New issue
Advanced search Search tips
Note: Color blocks (like or ) mean that a user may not be available. Tooltip shows the reason.

Issue 730306 link

Starred by 2 users

Issue metadata

Status: WontFix
Owner: ----
Closed: Jun 2017
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Android
Pri: 2
Type: Bug



Sign in to add a comment

Some devices can't support WebGL

Reported by chengguo...@126.com, Jun 7 2017

Issue description

Steps 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:
 

Comment 1 Deleted

Is it possible to integrated SwiftShader in android platform to provide seamless fallback support for WebGL in case the GPU is blacklisted?

Comment 3 by capn@chromium.org, Jun 7 2017

Cc: kbr@chromium.org
Components: Internals>GPU>WebGL
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?

Comment 4 by kbr@chromium.org, Jun 7 2017

Cc: aelias@chromium.org
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.

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?
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)
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!

Comment 8 by capn@chromium.org, 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.
aelias@, what is the best action here?
Components: -Internals>GPU>WebGL Blink>WebGL
Status: WontFix (was: Unconfirmed)
Moving to WontFix, if plans change we can open a new bug.

Sign in to add a comment