Failed to create hardware WebGL context, software context doesn't update game
Reported by
kont...@trzeci.eu,
Mar 29 2017
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Issue descriptionUserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:55.0) Gecko/20100101 Firefox/55.0 Example URL: http://beta.unity3d.com/jonas/AngryBots/ Steps to reproduce the problem: 1. Open any page what uses WebGL context (and supports fallback to software render) 2. Observe that an app or a game displays first frame 3. Observe that the app isn't updating a 3D content anymore. 4. Observe that audio works, application reacts on mouse/keyboard input - it's fully functional. --- The content of canvas can be forced to be refreshed by: - scrolling a page - zooming a page - changing size of canvas What is the expected behavior? Software WebGL mode should refresh content like hardware mode does. What went wrong? Simplified version of creating context: // -------- setup let contextAttributes = { antialias : false, depth : true, stencil : true } canvas.addEventListener("webglcontextcreationerror", function(e) { console.log(e.statusMessage); }, false); // -------- test contextAttributes.failIfMajorPerformanceCaveat = true; let ctx = canvas.getContext("webgl", contextAttributes); // CONSOLE: Could not create a WebGL context, VENDOR = 0x1002, DEVICE = 0x6606, GL_VERSION = 15.200.1045.0, Sandboxed = yes, Optimus = no, AMD switchable = no, Reset notification strategy = 0x0000, GPU process crash count = 0, ErrorMessage = bindToCurrentThread failed: . contextAttributes.failIfMajorPerformanceCaveat = true; let ctx = canvas.getContext("webgl", contextAttributes); // Context created, no error, but content of canvas isn't refreshing itself 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: 57.0.2987.110 Channel: stable OS Version: 10.0 Flash Version: Shockwave Flash 25.0 r0 - Firefox and Ms Edge can create a hardware context. - Tested also on Canary: 59.0.3055.0
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Mar 29 2017
Also a comment, that changing context attributes:
let contextAttributes = {
antialias : false,
depth : false,
stencil : false
}
Doesn't solve this issue.
,
Mar 29 2017
,
Mar 29 2017
This sounds like it could be Issue swiftshader:35 . When you switch back and forth between tabs, does the content get updated? Please also paste the entire output of chrome://gpu
,
Mar 29 2017
Hi, I attached gpu.htm in the topic of this issue, if it's not complete I can provide it in 1 day. IIRC, when tabs were switched it also updated content. The linked ticket https://bugs.chromium.org/p/swiftshader/issues/detail?id=35 stands that it was fixed in Canary: 59.0.3049.0. I tested that the newest Canary version: 59.0.3055.0 is affected by my issue.
,
Mar 29 2017
Assigning to capn@ to triage.
,
Mar 30 2017
Hi, I can confirm that switching tabs repaints a canvas.
,
Mar 30 2017
Pasting your about:gpu plaintext here for reference: Graphics Feature Status Canvas: Software only, hardware acceleration unavailable Flash: Hardware accelerated Flash Stage3D: Hardware accelerated Flash Stage3D Baseline profile: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Rasterization: Software only. Hardware acceleration disabled Video Decode: Hardware accelerated Video Encode: Hardware accelerated VPx Video Decode: Hardware accelerated WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_d3d11 disable_discard_framebuffer disable_framebuffer_cmaa exit_on_context_lost force_cube_complete msaa_is_slow scalarize_vec_and_mat_constructor_args texsubimage_faster_than_teximage Problems Detected GPU rasterization should only be enabled on NVIDIA Pascal and Maxwell, Intel Broadwell+, and AMD RX-R2 GPUs for now.: 643850 Disabled Features: gpu_rasterization Accelerated VPx decoding is hanging on some videos.: 654111 Disabled Features: accelerated_vpx_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 On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565 Applied Workarounds: msaa_is_slow Framebuffer discarding can hurt performance on non-tilers: 570897 Applied Workarounds: disable_discard_framebuffer Limited enabling of Chromium GL_INTEL_framebuffer_CMAA: 535198 Applied Workarounds: disable_framebuffer_cmaa Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap 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 Version Information Data exported 3/28/2017, 5:32:09 PM Chrome version Chrome/57.0.2987.110 Operating system Windows NT 10.0.14393 Software rendering list version 12.13 Driver bug list version 9.29 ANGLE commit id c1a5d16e964a 2D graphics backend Skia/57 ae9cc5d3588d52f4b371b55845704b25d88cf06d Command Line Args Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end Driver Information Initialization time 110 In-process GPU false Passthrough Command Decoder false Sandboxed true GPU0 VENDOR = 0x1002, DEVICE= 0x6606 GPU1 VENDOR = 0x8086, DEVICE= 0x0416 *ACTIVE* Optimus false AMD switchable true Desktop compositing Aero Glass Diagonal Monitor Size of \\.\DISPLAY2 24.0" Diagonal Monitor Size of \\.\DISPLAY1 24.0" Driver vendor Advanced Micro Devices, Inc. Driver version 15.200.1045.0 Driver date 6-22-2015 Pixel shader version 3.0 Vertex shader version 3.0 Max. MSAA samples 8 Machine model name Machine model version GL_VENDOR Google Inc. GL_RENDERER ANGLE (Intel(R) HD Graphics 4600 Direct3D9Ex vs_3_0 ps_3_0) GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.c1a5d16e964a) GL_EXTENSIONS GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_frag_depth GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_fence GL_NV_pack_subimage GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives 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_vertex_array_object Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Window system binding vendor Google Inc. (adapter LUID: 000000000000d5d3) Window system binding version 1.4 (ANGLE 2.1.0.c1a5d16e964a) 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_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource Direct rendering Yes Reset notification strategy 0x8252 GPU process crash count 0 Compositor Information Tile Update Mode One-copy Partial Raster Enabled GpuMemoryBuffers Status ATC Software only ATCIA Software only DXT1 Software only DXT5 Software only ETC1 Software only R_8 Software only RG_88 Software only BGR_565 Software only RGBA_4444 Software only RGBX_8888 Software only RGBA_8888 Software only BGRX_8888 Software only BGRA_8888 Software only YVU_420 Software only YUV_420_BIPLANAR Software only UYVY_422 Software only Diagnostics ... loading ... Log Messages GpuProcessHostUIShim: The GPU process exited normally. Everything is okay. [3716:7336:0325/122427.059:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0325/122427.059:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 high [3716:7336:0328/090153.091:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0328/090153.091:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 main [3716:7336:0328/090515.526:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0328/090515.526:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 main [3716:7336:0328/161422.289:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0328/161422.289:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 main [3716:7336:0328/161505.052:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0328/161505.052:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 main [3716:7336:0328/161749.177:ERROR:mf_helpers.cc(12)] : Error in dxva_video_decode_accelerator_win.cc on line 593 [3716:7336:0328/161749.177:ERROR:gpu_video_decode_accelerator.cc(375)] : HW video decode not available for profile h264 main GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.
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Mar 30 2017
We're affected by the same problem, and we can reproduce it locally. Is there anything what we can help you to debug this issue?
,
Mar 30 2017
To extend context: - It's exactly the same physical machine what is described in about:gpu log. - It's a laptop: We could reproduce the issue on external screen and on embedded. - Ugly/hacky solution for it is to force refresh by changing size of canvas. Changing canvas size might be an expensive operation, do you know if we can workaround this issue in some less intrusive way?
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Mar 30 2017
This about:gpu page shows that WebGL 1 and 2 are fully GPU accelerated, but Direct3D 11 is disabled because it's an AMD switchable. Direct3D 11 is a requisite of WebGL 2 on Windows, so something went wrong there. Apparently it fails to even create a WebGL 1 context, and only allowing it to fall back to SwiftShader provides a WebGL context, but then Chrome doesn't update the frames properly. I think these are three separate issues. WebGL 2 is not disabled properly, a WebGL 1 context can't be created on a whitelisted GPU combo, and I think we're seeing something very similar to Issue swiftshader:35 . I can confirm that on Chrome Canary with --disable-gpu the frames are not updating properly. When I replace the ANGLE libraries with SwiftShader, things are fine. So the symptoms are very similar to Issue swiftshader:35 but apparently not all scenarios were fixed. I'll look into the SwiftShader issue. I've CC'd Geoff Lang to take a look the blacklisting and context creation issue.
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Mar 30 2017
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Mar 30 2017
The design choice is not to make implicit dependency between feature status. So I guess we just need to add more entries where D3D11 is disabled, we also disable WebGL2.
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Mar 30 2017
One comment from the owner of the machine where this problem has a place is that it used to work some time ago. Unfortunately I don't know if it was before update of Chrome, or something in system (drivers, windows update) has changed.
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Mar 31 2017
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Apr 17 2017
Issue 707298 has been fixed. Mo, could you take care of the blacklisting issue?
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Apr 17 2017
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Jun 14 2017
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Nov 3 2017
The patch referenced in #17 has landed. zmo@, is there anything left to do here?
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Nov 3 2017
I can confirm it works fine. Thx!
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Feb 26 2018
Marking fixed per earlier comments |
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Comment 1 by kont...@trzeci.eu
, Mar 29 2017Copy/Paste error. Here you can see one more time JS testing snippet: // ------------------------------ // -------- setup let contextAttributes = { antialias : false, depth : true, stencil : true } canvas.addEventListener("webglcontextcreationerror", function(e) { console.log(e.statusMessage); }, false); // -------- test contextAttributes.failIfMajorPerformanceCaveat = true; let ctx = canvas.getContext("webgl", contextAttributes); // CONSOLE: Could not create a WebGL context, VENDOR = 0x1002, DEVICE = 0x6606, GL_VERSION = 15.200.1045.0, Sandboxed = yes, Optimus = no, AMD switchable = no, Reset notification strategy = 0x0000, GPU process crash count = 0, ErrorMessage = bindToCurrentThread failed: . // ctx is null contextAttributes.failIfMajorPerformanceCaveat = false; let ctx = canvas.getContext("webgl", contextAttributes); // Context created, no error, but content of canvas isn't refreshing itself // ------------------------------