WebGL doesn't work in Chrome but in other Chromium-based browsers work
Reported by
mirruzi...@gmail.com,
Jul 19 2016
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Issue descriptionUserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/51.0.2704.106 Safari/537.36 Example URL: Steps to reproduce the problem: 1. open some page that require webgl 2. 3. What is the expected behavior? What went wrong? WebGL content doesn't work, browser under chrome://gpu says: GpuProcessHostUIShim: The GPU process crashed! But in other browser that is based on Chromium WebGL work. I tried to reinstall but it didn't help. Does it occur on multiple sites: Yes Is it a problem with a plugin? No Did this work before? N/A Does this work in other browsers? Yes Chrome version: 51.0.2704.106 Channel: stable OS Version: 10.0 Flash Version: Shockwave Flash 22.0 r0
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Jul 20 2016
Sorry, something's going deeply wrong in Chrome's graphics stack. It's not WebGL-specific. John, do you think you could help investigate if there's some incompatibility between Chrome and AMD's latest drivers?
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Jul 20 2016
Do you have "Use hardware acceleration when available" checked in chrome://settings?
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Jul 20 2016
Yes I have Use hardware acceleration enabled.
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Jul 20 2016
Do you see any crashes listed in chrome://crashes?
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Jul 21 2016
yes, many, latest one: Crash ID: crash/be37658200000000 Crash ID: crash/7ab3e00e00000000 Crash ID: crash/c262e00e00000000
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Jul 21 2016
If you set the --disable-accelerated-video-decode command-line flag, chrome should work. Maybe we need to blacklist it completely on these drivers. It looks like the driver is crashing when we try to get an ID3D11VideoDevice.
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Jul 22 2016
It works! Thank you.
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Jul 31 2016
Same here. No crashes though under chrome://crashes. Use hardware acceleration when available is enabled. My useragent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/52.0.2743.82 Safari/537.36 WebGL worked just fine in Chrome until a few days ago. See also my post: https://plus.google.com/u/0/+DavidSchmidt/posts/6Cffs3BdaYq
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Jul 31 2016
I may add what I found under chrome://gpu *Graphics Feature Status* Canvas: Software only, hardware acceleration unavailable Flash: Software only, hardware acceleration unavailable Flash Stage3D: Software only, hardware acceleration unavailable Flash Stage3D Baseline profile: Software only, hardware acceleration unavailable Compositing: Software only, hardware acceleration unavailable Multiple Raster Threads: Unavailable Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Rasterization: Software only. Hardware acceleration disabled Video Decode: Software only, hardware acceleration unavailable Video Encode: Software only, hardware acceleration unavailable WebGL: Unavailable *Driver Bug Workarounds* clear_uniforms_before_first_program_use disable_d3d11 disable_discard_framebuffer exit_on_context_lost force_cube_complete scalarize_vec_and_mat_constructor_args texsubimage_faster_than_teximage *Problems Detected* GPU process was unable to boot: Features are disabled upon full but not preliminary GPU info. Disabled Features: all Accelerated video decode does not work with the discrete GPU on AMD switchables: 298968 Disabled Features: accelerated_video_decode Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost TexSubImage is faster for full uploads on ANGLE Applied Workarounds: texsubimage_faster_than_teximage Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Always rewrite vec/mat constructors to be consistent: 398694 Applied Workarounds: scalarize_vec_and_mat_constructor_args Disable Direct3D11 on systems with AMD switchable graphics: 451420 Applied Workarounds: disable_d3d11 ANGLE crash on glReadPixels from incomplete cube map texture: 518889 Applied Workarounds: force_cube_complete Framebuffer discarding can hurt performance on non-tilers: 570897 Applied Workarounds: disable_discard_framebuffer Crashes in D3D11 on specific AMD drivers: 517040 Applied Workarounds: disable_d3d11 Accelerated rasterization has been disabled, either via blacklist, about:flags or the command line. Disabled Features: rasterization Native GpuMemoryBuffers have been disabled, either via about:flags or command line. Disabled Features: native_gpu_memory_buffers
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Aug 11 2016
Issue 636580 has been merged into this issue.
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Aug 11 2016
Coming from issue 636580 here. Tried to disable accelerated video decoding, but it still didn't work. Besides, chrome:gpu says it's already blacklisted. I've also configured Chrome to use default flags for everything having to do with graphics, but to no avail. I don't think WebGL ever worked on this graphics card. You can find my chrome:gpu attached. The GPU process doesn't seem to crash, WebGL looks okay, but WebGL still doesn't work. chrome:crashes reports no crashes.
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Aug 11 2016
Everything works correctly on Microsoft Edge, if it can help you.
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Aug 25 2016
I want my WebGL back. Please!
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Sep 12 2016
Any news on this?
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Oct 3 2016
Enabling the flag that's mentioned here, activated WebGL for me again: https://bugs.chromium.org/p/chromium/issues/detail?id=644091#c2
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Mar 24 2017
Re #7, is there a way that we can generically work around this issue (a blacklist, or becoming robust to device creation failure)?
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Mar 24 2017
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Mar 24 2017
The blacklist is already a sufficient mechanism for disabling the use of problematic features on buggy drivers.
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Apr 1 2017
Any idea why the flag's no more working? Have Override software rendering list enabled but WebGL doesn't work again since a few days.
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Apr 28 2017
Found it out myself, apparently google.de/maps provides different code than google.com/maps. The localized DE version ignores the flag and delivers static 2D tiles, where as the .com version has the 3D buildings based on WebGL.
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Aug 9 2017
I think the issue in comment #10 is a duplicate of bug bug 687004 (now fixed). The originally-reported issue is a dupe of 633524. |
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Comment 1 by dstockwell@chromium.org
, Jul 20 2016