-handle
  754. * shader-module-compilation-options
  755. * dawn-load-resolve-texture
  756. * dawn-partial-load-resolve-texture
  757. * dawn-texel-copy-buffer-row-alignment
  758. * flexible-texture-views
  759. * unorm16formats-for-external-texture
  760. * dawn-allow-undefined-load-store-op
  761.  
  762. [Enabled Toggle Names]
  763. ----------------------
  764. * lazy_clear_resource_on_first_use:
  765. (https://crbug.com/dawn/145):
  766. Clears resource to zero on first usage. This initializes the resource so
  767. that no dirty bits from recycled memory is present in the new resource.
  768.  
  769. * disallow_spirv:
  770. (https://crbug.com/1214923):
  771. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  772. modules. This is useful to prevent a Chromium renderer process from
  773. successfully sending SPIR-V code to be compiled in the GPU process.
  774.  
  775. * apply_clear_big_integer_color_value_with_draw:
  776. (https://crbug.com/dawn/537):
  777. Apply the clear value of the color attachment with a draw call when load
  778. op is 'clear'. This toggle is enabled by default on D3D12 backends when we
  779. set large integer values (> 2^24 or < -2^24 for signed integer formats) as
  780. the clear value of a color attachment with 32-bit integer or unsigned
  781. integer formats because D3D12 APIs only support using float numbers as
  782. clear values, while a float number cannot always precisely represent an
  783. integer that is greater than 2^24 or smaller than -2^24). This toggle is
  784. also enabled on Intel GPUs on Metal backend due to a driver issue on Intel
  785. Metal driver.
  786.  
  787. * use_blit_for_buffer_to_stencil_texture_copy:
  788. (https://crbug.com/dawn/1389):
  789. Use a blit instead of a copy command to copy buffer data to the stencil
  790. aspect of a texture. Works around an issue where stencil writes by copy
  791. commands are not visible to a render or compute pass.
  792.  
  793. * use_blit_for_t2b:
  794. (https://crbug.com/dawn/348654098):
  795. Use a compute based blit instead of a copy command to copy texture with
  796. supported format to a buffer.
  797.  
  798. * use_blit_for_b2t:
  799. (https://crbug.com/dawn/348653642):
  800. Use a shader based blit instead of a copy command to copy a buffer to a
  801. texture with supported format.
  802.  
  803. * enable_integer_range_analysis_in_robustness:
  804. (https://crbug.com/348701956):
  805. Compute the range of the index with Integer Range Analysis in the
  806. robustness transform and skip doing index clamping when the out of bound
  807. access cannot happen.
  808.  
  809. * blob_cache_hash_validation:
  810. (https://crbug.com/429938352):
  811. Enable hash validation when loading/storing from/to the blob cache
  812.  
  813. * d3d11_use_discard_view:
  814. (https://crbug.com/479416037):
  815. Use D3D11's DiscardView for discarding render pass' attachments having
  816. StoreOp::Discard
  817.  
  818. [WebGPU Required Toggles - enabled]
  819. -----------------------------------
  820. * disallow_spirv:
  821. (https://crbug.com/1214923):
  822. Disallow usage of SPIR-V completely so that only WGSL is used for shader
  823. modules. This is useful to prevent a Chromium renderer process from
  824. successfully sending SPIR-V code to be compiled in the GPU process.
  825.  
  826. [WebGPU Required Toggles - disabled]
  827. ------------------------------------
  828. * timestamp_quantization:
  829. (https://crbug.com/dawn/1800):
  830. Enable timestamp queries quantization to reduce the precision of timers
  831. that can be created with timestamp queries.
  832.  
  833. [Skia Required Toggles - enabled]
  834. ---------------------------------
  835. * disable_robustness:
  836. (https://crbug.com/dawn/480):
  837. Disable robust buffer access
  838.  
  839. * skip_validation:
  840. (https://crbug.com/dawn/271):
  841. Skip expensive validation of Dawn commands.
  842.  
  843. * disable_lazy_clear_for_mapped_at_creation_buffer:
  844. (https://crbug.com/dawn/145):
  845. Disable clearing buffers to zero for buffers which are mapped at creation.
  846.  
  847. * dump_shaders_on_failure:
  848. (https://crbug.com/dawn/792):
  849. Dump shaders only on failure. Used for logging purposes. Dumped shaders
  850. will be log via EmitLog, thus printed in Chrome console or consumed by
  851. user-defined callback function.
  852.  
  853. * use_packed_depth24_unorm_stencil8_format:
  854. (https://crbug.com/341254292):
  855. Use a packed depth24_unorm_stencil8 format like
  856. DXGI_FORMAT_D24_UNORM_STENCIL8_UINT on D3D for
  857. wgpu::TextureFormat::Depth24PlusStencil8.
  858.  
  859. Compositor Information
  860. ======================
  861. Tile Update Mode: One-copy
  862. Partial Raster : Enabled
  863.  
  864. Display(s) Information
  865. ======================
  866. Info : Display[4141812879] bounds=[0,0 2560x1440], workarea=[0,0 2560x1400], scale=1, rotation=0, panel_rotation=0 external detected
  867. Color space (all) : {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
  868. Buffer format (all) : BGRA_8888
  869. Color volume : {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.0600], w:[0.3127, 0.3290]}
  870. SDR white level in nits : 203
  871. HDR relative maximum luminance: 1
  872. Bits per color component : 8
  873. Bits per pixel : 24
  874. Refresh Rate in Hz : 165
  875. Info : Display[626822409] bounds=[2560,190 1920x1080], workarea=[2560,190 1920x1040], scale=1, rotation=0, panel_rotation=0 external detected
  876. Color space (all) : {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
  877. Buffer format (all) : BGRA_8888
  878. Color volume : {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.0600], w:[0.3127, 0.3290]}
  879. SDR white level in nits : 203
  880. HDR relative maximum luminance: 1
  881. Bits per color component : 8
  882. Bits per pixel : 24
  883. Refresh Rate in Hz : 60
  884.  
  885. Video Acceleration Information
  886. ==============================
  887. Decoding :
  888. Decode h264 baseline : 64x64 to 4096x4096 pixels
  889. Decode h264 main : 64x64 to 4096x4096 pixels
  890. Decode h264 high : 64x64 to 4096x4096 pixels
  891. Decode vp9 profile0 : 128x128 to 4096x4096 pixels
  892. Decode vp9 profile2 : 128x128 to 4096x4096 pixels
  893. Decode hevc main : 144x144 to 4096x4096 pixels
  894. Decode hevc main 10 : 144x144 to 4096x4096 pixels
  895. Decode hevc main still-picture: 144x144 to 4096x4096 pixels
  896. Decode av1 profile main : 128x128 to 4096x4096 pixels
  897. Decode hevc range extensions : 144x144 to 4096x4096 pixels
  898. Decode h264 baseline : 16x16 to 4096x2304 pixels
  899. Decode h264 main : 16x16 to 4096x2304 pixels
  900. Decode h264 extended : 16x16 to 4096x2304 pixels
  901. Decode h264 high : 16x16 to 4096x2304 pixels
  902. Encoding :
  903. Encode h264 baseline : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
  904. Encode h264 main : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
  905. Encode h264 high : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
  906. Encode hevc main : 160x64 to 8192x8192 pixels, and/or 30.000 fps.
  907. Encode hevc main 10 : 160x64 to 8192x8192 pixels, and/or 30.000 fps.
  908. Encode h264 baseline : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
  909. Encode h264 baseline : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
  910. Encode h264 main : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
  911. Encode h264 main : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
  912. Encode h264 high : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
  913. Encode h264 high : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
  914. Encode h264 baseline : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
  915. Encode h264 baseline : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
  916. Encode h264 main : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
  917. Encode h264 main : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
  918. Encode h264 high : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
  919. Encode h264 high : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
  920. Encode hevc main : 130x34 to 1920x1080 pixels, and/or 121.000 fps.
  921. Encode hevc main : 130x34 to 1080x1920 pixels, and/or 121.000 fps.
  922. Encode hevc main : 130x34 to 3840x2160 pixels, and/or 30.000 fps.
  923. Encode hevc main : 130x34 to 2160x3840 pixels, and/or 30.000 fps.
  924.  
  925. Vulkan Information
  926. ==================
  927.  
  928. Device Performance Information
  929. ==============================
  930. Total Physical Memory (Gb): 15
  931. Total Disk Space (Gb) : 1862
  932. Hardware Concurrency : 8
  933. System Commit Limit (Gb) : 47
  934. D3D11 Feature Level : 12_1
  935. Has Discrete GPU : yes
  936. Software Rendering : No
  937.  
  938. Log Messages
  939. ============
  940. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
  941. [21780:1680:1030/191944.998:ERROR:ui\gl\egl_util.cc:92] : EGL Driver message (Error) eglCreateContext: Requested version is not supported
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