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Webgl Crash on Samsung phones with Mali GPUs
Reported by
p...@sketchfab.com,
Jul 26 2016
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Issue descriptionSteps to reproduce the problem: 1. open chrome android galaxy S6 with latest updates 2. go to https://sketchfab.com/models/c7d7a68e73964960b63a358bfcd820f0/embed?autostart=1&postprocess=0 3. get a webgl context lost invariably What is the expected behavior? should show a 3D grey cube What went wrong? Webgl crash. Did this work before? Yes 15 days befioe now. Chrome version: 51.0.2704.81 Channel: stable OS Version: 6.0.1 Flash Version: Shockwave Flash 22.0 r0 tried to pinpoint the crash to get a smaller use case, but cannot seem to achieve that. ( Attached the chrome:gpu as pdf )
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Jul 26 2016
Got user Report for same bug on "Galaxy S7 Edge"
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Jul 26 2016
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Jul 27 2016
Got user Report for same bug on "Samsung Note 5"
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Jul 27 2016
Need to try to reproduce in house and gather a crash report. cblume@, could you possibly help with that?
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Jul 27 2016
Given that this used to work, it might be a newly introduced bug in the shader translator.
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Jul 27 2016
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Jul 27 2016
The about:gpu page says "[ERROR:gpu_watchdog_thread.cc(362)] : The GPU process hung. Terminating after 10000ms", so the GPU crash is from watch dog.
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Jul 27 2016
Good catch Mo. The shaders might be using some construct which causes the driver's GLSL compiler to take a pathologically long time. Submitter, I suggest you iteratively trim down your shaders until you find the problematic construct.
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Jul 27 2016
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Jul 28 2016
As said above, I tried already to trim shaders to s simple repro case. On shadertoy and shdr.bkcore to reproduce without success. Scene posted above use basic shaders compared with what sketchfab shaders can be. Would it be possible to be a combination between shader and gl state (uniform,attributes) that makes "hung" the gpu ? As it's very hard to debug webgl on phone, if you could you give any more infos on when/where/what gl call/shader/geometry is the culprit, that would be a tremendous help here to try trimming further ?
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Jul 28 2016
Still no luck, with shaders nearly trimmed down to nothing, which makes me wonder about"shaders" only being the cause Notes: - doing everything but "gl.drawElements" doesn't throw context lost. so shaders & program does compile & link, it's at "drawing" that we get those "GPU hung" causing webglcontext lost
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Jul 28 2016
Do you still have a system that can run without context lost? If yes, you can use the WEBGL_debug_shaders extension to grab what's the translated shader sent to the driver without context lost and what's the one with context lost. If there are any differences, then we have a clear idea what Chrome did and what the bug is (likely a driver bug)
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Jul 30 2016
no system without context lost. further inquiriedon shader showed that replacing texture2d call with some functions returning ran values prevent context loss. Seems more like a framebuffer/texture r/w from shader thing then
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Aug 1 2016
Note that it seems that it's not happening on phone that didn't do the "July samsung update". Reportedly a phone with "June Samsung update" works
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Aug 1 2016
WebGL conformance test,; seems this crash regularly on Samsung phones with the bug: https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/bugs/undefined-index-should-not-crash.html?webglVersion=1&quiet=0
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Aug 1 2016
I've contacted ARM since this phone contains a Mali GPU, asking for help investigating this problem.
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Aug 1 2016
I've also contacted Samsung asking for help investigating.
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Aug 2 2016
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Aug 2 2016
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Aug 10 2016
Thank you for providing more feedback. Adding requester "kbr@chromium.org" for another review and adding "Needs-Review" label for tracking. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Aug 10 2016
Samsung has indicated they're investigating the problem. I'm marking this ExternalDependency for now.
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Aug 22 2016
Seems our latest website update make our codebase abvoid the bug, so the URL in the bug report may not reproduce the bug anymore. Still have that WebGL conformance test that crash regularly on Samsung phones with the bug: https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/bugs/undefined-index-should-not-crash.html?webglVersion=1&quiet=0
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Aug 24 2016
Made a new URL server to repro the crash on samsung S6 phone with latest update https://thor.fatvertex.com/models/c7d7a68e73964960b63a358bfcd820f0/embed?autostart=1&postprocess=0
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Jan 3 2017
Was there any fix reported by Samsung? I have a 3d project in THREE.js and webgl is crashing after I updated my Samsung S6 edge (after factory reset). The scene lasts for 5 seconds before crashing.Used to work before , the same case as above. Its working on desktops and other phones.
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Jan 3 2017
No update yet on this topic from Samsung but I've just asked for one.
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Mar 13 2017
Cleaning up sheriffbot label "Needs-Review" label as a part of modified "Needs-Feedback" sheriffbot rule. [ref bug for cleanup 684919]
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Apr 6 2017
It's not a phone, but ARM Mali has copy problems with Figma on a: 1. Samsung XE303C12 - ChromeOS Arm 32-bit w/Mali 2. Samsung XE513C24 - ChromeOS Dual ARM® Cortex®-A72, Quad Cortex-A53 big.LITTLE™ configuration - no info on GPU Run figma.com on these machines. Create a rectangle, and pan around the scene. Copies of the data will appear in places that there shouldn't be. This doesn't occur on other ChromeOS devices. This is either a WebGL or driver bug with WebGL on these machines. We only use gl.copyTexSubImage2D for all copies (full and partial copies).
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Apr 6 2017
+marcheu because of report on Chrome OS Alec, we really need a reduced test case in order to make progress on these reports. Please invest the time to create one.
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Apr 6 2017
@29: can you please file a separate bug? it seems like this is a different issue. If you do, please add me (marcheu@chromium.org) as the owner. Thanks! |
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Comment 1 by p...@sketchfab.com
, Jul 26 2016