Some devices can't support WebGL
Reported by
chengguo...@126.com,
Jun 7 2017
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Issue descriptionSteps to reproduce the problem: I find some specific devices that can't support OpenGL ES 2.0, and chrome has a gpu blacklist in GpuDataManagerImplPrivate::Initialize, but my business need to use WebGL, so i need to do something special for this specific devices. it is possible integrated SwiftShader in android platform to provide seamless fallback support for WebGL in case the GPU is blacklisted? What is the expected behavior? What went wrong? Some devices can't support WebGL Did this work before? N/A Chrome version: 57.0.2987.108 Channel: n/a OS Version: Flash Version:
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Jun 7 2017
Is it possible to integrated SwiftShader in android platform to provide seamless fallback support for WebGL in case the GPU is blacklisted?
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Jun 7 2017
Our statistics show that less than 5% of Android devices don't have WebGL support. Practically all devices support OpenGL ES 2.0, but they get blacklisted if the GPU isn't running in a separate process and doesn't support reset notifications: https://goo.gl/gQVryq Fixing that or providing a workaround for it seems like a better approach for increasing WebGL support than falling back to SwiftShader. Ken, what's the reason for not using a GPU process on all Android devices?
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Jun 7 2017
Low-end Android devices can't support a separate GPU process. We rely on being able to terminate and restart the GPU process for robust handling of errant WebGL content.
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Jun 7 2017
They can support a separate GPU process, but we choose not to in order to save on a few megs of RAM. This is on 512MB devices where RAM is really precious. chengguokai@, what are the specific devices you have a problem with? Do they have 512MB RAM?
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Jun 8 2017
yes, this specific devices are almost in low RAM, and the gpu blacklist is built from software_rendering_list_json.cc(Chrome version: 57.0.2987.108)
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Jun 14 2017
Hi: I'm building a custom version of android webview running on devices without GPU support, is it possible to bundle SwiftShader with webview to support webgl by modifying some part of webview source? If it's possible, which part should I look into? Thanks!
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Jun 14 2017
#7: This has been answered at https://groups.google.com/forum/#!topic/swiftshader/9Rq6hbgskTM Let's continue the conversation there if you have additional questions.
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Jun 16 2017
aelias@, what is the best action here?
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Jun 20 2017
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Jun 30 2017
Moving to WontFix, if plans change we can open a new bug. |
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