WEBGL2: gpu glitch corruption
Reported by
p...@sketchfab.com,
Apr 28 2017
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Issue descriptionSteps to reproduce the problem: 1. using an Android One Plus One go to that sketchfab model using webgl2 activation flag https://sketchfab.com/models/a87545c8a6dc4d86a7a7c4d67ed01e80/embed?webgl2=1 2. see that the models are pink and some have "noise texture" What is the expected behavior? normal render on webgl2 API What went wrong? gpu glitches all the way when we use webgl2 instead of webgl1 Did this work before? No Does this work in other browsers? Yes Chrome version: 57.0.2987.132 Channel: stable OS Version: 6.0.1 Flash Version: Works fine on webgl1
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Apr 28 2017
We also require the contents of chrome://gpu on the affected device, for all GPU related reports. Please copy+paste or attach as a txt file.
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May 2 2017
- urls works here (desktop and mobile) - attached the gpu.txt -
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May 2 2017
Thank you for providing more feedback. Adding requester "ppolisetty@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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May 3 2017
When looking at gpu.txt I realized you're testing on Chrome 57 with --enable-es3-apis. Chrome 57 has serious WebGL 2.0 issues on Android (which was why it did not enable WebGL 2.0 by default). Please re-test on Chrome 58, which should have just been released to stable. Or, use the beta, dev, or canary channel. Please let us know if the issue persists.
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May 3 2017
Just tested on 58, 59, 60. Still getting gpu render driver glitches
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May 3 2017
Thank you for providing more feedback. Adding requester "kainino@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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May 3 2017
WebGL 2.0 is not supported on Chrome on Adreno 3xx series GPUs. Sorry I didn't notice this earlier when looking at your chrome://gpu. General public users will not be able to use WebGL 2.0 at all on this device. We don't support explicitly enabling it in chrome://gpu. For future reference, I'm able to reproduce on Nexus 7 2013, Adreno 320 (with --enable-es3-apis).
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May 3 2017
correction: explicitly enabling it in chrome://flags
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May 11 2017
Thanks for the anwser, clarifies a lot. I guess there no ways to detect that case client-side ?
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May 12 2017
I'm not sure what case you're trying to detect. Any time a 'webgl2' context fails to create, it's because either the hardware or browser doesn't support it, or because the browser has disabled it (due to the hardware configuration, or a flags setting, etc). When 'webgl2' is unavailable you should always try to fallback to 'webgl' (1.0). If you want to tell the user "your hardware isn't supported on this browser", then all you need to know is (1) the 'webgl2' context creation failed and (2) the browser version (e.g. is it chrome>=56, mobile chrome>=58, firefox>=51?)
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May 13 2017
Was wondering if we could detect "webgl2 force enabled by user" so that we fallback to webgl1.
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May 13 2017
No, I don't think that can be detected. However the number of users manually enabling webgl2 should be extremely close to zero. |
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Comment 1 by ppolise...@chromium.org
, Apr 28 2017Components: Blink>WebGL
Labels: Needs-Feedback