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- Graphics Feature Status
- =======================
- * Canvas: Hardware accelerated
- * Direct Rendering Display Compositor: Disabled
- * Compositing: Hardware accelerated
- * Multiple Raster Threads: Enabled
- * OpenGL: Enabled
- * Rasterization: Hardware accelerated on all pages
- * Raw Draw: Disabled
- * Skia Graphite: Enabled
- * TreesInViz: Enabled
- * Video Decode: Hardware accelerated
- * Video Encode: Hardware accelerated
- * WebGL: Hardware accelerated
- * WebGPU: Hardware accelerated
- * WebNN: Disabled
- Version Information
- ===================
- Data exported : 2026-10-30T23:19:45.213Z
- Browser version : Chrome/154.0.8037.99
- Operating system : Windows NT 10.0.26200.9445 (kernel32 10.0.26100.9444)
- Software rendering list URL: dcb95296325f9b7f385640f6ea0f149c04507cf3
- Driver bug list URL : dcb95296325f9b7f385640f6ea0f149c04507cf3
- ANGLE commit id : unknown hash
- 2D graphics backend : Skia/154 dcb95296325f9b7f385640f6ea0f149c04507cf3
- 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
- Driver Information
- ==================
- Initialization time : 221
- In-process GPU : false
- Skia Backend : GraphiteDawnD3D11
- Passthrough Command Decoder : true
- Sandboxed : true
- 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*
- GPU1 : VENDOR= 0x1414, DEVICE=0x008c [Microsoft Basic Render Driver], LUID={0,54508}, DRIVER_VERSION=10.0.26100.9278
- 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
- Diagonal Monitor Size of \\.\DISPLAY2: 23.8"
- DirectML feature level : 5.0
- Driver D3D12 feature level : D3D 12.1
- Driver Vulkan API version : Not supported
- 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 RTX 3060 Ti (0x00002486) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.16.2101)
- GL_VERSION : OpenGL ES 3.0 (ANGLE 2.1 git hash: unknown hash)
- 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
- 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 git hash: unknown hash)
- 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
- * enable_webgl_timer_query_extensions
- * exit_on_context_lost
- * force_high_performance_gpu
- * unpack_overlapping_rows_separately_unpack_buffer
- * disabled_extension_GL_KHR_blend_equation_advanced
- * disabled_extension_GL_KHR_blend_equation_advanced_coherent
- Problems Detected
- =================
- * Some drivers are unable to reset the D3D device in the GPU process sandbox
- Applied Workarounds: exit_on_context_lost
- * 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
- ANGLE Features
- ==============
- * allowCompressedFormats (Frontend workarounds): Enabled
- * allowExtensionDisableAfterNonPpTokens (Frontend features): Disabled
- * alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled
- * alwaysRunLinkSubJobsThreaded (Frontend features): Disabled
- * cacheCompiledShader (Frontend features): Disabled
- * clipCullDistanceBrokenWithPassthroughShaders (Frontend features): Disabled
- * compileJobIsThreadSafe (Frontend features): Enabled
- * compressProgramBinaryBlob (Frontend features): Disabled
- * 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
- * enableCreateContextBackwardsCompatible (Frontend features): Enabled
- * 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
- * limitMaxBufferBytesTo1MB (Frontend features): Disabled
- * limitMaxTextureBytesTo1MB (Frontend features): Disabled
- * linkJobIsThreadSafe (Frontend features): Enabled
- * loseContextOnOutOfMemory (Frontend workarounds): Enabled
- * loseHardenedContextOnBackendError (Frontend workarounds): Enabled
- * noperspectiveInterpolationBrokenWithPassthroughShaders (Frontend features): Disabled
- * setNeedInitOnInvalidation (Frontend features): Enabled
- * 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
- * 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
- * useSystemMemoryForConstantBuffers (D3D workarounds): Disabled
- Dawn Info
- =========
- <Discrete GPU> D3D12 backend - NVIDIA GeForce RTX 3060 Ti
- ----------------------------------------------------------
- [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]
- ----------------------------
- * 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
- * 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
- * dawn-allow-undefined-load-store-op
- [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.
- * 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.
- * 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.
- * 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.
- * 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
- * d3d12_use_hlsl_2021:
- (https://crbug.com/508342536):
- Use HLSL 2021 when targeting DXC.
- [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.
- [WebGPU Required Toggles - disabled]
- ------------------------------------
- * timestamp_quantization:
- (https://crbug.com/dawn/1800):
- Enable timestamp queries quantization to reduce the precision of timers
- that can be created with timestamp queries.
- [Skia Required Toggles - enabled]
- ---------------------------------
- * disable_robustness:
- (https://crbug.com/dawn/480):
- Disable robust buffer access
- * skip_validation:
- (https://crbug.com/dawn/271):
- Skip expensive validation of Dawn commands.
- * disable_lazy_clear_for_mapped_at_creation_buffer:
- (https://crbug.com/dawn/145):
- Disable clearing buffers to zero for buffers which are mapped at creation.
- * dump_shaders_on_failure:
- (https://crbug.com/dawn/792):
- Dump shaders only on failure. Used for logging purposes. Dumped shaders
- will be log via EmitLog, thus printed in Chrome console or consumed by
- user-defined callback function.
- <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]
- ----------------------------
- * 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
- * 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
- * dawn-allow-undefined-load-store-op
- [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.
- * 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.
- * 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.
- * 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_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
- * d3d12_use_hlsl_2021:
- (https://crbug.com/508342536):
- Use HLSL 2021 when targeting DXC.
- [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.
- [WebGPU Required Toggles - disabled]
- ------------------------------------
- * timestamp_quantization:
- (https://crbug.com/dawn/1800):
- Enable timestamp queries quantization to reduce the precision of timers
- that can be created with timestamp queries.
- [Skia Required Toggles - enabled]
- ---------------------------------
- * disable_robustness:
- (https://crbug.com/dawn/480):
- Disable robust buffer access
- * skip_validation:
- (https://crbug.com/dawn/271):
- Skip expensive validation of Dawn commands.
- * disable_lazy_clear_for_mapped_at_creation_buffer:
- (https://crbug.com/dawn/145):
- Disable clearing buffers to zero for buffers which are mapped at creation.
- * dump_shaders_on_failure:
- (https://crbug.com/dawn/792):
- Dump shaders only on failure. Used for logging purposes. Dumped shaders
- will be log via EmitLog, thus printed in Chrome console or consumed by
- user-defined callback function.
- <Discrete GPU> D3D11 backend - NVIDIA GeForce RTX 3060 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
- * dawn-allow-undefined-load-store-op
- [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.
- * 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.
- [WebGPU Required Toggles - disabled]
- ------------------------------------
- * timestamp_quantization:
- (https://crbug.com/dawn/1800):
- Enable timestamp queries quantization to reduce the precision of timers
- that can be created with timestamp queries.
- [Skia Required Toggles - enabled]
- ---------------------------------
- * disable_robustness:
- (https://crbug.com/dawn/480):
- Disable robust buffer access
- * skip_validation:
- (https://crbug.com/dawn/271):
- Skip expensive validation of Dawn commands.
- * disable_lazy_clear_for_mapped_at_creation_buffer:
- (https://crbug.com/dawn/145):
- Disable clearing buffers to zero for buffers which are mapped at creation.
- * dump_shaders_on_failure:
- (https://crbug.com/dawn/792):
- Dump shaders only on failure. Used for logging purposes. Dumped shaders
- will be log via EmitLog, thus printed in Chrome console or consumed by
- user-defined callback function.
- * use_packed_depth24_unorm_stencil8_format:
- (https://crbug.com/341254292):
- Use a packed depth24_unorm_stencil8 format like
- DXGI_FORMAT_D24_UNORM_STENCIL8_UINT on D3D for
- wgpu::TextureFormat::Depth24PlusStencil8.
- <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]
- ----------------------------
- * 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
- * dawn-allow-undefined-load-store-op
- [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.
- * 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
- * d3d11_use_discard_view:
- (https://crbug.com/479416037):
- Use D3D11's DiscardView for discarding render pass' attachments having
- StoreOp::Discard
- [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.
- [WebGPU Required Toggles - disabled]
- ------------------------------------
- * timestamp_quantization:
- (https://crbug.com/dawn/1800):
- Enable timestamp queries quantization to reduce the precision of timers
- that can be created with timestamp queries.
- [Skia Required Toggles - enabled]
- ---------------------------------
- * disable_robustness:
- (https://crbug.com/dawn/480):
- Disable robust buffer access
- * skip_validation:
- (https://crbug.com/dawn/271):
- Skip expensive validation of Dawn commands.
- * disable_lazy_clear_for_mapped_at_creation_buffer:
- (https://crbug.com/dawn/145):
- Disable clearing buffers to zero for buffers which are mapped at creation.
- * dump_shaders_on_failure:
- (https://crbug.com/dawn/792):
- Dump shaders only on failure. Used for logging purposes. Dumped shaders
- will be log via EmitLog, thus printed in Chrome console or consumed by
- user-defined callback function.
- * use_packed_depth24_unorm_stencil8_format:
- (https://crbug.com/341254292):
- Use a packed depth24_unorm_stencil8 format like
- DXGI_FORMAT_D24_UNORM_STENCIL8_UINT on D3D for
- wgpu::TextureFormat::Depth24PlusStencil8.
- Compositor Information
- ======================
- Tile Update Mode: One-copy
- Partial Raster : Enabled
- Display(s) Information
- ======================
- Info : Display[4141812879] bounds=[0,0 2560x1440], workarea=[0,0 2560x1400], scale=1, 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
- Info : Display[626822409] bounds=[2560,190 1920x1080], workarea=[2560,190 1920x1040], scale=1, 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 : 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 4096x4096 pixels
- Decode vp9 profile2 : 128x128 to 4096x4096 pixels
- Decode hevc main : 144x144 to 4096x4096 pixels
- Decode hevc main 10 : 144x144 to 4096x4096 pixels
- Decode hevc main still-picture: 144x144 to 4096x4096 pixels
- Decode av1 profile main : 128x128 to 4096x4096 pixels
- Decode hevc range extensions : 144x144 to 4096x4096 pixels
- Decode h264 baseline : 16x16 to 4096x2304 pixels
- Decode h264 main : 16x16 to 4096x2304 pixels
- Decode h264 extended : 16x16 to 4096x2304 pixels
- Decode h264 high : 16x16 to 4096x2304 pixels
- Encoding :
- Encode h264 baseline : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
- Encode h264 main : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
- Encode h264 high : 160x64 to 4096x4096 pixels, and/or 30.000 fps.
- Encode hevc main : 160x64 to 8192x8192 pixels, and/or 30.000 fps.
- Encode hevc main 10 : 160x64 to 8192x8192 pixels, and/or 30.000 fps.
- Encode h264 baseline : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
- Encode h264 baseline : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
- Encode h264 main : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
- Encode h264 main : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
- Encode h264 high : 146x50 to 1920x1080 pixels, and/or 121.000 fps.
- Encode h264 high : 146x50 to 1080x1920 pixels, and/or 121.000 fps.
- Encode h264 baseline : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
- Encode h264 baseline : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
- Encode h264 main : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
- Encode h264 main : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
- Encode h264 high : 146x50 to 3840x2160 pixels, and/or 30.000 fps.
- Encode h264 high : 146x50 to 2160x3840 pixels, and/or 30.000 fps.
- Encode hevc main : 130x34 to 1920x1080 pixels, and/or 121.000 fps.
- Encode hevc main : 130x34 to 1080x1920 pixels, and/or 121.000 fps.
- Encode hevc main : 130x34 to 3840x2160 pixels, and/or 30.000 fps.
- Encode hevc main : 130x34 to 2160x3840 pixels, and/or 30.000 fps.
- Vulkan Information
- ==================
- Device Performance Information
- ==============================
- Total Physical Memory (Gb): 15
- Total Disk Space (Gb) : 1862
- Hardware Concurrency : 8
- System Commit Limit (Gb) : 47
- 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.
- [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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