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Issue 779434 link

Starred by 3 users

Issue metadata

Status: Duplicate
Merged: issue 778689
Owner:
Closed: Nov 2017
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Windows
Pri: 2
Type: Bug



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WebGL Pixel Shader compilation fail

Reported by esent...@gmail.com, Oct 30 2017

Issue description

UserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/62.0.3202.75 Safari/537.36

Steps to reproduce the problem:
1. Open http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.html
2. Check the console output

What is the expected behavior?
app should start

What went wrong?
I get error about:

Esenthel Fantasy Demo.html:20 Error accessing Shader "ShdDir6" in ShaderFile "Main".
Esenthel Fantasy Demo.html:20 Pixel Shader compilation failed:
Esenthel Fantasy Demo.html:20 Pixel Shader code:
Esenthel Fantasy Demo.html:20 #version 300 es
Esenthel Fantasy Demo.html:20 #extension GL_EXT_shader_texture_lod:enable
Esenthel Fantasy Demo.html:20 #extension GL_EXT_shadow_samplers:enable
Esenthel Fantasy Demo.html:20 #ifdef GL_ES
Esenthel Fantasy Demo.html:20 #define LP lowp
Esenthel Fantasy Demo.html:20 #define MP mediump
Esenthel Fantasy Demo.html:20 #define HP highp
Esenthel Fantasy Demo.html:20 precision HP float;
Esenthel Fantasy Demo.html:20 precision HP int;
Esenthel Fantasy Demo.html:20 precision HP sampler2D;
Esenthel Fantasy Demo.html:20 precision LP sampler2DShadow;
Esenthel Fantasy Demo.html:20 #if __VERSION__<300
Esenthel Fantasy Demo.html:20 #define texture2DLod texture2DLodEXT
Esenthel Fantasy Demo.html:20 #define shadow2DProj shadow2DProjEXT
Esenthel Fantasy Demo.html:20 #endif
Esenthel Fantasy Demo.html:20 #else
Esenthel Fantasy Demo.html:20 #define LP
Esenthel Fantasy Demo.html:20 #define MP
Esenthel Fantasy Demo.html:20 #define HP
Esenthel Fantasy Demo.html:20 #endif
Esenthel Fantasy Demo.html:20 #if __VERSION__>=300
Esenthel Fantasy Demo.html:20 #define texture2DLod textureLod
Esenthel Fantasy Demo.html:20 #define shadow2DProj textureProj
Esenthel Fantasy Demo.html:20 layout(location=0) out HP vec4 RT0;
Esenthel Fantasy Demo.html:20 #define varying in
Esenthel Fantasy Demo.html:20 #else
Esenthel Fantasy Demo.html:20 #define RT0 gl_FragData[0]
Esenthel Fantasy Demo.html:20 #define gl_InstanceID 0
Esenthel Fantasy Demo.html:20 #endif
Esenthel Fantasy Demo.html:20 varying vec4 GL_Tex0;
Esenthel Fantasy Demo.html:20 varying vec4 GL_Tex1;
Esenthel Fantasy Demo.html:20 vec4 _ret_0;
Esenthel Fantasy Demo.html:20 vec2 _offset0158;
Esenthel Fantasy Demo.html:20 float _TMP159;
Esenthel Fantasy Demo.html:20 float _fade0160;
Esenthel Fantasy Demo.html:20 vec3 _p0160;
Esenthel Fantasy Demo.html:20 vec2 _jitter_value0160;
Esenthel Fantasy Demo.html:20 vec4 _c0162;
Esenthel Fantasy Demo.html:20 float _w0164;
Esenthel Fantasy Demo.html:20 vec3 _pos0166;
Esenthel Fantasy Demo.html:20 float _z0166;
Esenthel Fantasy Demo.html:20 vec2 _x0168;
Esenthel Fantasy Demo.html:20 float _TMP169;
Esenthel Fantasy Demo.html:20 float _x0172;
Esenthel Fantasy Demo.html:20 float _TMP175;
Esenthel Fantasy Demo.html:20 float _b0180;
Esenthel Fantasy Demo.html:20 vec4 _p0182;
Esenthel Fantasy Demo.html:20 float _TMP211;
Esenthel Fantasy Demo.html:20 vec3 _pos0212;
Esenthel Fantasy Demo.html:20 vec4 _c0214;
Esenthel Fantasy Demo.html:20 uniform sampler2DShadow ShdMap;
Esenthel Fantasy Demo.html:20 vec4 _TMP216;
Esenthel Fantasy Demo.html:20 vec4 _TMP217;
Esenthel Fantasy Demo.html:20 vec4 _TMP218;
Esenthel Fantasy Demo.html:20 vec4 _TMP219;
Esenthel Fantasy Demo.html:20 vec4 _TMP220;
Esenthel Fantasy Demo.html:20 vec4 _TMP221;
Esenthel Fantasy Demo.html:20 vec4 _TMP222;
Esenthel Fantasy Demo.html:20 vec4 _TMP223;
Esenthel Fantasy Demo.html:20 vec4 _TMP224;
Esenthel Fantasy Demo.html:20 vec4 _TMP225;
Esenthel Fantasy Demo.html:20 vec4 _TMP226;
Esenthel Fantasy Demo.html:20 vec4 _TMP227;
Esenthel Fantasy Demo.html:20 vec4 _TMP228;
Esenthel Fantasy Demo.html:20 vec4 _TMP229;
Esenthel Fantasy Demo.html:20 vec4 _TMP230;
Esenthel Fantasy Demo.html:20 vec4 _TMP231;
Esenthel Fantasy Demo.html:20 vec4 _TMP232;
Esenthel Fantasy Demo.html:20 vec4 _TMP233;
Esenthel Fantasy Demo.html:20 vec4 _TMP234;
Esenthel Fantasy Demo.html:20 vec4 _TMP235;
Esenthel Fantasy Demo.html:20 vec4 _TMP236;
Esenthel Fantasy Demo.html:20 vec4 _TMP237;
Esenthel Fantasy Demo.html:20 vec4 _TMP238;
Esenthel Fantasy Demo.html:20 vec4 _TMP239;
Esenthel Fantasy Demo.html:20 uniform vec4 ProjMatrix[4];
Esenthel Fantasy Demo.html:20 uniform sampler2D Depth;
Esenthel Fantasy Demo.html:20 uniform float ShdStep[6];
Esenthel Fantasy Demo.html:20 uniform vec2 ShdRangeMulAdd;
Esenthel Fantasy Demo.html:20 uniform vec4 ShdJitter;
Esenthel Fantasy Demo.html:20 uniform vec4 ShdMatrix4[24];
Esenthel Fantasy Demo.html:20 void main()
Esenthel Fantasy Demo.html:20 {
Esenthel Fantasy Demo.html:20 _c0162=vec4(GL_Tex0.x,GL_Tex0.y,0.00000000E+000,0.00000000E+000);
Esenthel Fantasy Demo.html:20 _w0164=texture2DLod(Depth,vec2(_c0162.x,_c0162.y),_c0162.w).x;
Esenthel Fantasy Demo.html:20 _w0164=_w0164*2.00000000E+000-1.00000000E+000;
Esenthel Fantasy Demo.html:20 _z0166=ProjMatrix[2].w/(_w0164-ProjMatrix[2].z);
Esenthel Fantasy Demo.html:20 _pos0166.z=_z0166;
Esenthel Fantasy Demo.html:20 _pos0166.xy=GL_Tex1.xy*_z0166;
Esenthel Fantasy Demo.html:20 _x0168=gl_FragCoord.xy*5.00000000E-001;
Esenthel Fantasy Demo.html:20 _offset0158=vec2(float((fract(_x0168)*2.00000000E+000-5.00000000E-001).x),float((fract(_x0168)*2.00000000E+000-5.00000000E-001).y));
Esenthel Fantasy Demo.html:20 _offset0158.y=_offset0158.y+_offset0158.x;
Esenthel Fantasy Demo.html:20 if(float(_offset0158.y)>1.10000002E+000){
Esenthel Fantasy Demo.html:20 _offset0158.y=0.00000000E+000;
Esenthel Fantasy Demo.html:20 }
Esenthel Fantasy Demo.html:20 _jitter_value0160=vec2(float(float((vec2(float(_offset0158.x),float(_offset0158.y))*ShdJitter.xy+ShdJitter.zw).x)),float(float((vec2(float(_offset0158.x),float(_offset0158.y))*ShdJitter.xy+ShdJitter.zw).y)));
Esenthel Fantasy Demo.html:20 _TMP169=dot(_pos0166,_pos0166);
Esenthel Fantasy Demo.html:20 _x0172=_TMP169*ShdRangeMulAdd.x+ShdRangeMulAdd.y;
Esenthel Fantasy Demo.html:20 _b0180=min(1.00000000E+000,_x0172);
Esenthel Fantasy Demo.html:20 _TMP175=max(0.00000000E+000,_b0180);
Esenthel Fantasy Demo.html:20 _fade0160=float(_TMP175);
Esenthel Fantasy Demo.html:20 if(false||_z0166<=ShdStep[2]){
Esenthel Fantasy Demo.html:20 if(false||_z0166<=ShdStep[0]){
Esenthel Fantasy Demo.html:20 _TMP216.x=ShdMatrix4[(4*0+0)].x;
Esenthel Fantasy Demo.html:20 _TMP216.y=ShdMatrix4[(4*0+1)].x;
Esenthel Fantasy Demo.html:20 _TMP216.z=ShdMatrix4[(4*0+2)].x;
Esenthel Fantasy Demo.html:20 _TMP216.w=ShdMatrix4[(4*0+3)].x;
Esenthel Fantasy Demo.html:20 _TMP217.x=ShdMatrix4[(4*0+0)].y;
Esenthel Fantasy Demo.html:20 _TMP217.y=ShdMatrix4[(4*0+1)].y;
Esenthel Fantasy Demo.html:20 _TMP217.z=ShdMatrix4[(4*0+2)].y;
Esenthel Fantasy Demo.html:20 _TMP217.w=ShdMatrix4[(4*0+3)].y;
Esenthel Fantasy Demo.html:20 _TMP218.x=ShdMatrix4[(4*0+0)].z;
Esenthel Fantasy Demo.html:20 _TMP218.y=ShdMatrix4[(4*0+1)].z;
Esenthel Fantasy Demo.html:20 _TMP218.z=ShdMatrix4[(4*0+2)].z;
Esenthel Fantasy Demo.html:20 _TMP218.w=ShdMatrix4[(4*0+3)].z;
Esenthel Fantasy Demo.html:20 _TMP219.x=ShdMatrix4[(4*0+0)].w;
Esenthel Fantasy Demo.html:20 _TMP219.y=ShdMatrix4[(4*0+1)].w;
Esenthel Fantasy Demo.html:20 _TMP219.z=ShdMatrix4[(4*0+2)].w;
Esenthel Fantasy Demo.html:20 _TMP219.w=ShdMatrix4[(4*0+3)].w;
Esenthel Fantasy Demo.html:20 _p0182=_pos0166.x*_TMP216+_pos0166.y*_TMP217+_z0166*_TMP218+_TMP219;
Esenthel Fantasy Demo.html:20 }else{
Esenthel Fantasy Demo.html:20 if(false||_z0166<=ShdStep[1]){
Esenthel Fantasy Demo.html:20 _TMP220.x=ShdMatrix4[(4*1+0)].x;
Esenthel Fantasy Demo.html:20 _TMP220.y=ShdMatrix4[(4*1+1)].x;
Esenthel Fantasy Demo.html:20 _TMP220.z=ShdMatrix4[(4*1+2)].x;
Esenthel Fantasy Demo.html:20 _TMP220.w=ShdMatrix4[(4*1+3)].x;
Esenthel Fantasy Demo.html:20 _TMP221.x=ShdMatrix4[(4*1+0)].y;
Esenthel Fantasy Demo.html:20 _TMP221.y=ShdMatrix4[(4*1+1)].y;
Esenthel Fantasy Demo.html:20 _TMP221.z=ShdMatrix4[(4*1+2)].y;
Esenthel Fantasy Demo.html:20 _TMP221.w=ShdMatrix4[(4*1+3)].y;
Esenthel Fantasy Demo.html:20 _TMP222.x=ShdMatrix4[(4*1+0)].z;
Esenthel Fantasy Demo.html:20 _TMP222.y=ShdMatrix4[(4*1+1)].z;
Esenthel Fantasy Demo.html:20 _TMP222.z=ShdMatrix4[(4*1+2)].z;
Esenthel Fantasy Demo.html:20 _TMP222.w=ShdMatrix4[(4*1+3)].z;
Esenthel Fantasy Demo.html:20 _TMP223.x=ShdMatrix4[(4*1+0)].w;
Esenthel Fantasy Demo.html:20 _TMP223.y=ShdMatrix4[(4*1+1)].w;
Esenthel Fantasy Demo.html:20 _TMP223.z=ShdMatrix4[(4*1+2)].w;
Esenthel Fantasy Demo.html:20 _TMP223.w=ShdMatrix4[(4*1+3)].w;
Esenthel Fantasy Demo.html:20 _p0182=_pos0166.x*_TMP220+_pos0166.y*_TMP221+_z0166*_TMP222+_TMP223;
Esenthel Fantasy Demo.html:20 }else{
Esenthel Fantasy Demo.html:20 _TMP224.x=ShdMatrix4[(4*2+0)].x;
Esenthel Fantasy Demo.html:20 _TMP224.y=ShdMatrix4[(4*2+1)].x;
Esenthel Fantasy Demo.html:20 _TMP224.z=ShdMatrix4[(4*2+2)].x;
Esenthel Fantasy Demo.html:20 _TMP224.w=ShdMatrix4[(4*2+3)].x;
Esenthel Fantasy Demo.html:20 _TMP225.x=ShdMatrix4[(4*2+0)].y;
Esenthel Fantasy Demo.html:20 _TMP225.y=ShdMatrix4[(4*2+1)].y;
Esenthel Fantasy Demo.html:20 _TMP225.z=ShdMatrix4[(4*2+2)].y;
Esenthel Fantasy Demo.html:20 _TMP225.w=ShdMatrix4[(4*2+3)].y;
Esenthel Fantasy Demo.html:20 _TMP226.x=ShdMatrix4[(4*2+0)].z;
Esenthel Fantasy Demo.html:20 _TMP226.y=ShdMatrix4[(4*2+1)].z;
Esenthel Fantasy Demo.html:20 _TMP226.z=ShdMatrix4[(4*2+2)].z;
Esenthel Fantasy Demo.html:20 _TMP226.w=ShdMatrix4[(4*2+3)].z;
Esenthel Fantasy Demo.html:20 _TMP227.x=ShdMatrix4[(4*2+0)].w;
Esenthel Fantasy Demo.html:20 _TMP227.y=ShdMatrix4[(4*2+1)].w;
Esenthel Fantasy Demo.html:20 _TMP227.z=ShdMatrix4[(4*2+2)].w;
Esenthel Fantasy Demo.html:20 _TMP227.w=ShdMatrix4[(4*2+3)].w;
Esenthel Fantasy Demo.html:20 _p0182=_pos0166.x*_TMP224+_pos0166.y*_TMP225+_z0166*_TMP226+_TMP227;
2Esenthel Fantasy Demo.html:20 }
Esenthel Fantasy Demo.html:20 }else{
Esenthel Fantasy Demo.html:20 if(false||_z0166<=ShdStep[3]){
Esenthel Fantasy Demo.html:20 _TMP228.x=ShdMatrix4[(4*3+0)].x;
Esenthel Fantasy Demo.html:20 _TMP228.y=ShdMatrix4[(4*3+1)].x;
Esenthel Fantasy Demo.html:20 _TMP228.z=ShdMatrix4[(4*3+2)].x;
Esenthel Fantasy Demo.html:20 _TMP228.w=ShdMatrix4[(4*3+3)].x;
Esenthel Fantasy Demo.html:20 _TMP229.x=ShdMatrix4[(4*3+0)].y;
Esenthel Fantasy Demo.html:20 _TMP229.y=ShdMatrix4[(4*3+1)].y;
Esenthel Fantasy Demo.html:20 _TMP229.z=ShdMatrix4[(4*3+2)].y;
Esenthel Fantasy Demo.html:20 _TMP229.w=ShdMatrix4[(4*3+3)].y;
Esenthel Fantasy Demo.html:20 _TMP230.x=ShdMatrix4[(4*3+0)].z;
Esenthel Fantasy Demo.html:20 _TMP230.y=ShdMatrix4[(4*3+1)].z;
Esenthel Fantasy Demo.html:20 _TMP230.z=ShdMatrix4[(4*3+2)].z;
Esenthel Fantasy Demo.html:20 _TMP230.w=ShdMatrix4[(4*3+3)].z;
Esenthel Fantasy Demo.html:20 _TMP231.x=ShdMatrix4[(4*3+0)].w;
Esenthel Fantasy Demo.html:20 _TMP231.y=ShdMatrix4[(4*3+1)].w;
Esenthel Fantasy Demo.html:20 _TMP231.z=ShdMatrix4[(4*3+2)].w;
Esenthel Fantasy Demo.html:20 _TMP231.w=ShdMatrix4[(4*3+3)].w;
Esenthel Fantasy Demo.html:20 _p0182=_pos0166.x*_TMP228+_pos0166.y*_TMP229+_z0166*_TMP230+_TMP231;
Esenthel Fantasy Demo.html:20 }else{
Esenthel Fantasy Demo.html:20 if(false||_z0166<=ShdStep[4]){
Esenthel Fantasy Demo.html:20 _TMP232.x=ShdMatrix4[(4*4+0)].x;
Esenthel Fantasy Demo.html:20 _TMP232.y=ShdMatrix4[(4*4+1)].x;
Esenthel Fantasy Demo.html:20 _TMP232.z=ShdMatrix4[(4*4+2)].x;
Esenthel Fantasy Demo.html:20 _TMP232.w=ShdMatrix4[(4*4+3)].x;
Esenthel Fantasy Demo.html:20 _TMP233.x=ShdMatrix4[(4*4+0)].y;
Esenthel Fantasy Demo.html:20 _TMP233.y=ShdMatrix4[(4*4+1)].y;
Esenthel Fantasy Demo.html:20 _TMP233.z=ShdMatrix4[(4*4+2)].y;
Esenthel Fantasy Demo.html:20 _TMP233.w=ShdMatrix4[(4*4+3)].y;
Esenthel Fantasy Demo.html:20 _TMP234.x=ShdMatrix4[(4*4+0)].z;
Esenthel Fantasy Demo.html:20 _TMP234.y=ShdMatrix4[(4*4+1)].z;
Esenthel Fantasy Demo.html:20 _TMP234.z=ShdMatrix4[(4*4+2)].z;
Esenthel Fantasy Demo.html:20 _TMP234.w=ShdMatrix4[(4*4+3)].z;
Esenthel Fantasy Demo.html:20 _TMP235.x=ShdMatrix4[(4*4+0)].w;
Esenthel Fantasy Demo.html:20 _TMP235.y=ShdMatrix4[(4*4+1)].w;
Esenthel Fantasy Demo.html:20 _TMP235.z=ShdMatrix4[(4*4+2)].w;
Esenthel Fantasy Demo.html:20 _TMP235.w=ShdMatrix4[(4*4+3)].w;
Esenthel Fantasy Demo.html:20 _p0182=_pos0166.x*_TMP232+_pos0166.y*_TMP233+_z0166*_TMP234+_TMP235;
Esenthel Fantasy Demo.html:20 }else{
Esenthel Fantasy Demo.html:20 _TMP236.x=ShdMatrix4[(4*5+0)].x;
Esenthel Fantasy Demo.html:20 _TMP236.y=ShdMatrix4[(4*5+1)].x;
Esenthel Fantasy Demo.html:20 _TMP236.z=ShdMatrix4[(4*5+2)].x;
Esenthel Fantasy Demo.html:20 _TMP236.w=ShdMatrix4[(4*5+3)].x;
Esenthel Fantasy Demo.html:20 _TMP237.x=ShdMatrix4[(4*5+0)].y;
Esenthel Fantasy Demo.html:20 _TMP237.y=ShdMatrix4[(4*5+1)].y;
Esenthel%20Fantasy%20Demo.html:20 _TMP237.z=ShdMatrix4[(4*5+2)].y;
Esenthel%20Fantasy%20Demo.html:20 _TMP237.w=ShdMatrix4[(4*5+3)].y;
Esenthel%20Fantasy%20Demo.html:20 _TMP238.x=ShdMatrix4[(4*5+0)].z;
Esenthel%20Fantasy%20Demo.html:20 _TMP238.y=ShdMatrix4[(4*5+1)].z;
Esenthel%20Fantasy%20Demo.html:20 _TMP238.z=ShdMatrix4[(4*5+2)].z;
Esenthel%20Fantasy%20Demo.html:20 _TMP238.w=ShdMatrix4[(4*5+3)].z;
Esenthel%20Fantasy%20Demo.html:20 _TMP239.x=ShdMatrix4[(4*5+0)].w;
Esenthel%20Fantasy%20Demo.html:20 _TMP239.y=ShdMatrix4[(4*5+1)].w;
Esenthel%20Fantasy%20Demo.html:20 _TMP239.z=ShdMatrix4[(4*5+2)].w;
Esenthel%20Fantasy%20Demo.html:20 _TMP239.w=ShdMatrix4[(4*5+3)].w;
Esenthel%20Fantasy%20Demo.html:20 _p0182=_pos0166.x*_TMP236+_pos0166.y*_TMP237+_z0166*_TMP238+_TMP239;
3Esenthel%20Fantasy%20Demo.html:20 }
Esenthel%20Fantasy%20Demo.html:20 _p0160=_p0182.xyz/_p0182.w;
Esenthel%20Fantasy%20Demo.html:20 _pos0212.xy=_p0160.xy+_jitter_value0160;
Esenthel%20Fantasy%20Demo.html:20 _c0214=vec4(_pos0212.x,_pos0212.y,_p0160.z*5.00000000E-001+5.00000000E-001,1.00000000E+000);
Esenthel%20Fantasy%20Demo.html:20 _TMP211=float(shadow2DProj(ShdMap,_c0214));
Esenthel%20Fantasy%20Demo.html:20 _TMP159=_fade0160+_TMP211;
Esenthel%20Fantasy%20Demo.html:20 _ret_0=vec4(float(_TMP159),float(_TMP159),float(_TMP159),float(_TMP159));
Esenthel%20Fantasy%20Demo.html:20 RT0=_ret_0;
Esenthel%20Fantasy%20Demo.html:20 return;
Esenthel%20Fantasy%20Demo.html:20 }

Did this work before? N/A 

Does this work in other browsers? Yes

Chrome version: 62.0.3202.75  Channel: stable
OS Version: 10.0
Flash Version: 

this shader compiles OK for FireFox
 
Labels: Needs-Triage-M62

Comment 2 by kbr@chromium.org, Oct 30 2017

Please provide the contents of the about:gpu page from your system. Plaintext copy/paste is fine.

Also, could you please provide just a single standalone HTML page which attempts to compile just this shader and prints the error?

Here's the contents of my about:gpu. Note the shader compilation warnings, but no errors.

Graphics Feature Status
Canvas: Hardware accelerated
CheckerImaging: Enabled
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: Hardware accelerated
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_accelerated_vpx_decode
disable_discard_framebuffer
disable_dxgi_zero_copy_video
disable_framebuffer_cmaa
exit_on_context_lost
force_cube_complete
scalarize_vec_and_mat_constructor_args
texsubimage_faster_than_teximage
Problems Detected
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
ANGLE crash on glReadPixels from incomplete cube map texture: 518889
Applied Workarounds: force_cube_complete
Framebuffer discarding can hurt performance on non-tilers: 570897
Applied Workarounds: disable_discard_framebuffer
Use GL_INTEL_framebuffer_CMAA on ChromeOS: 535198
Applied Workarounds: disable_framebuffer_cmaa
Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
Applied Workarounds: decode_encode_srgb_for_generatemipmap
Zero-copy DXGI video hangs or displays incorrect colors on AMD drivers: 623029
Applied Workarounds: disable_dxgi_zero_copy_video
VPx decoding isn't supported well before Windows 10 creators update.: 616318, 667532
Applied Workarounds: disable_accelerated_vpx_decode
Native GpuMemoryBuffers have been disabled, either via about:flags or command line.
Disabled Features: native_gpu_memory_buffers
Version Information
Data exported	10/30/2017, 11:36:36 AM
Chrome version	Chrome/64.0.3253.0
Operating system	Windows NT 10.0.14393
Software rendering list URL	https://chromium.googlesource.com/chromium/src/+/3163a676b23fd74bf3d1c5c13a1141d26d8dd6aa/gpu/config/software_rendering_list.json
Driver bug list URL	https://chromium.googlesource.com/chromium/src/+/3163a676b23fd74bf3d1c5c13a1141d26d8dd6aa/gpu/config/gpu_driver_bug_list.json
ANGLE commit id	b79e7bb691ae
2D graphics backend	Skia/64 7947193c319bced2ef557971550e196adbe60966-
Command Line	"C:\Users\kbr\AppData\Local\Google\Chrome SxS\Application\chrome.exe" --flag-switches-begin --flag-switches-end
Driver Information
Initialization time	96
In-process GPU	false
Passthrough Command Decoder	false
Supports overlays	false
Sandboxed	false
GPU0	VENDOR = 0x1002, DEVICE= 0x683d
Optimus	false
Optimus	false
AMD switchable	false
Desktop compositing	Aero Glass
Diagonal Monitor Size of \\.\DISPLAY1	29.7"
Driver vendor	Advanced Micro Devices, Inc.
Driver version	22.19.662.4
Driver date	7-20-2017
Pixel shader version	5.0
Vertex shader version	5.0
Max. MSAA samples	8
Machine model name	
Machine model version	
GL_VENDOR	Google Inc.
GL_RENDERER	ANGLE (AMD Radeon R7 200 Series Direct3D11 vs_5_0 ps_5_0)
GL_VERSION	OpenGL ES 3.0 (ANGLE 2.1.0.b79e7bb691ae)
GL_EXTENSIONS	GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_multiview GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control 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_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context 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: 0000000000014ded)
Window system binding version	1.4 (ANGLE 2.1.0.b79e7bb691ae)
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_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition 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_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture_nv12 EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization
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
R_16	Software only
RG_88	Software only
BGR_565	Software only
RGBA_4444	Software only
RGBX_8888	GPU_READ, SCANOUT
RGBA_8888	GPU_READ, SCANOUT
BGRX_8888	Software only
BGRX_1010102	Software only
BGRA_8888	Software only
RGBA_F16	Software only
YVU_420	Software only
YUV_420_BIPLANAR	Software only
UYVY_422	Software only
Display(s) Information
Info	Display[2528732444] bounds=0,0 2560x1600, workarea=0,0 2560x1560, scale=1, external
Color space information	{primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL, icc_profile_id:0}
Bits per color component	8
Bits per pixel	24
Diagnostics
0
b3DAccelerationEnabled	true
b3DAccelerationExists	true
bAGPEnabled	true
bAGPExistenceValid	true
bAGPExists	true
bCanRenderWindow	true
bDDAccelerationEnabled	true
bDriverBeta	false
bDriverDebug	false
bDriverSigned	false
bDriverSignedValid	false
bNoHardware	false
dwBpp	32
dwDDIVersion	12
dwHeight	1600
dwRefreshRate	60
dwWHQLLevel	0
dwWidth	2560
iAdapter	0
lDriverSize	1962120
lMiniVddSize	0
szAGPStatusEnglish	Enabled
szAGPStatusLocalized	Enabled
szChipType	AMD Radeon Graphics Processor (0x683D)
szD3DStatusEnglish	Enabled
szD3DStatusLocalized	Enabled
szDACType	Internal DAC(400MHz)
szDDIVersionEnglish	12
szDDIVersionLocalized	12
szDDStatusEnglish	Enabled
szDDStatusLocalized	Enabled
szDXVAHDEnglish	Not Supported
szDXVAModes	ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C
szDescription	AMD Radeon R7 200 Series
szDeviceId	0x683D
szDeviceIdentifier	{D7B71EE2-2B7D-11CF-EC77-1500BCC2DB35}
szDeviceName	\\.\DISPLAY1
szDisplayMemoryEnglish	66497 MB
szDisplayMemoryLocalized	66497 MB
szDisplayModeEnglish	2560 x 1600 (32 bit) (60Hz)
szDisplayModeLocalized	2560 x 1600 (32 bit) (60Hz)
szDriverAssemblyVersion	22.19.662.4
szDriverAttributes	Final Retail
szDriverDateEnglish	7/19/2017 5:00:00 PM
szDriverDateLocalized	7/19/2017 17:00:00
szDriverLanguageEnglish	English
szDriverLanguageLocalized	English
szDriverModelEnglish	WDDM 2.1
szDriverModelLocalized	WDDM 2.1
szDriverName	C:\WINDOWS\System32\DriverStore\FileRepository\c0316467.inf_amd64_3d8fbd78102e53d7\aticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\c0316467.inf_amd64_3d8fbd78102e53d7\aticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\c0316467.inf_amd64_3d8fbd78102e53d7\aticfx64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\c0316467.inf_amd64_3d8fbd78102e53d7\amdxc64.dll
szDriverNodeStrongName	oem20.inf:cb0ae414ac142df8:ati2mtag_R575ADS:22.19.662.4:pci\ven_1002&dev_683d&subsys_22831458
szDriverSignDate	Unknown
szDriverVersion	22.19.0662.0004
szKeyDeviceID	Enum\PCI\VEN_1002&DEV_683D&SUBSYS_22831458&REV_00
szKeyDeviceKey	\Registry\Machine\System\CurrentControlSet\Control\Video\{581FFD63-AC7C-458C-9935-C66D38B7BEEB}\0000
szManufacturer	Advanced Micro Devices, Inc.
szMiniVdd	unknown
szMiniVddDateEnglish	Unknown
szMiniVddDateLocalized	unknown
szMonitorMaxRes	Unknown
szMonitorName	Generic PnP Monitor
szNotesEnglish	No problems found.
szNotesLocalized	No problems found.
szOverlayEnglish	Not Supported
szRankOfInstalledDriver	00D10001
szRegHelpText	Unknown
szRevision	Unknown
szRevisionId	0x0000
szSubSysId	0x22831458
szTestResultD3D7English	Not run
szTestResultD3D7Localized	Not run
szTestResultD3D8English	Not run
szTestResultD3D8Localized	Not run
szTestResultD3D9English	Not run
szTestResultD3D9Localized	Not run
szTestResultDDEnglish	Not run
szTestResultDDLocalized	Not run
szVdd	unknown
szVendorId	0x1002
Log Messages
GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.
[13560:10608:1030/113252.276:WARNING:angle_platform_impl.cc(51)] : compileToBinary(228): C:\fakepath(82,35-87): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Comment 3 by esent...@gmail.com, Oct 30 2017

Hi,

I think the problem is not just a single shader compilation issue.
Because what's weird is that, when I start the app multiple times:
-sometimes I get error about the shader from the first post
-one time the app started OK (no problems)
-sometimes I get error about another shader
-after error if I reload the page, it says that WebGL rendering context can't be created at all (I need to restart Chrome)
Could not create canvas: Failed to create a WebGL2 context.,:(,{"alpha":false,"depth":true,"stencil":true,"antialias":false,"premultipliedAlpha":true,"preserveDrawingBuffer":false,"preferLowPowerToHighPerformance":false,"failIfMajorPerformanceCaveat":false,"majorVersion":2,"minorVersion":0,"explicitSwapControl":0}
Esenthel Fantasy Demo.html:20
Could not create canvas: Web page was not allowed to create a WebGL context.,:(,{"alpha":false,"depth":true,"stencil":true,"antialias":false,"premultipliedAlpha":true,"preserveDrawingBuffer":false,"preferLowPowerToHighPerformance":false,"failIfMajorPerformanceCaveat":false,"majorVersion":1,"minorVersion":0,"explicitSwapControl":0}

I get different results, so the problem could lie elsewhere.
The app was compiled with 1.37.21 Emscripten + WebGL2 + WASM (WebAssembly).

When I run it on MS Edge, I get:
exception thrown: RuntimeError: Memory index is out of range,RuntimeError: Memory index is out of range
   at Module[dynCall_v] (http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.js:1:374378)
   at browserIterationFunc (http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.js:1:174851)
   at Browser.mainLoop.runIter (http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.js:1:177943)
   at Browser_mainLoop_runner (http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.js:1:176388)
Esenthel%20Fantasy%20Demo.html (25,5)

 SCRIPT7017: Memory index is out of range
Esenthel Fantasy Demo.js (1,178083)

But when I run on FireFox then every time all works fine.

Here's the code for loading a shader (works fine for desktop OpenGL, mobile phones, FireFox, etc.)
         CChar8 *srcs[]={GLSLVersion(), code}; // version must be first
         glShaderSource(ps, Elms(srcs), srcs, null); glCompileShader(ps); // compile

         int ok; glGetShaderiv(ps, GL_COMPILE_STATUS, &ok);
         if(!ok)
         {
            if(messages)
            {
               Char8 error[64*1024]; error[0]=0; glGetShaderInfoLog(ps, Elms(error), null, error);
               messages->line()+=(S+"Pixel Shader compilation failed:\n"+error).line()+"Pixel Shader code:\n";
               FREPA(srcs)*messages+=srcs[i];
               messages->line();
            }
            glDeleteShader(ps); ps=0;
         }


Here's the Chrome log:
Note: To properly save this page, select the "Webpage, Complete" option in the Save File dialog.
Graphics Feature Status
Canvas: Hardware accelerated
CheckerImaging: Disabled
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: Hardware accelerated
Video Decode: Hardware accelerated
Video Encode: Hardware accelerated
WebGL: Hardware accelerated
WebGL2: Hardware accelerated
Driver Bug Workarounds
clear_uniforms_before_first_program_use
decode_encode_srgb_for_generatemipmap
disable_accelerated_vpx_decode
disable_discard_framebuffer
disable_framebuffer_cmaa
disable_larger_than_screen_overlays
exit_on_context_lost
force_cube_complete
msaa_is_slow
scalarize_vec_and_mat_constructor_args
texsubimage_faster_than_teximage
Problems Detected
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
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
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
Applied Workarounds: decode_encode_srgb_for_generatemipmap
Accelerated VPx decoding is hanging on some videos.: 654111
Applied Workarounds: disable_accelerated_vpx_decode
Overlay sizes bigger than screen aren't accelerated on some Intel drivers: 720059
Applied Workarounds: disable_larger_than_screen_overlays
Native GpuMemoryBuffers have been disabled, either via about:flags or command line.
Disabled Features: native_gpu_memory_buffers
Checker-imaging has been disabled via finch trial or the command line.
Disabled Features: checker_imaging
Version Information
Data exported	10/31/2017, 11:33:52 AM
Chrome version	Chrome/62.0.3202.75
Operating system	Windows NT 10.0.16299
Software rendering list version	13.13
Driver bug list version	10.30
ANGLE commit id	e8ef2bc4bd01
2D graphics backend	Skia/62 e74b41c6c84638d5a9ee6d254a715bcd9e17c603-
Command Line	"C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end
Driver Information
Initialization time	169
In-process GPU	false
Passthrough Command Decoder	false
Supports overlays	false
Sandboxed	false
GPU0	VENDOR = 0x8086, DEVICE= 0x0166 *ACTIVE*
GPU1	VENDOR = 0x10de, DEVICE= 0x0fd1
Optimus	false
Optimus	false
AMD switchable	false
Desktop compositing	Aero Glass
Diagonal Monitor Size of \\.\DISPLAY1	15.5"
Driver vendor	Intel Corporation
Driver version	10.18.10.4653
Driver date	4-7-2017
Pixel shader version	5.0
Vertex shader version	5.0
Max. MSAA samples	8
Machine model name	
Machine model version	
GL_VENDOR	Google Inc.
GL_RENDERER	ANGLE (Intel(R) HD Graphics 4000 Direct3D11 vs_5_0 ps_5_0)
GL_VERSION	OpenGL ES 3.0 (ANGLE 2.1.0.e8ef2bc4bd01)
GL_EXTENSIONS	GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_multiview GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_robust_resource_initialization 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_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context 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: 0000000000008d4a)
Window system binding version	1.4 (ANGLE 2.1.0.e8ef2bc4bd01)
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_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition 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_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture_nv12 EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control
Direct rendering	Yes
Reset notification strategy	0x8252
GPU process crash count	1
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
R_16	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
RGBA_F16	Software only
YVU_420	Software only
YUV_420_BIPLANAR	Software only
UYVY_422	Software only
Diagnostics
0
b3DAccelerationEnabled	true
b3DAccelerationExists	true
bAGPEnabled	true
bAGPExistenceValid	true
bAGPExists	true
bCanRenderWindow	true
bDDAccelerationEnabled	true
bDriverBeta	false
bDriverDebug	false
bDriverSigned	false
bDriverSignedValid	false
bNoHardware	false
dwBpp	32
dwDDIVersion	11
dwHeight	1080
dwRefreshRate	60
dwWHQLLevel	0
dwWidth	1920
iAdapter	0
lDriverSize	11158160
lMiniVddSize	0
szAGPStatusEnglish	Enabled
szAGPStatusLocalized	Enabled
szChipType	Intel(R) HD Graphics Family
szD3DStatusEnglish	Enabled
szD3DStatusLocalized	Enabled
szDACType	Internal
szDDIVersionEnglish	11.2
szDDIVersionLocalized	11.2
szDDStatusEnglish	Enabled
szDDStatusLocalized	Enabled
szDXVAHDEnglish	Supported
szDXVAModes	ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C
szDescription	Intel(R) HD Graphics 4000
szDeviceId	0x0166
szDeviceIdentifier	{D7B78E66-4226-11CF-DE61-AD35B4C2C735}
szDeviceName	\\.\DISPLAY1
szDisplayMemoryEnglish	1792 MB
szDisplayMemoryLocalized	1792 MB
szDisplayModeEnglish	1920 x 1080 (32 bit) (60Hz)
szDisplayModeLocalized	1920 x 1080 (32 bit) (60Hz)
szDriverAssemblyVersion	10.18.10.4653
szDriverAttributes	Final Retail
szDriverDateEnglish	07-Apr-17 13:00:00
szDriverDateLocalized	4/7/2017 13:00:00
szDriverLanguageEnglish	English
szDriverLanguageLocalized	English
szDriverModelEnglish	WDDM 1.3
szDriverModelLocalized	WDDM 1.3
szDriverName	igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll
szDriverNodeStrongName	oem65.inf:5f63e5341859ec8c:iIVBM_w10:10.18.10.4653:pci\ven_8086&dev_0166
szDriverSignDate	Unknown
szDriverVersion	10.18.0010.4653
szKeyDeviceID	Enum\PCI\VEN_8086&DEV_0166&SUBSYS_15A71043&REV_09
szKeyDeviceKey	\Registry\Machine\System\CurrentControlSet\Control\Video\{31A9AE07-B479-11E7-AAC1-B1768D4F47EF}\0000
szManufacturer	Intel Corporation
szMiniVdd	unknown
szMiniVddDateEnglish	Unknown
szMiniVddDateLocalized	unknown
szMonitorMaxRes	Unknown
szMonitorName	Generic PnP Monitor
szNotesEnglish	No problems found.
szNotesLocalized	No problems found.
szOverlayEnglish	Supported
szRankOfInstalledDriver	00D12001
szRegHelpText	Unknown
szRevision	Unknown
szRevisionId	0x0009
szSubSysId	0x15A71043
szTestResultD3D7English	Not run
szTestResultD3D7Localized	Not run
szTestResultD3D8English	Not run
szTestResultD3D8Localized	Not run
szTestResultD3D9English	Not run
szTestResultD3D9Localized	Not run
szTestResultDDEnglish	Not run
szTestResultDDLocalized	Not run
szVdd	unknown
szVendorId	0x8086
1
b3DAccelerationEnabled	true
b3DAccelerationExists	true
bAGPEnabled	true
bAGPExistenceValid	false
bAGPExists	false
bCanRenderWindow	false
bDDAccelerationEnabled	true
bDriverBeta	false
bDriverDebug	false
bDriverSigned	false
bDriverSignedValid	false
bNoHardware	false
dwBpp	0
dwDDIVersion	12
dwHeight	0
dwRefreshRate	0
dwWHQLLevel	0
dwWidth	0
iAdapter	0
lDriverSize	893272
lMiniVddSize	0
szAGPStatusEnglish	Enabled
szAGPStatusLocalized	Enabled
szChipType	GeForce GT 650M
szD3DStatusEnglish	Enabled
szD3DStatusLocalized	Enabled
szDACType	Integrated RAMDAC
szDDIVersionEnglish	12
szDDIVersionLocalized	12
szDDStatusEnglish	Enabled
szDDStatusLocalized	Enabled
szDXVAHDEnglish	Unknown
szDXVAModes	Unknown
szDescription	NVIDIA GeForce GT 650M
szDeviceId	0x0FD1
szDeviceIdentifier	Unknown
szDeviceName	Unknown
szDisplayMemoryEnglish	6057 MB
szDisplayMemoryLocalized	6057 MB
szDisplayModeEnglish	Unknown
szDisplayModeLocalized	unknown
szDriverAssemblyVersion	22.21.13.8541
szDriverAttributes	Final Retail
szDriverDateEnglish	21-Aug-17 13:00:00
szDriverDateLocalized	8/21/2017 13:00:00
szDriverLanguageEnglish	English
szDriverLanguageLocalized	English
szDriverModelEnglish	WDDM 2.2
szDriverModelLocalized	WDDM 2.2
szDriverName	C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_33462f669491c2ff\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_33462f669491c2ff\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_33462f669491c2ff\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_33462f669491c2ff\nvldumdx.dll
szDriverNodeStrongName	oem93.inf:0f066de368ef4c06:Section050:22.21.13.8541:pci\ven_10de&dev_0fd1&subsys_15a71043
szDriverSignDate	Unknown
szDriverVersion	22.21.0013.8541
szKeyDeviceID	Enum\PCI\VEN_10DE&DEV_0FD1&SUBSYS_15A71043&REV_A1
szKeyDeviceKey	Unknown
szManufacturer	NVIDIA
szMiniVdd	unknown
szMiniVddDateEnglish	Unknown
szMiniVddDateLocalized	unknown
szMonitorMaxRes	Unknown
szMonitorName	Unknown
szNotesEnglish	No problems found.
szNotesLocalized	No problems found.
szOverlayEnglish	Unknown
szRankOfInstalledDriver	00D10001
szRegHelpText	Unknown
szRevision	Unknown
szRevisionId	0x00A1
szSubSysId	0x15A71043
szTestResultD3D7English	Not run
szTestResultD3D7Localized	Not run
szTestResultD3D8English	Not run
szTestResultD3D8Localized	Not run
szTestResultD3D9English	Not run
szTestResultD3D9Localized	Not run
szTestResultDDEnglish	Not run
szTestResultDDLocalized	Not run
szVdd	unknown
szVendorId	0x10DE
Log Messages
[13964:15476:1031/113146.958:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(49,8-56): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them C:\fakepath(60,9-40): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.
[13964:2984:1031/113319.491:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(751,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113319.770:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(751,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113320.047:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(751,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113320.324:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(751,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113328.996:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(215,8-66): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113329.223:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113329.441:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113329.655:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113329.868:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113330.079:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
[13964:2984:1031/113330.290:WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(579,27-79): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
GpuProcessHostUIShim: The GPU process crashed!
GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.

Comment 4 by kbr@chromium.org, Oct 31 2017

The issue is probably that the GPU process is crashing unexpectedly. This will of course cause shader compilation to fail as well as rendering, etc. because the WebGL context will be lost.

I can't reproduce any GPU process crashes with the Chrome Canary version from #2 above (64.0.3253.0), even after reloading http://esenthel.com/download/Temp/ChromeWebGLPixelShaderFail/Esenthel%20Fantasy%20Demo.html over 5 times.

Is there any way you can create a smaller test case which reproduces the crash on your system reliably? Your demo (which looks very nice, by the way) takes quite a while to initialize - a couple of minutes - so it's difficult to stress test with it.

Do you have any low-level graphics tools installed which might be interposing on Direct3D API calls? If so could you try uninstalling them?

Could you post any entries from about:crashes here?

Labels: Needs-Feedback

Comment 6 by esent...@gmail.com, Oct 31 2017

Thank you :)

I think Chrome automatically uploaded the crash just now:
Crash ID: crash/4d7d1bb3bbeb1caf

I don't have any low-level graphics tools installed.

I've also disabled all of my Extensions in Google Chrome, but that didn't help.

I've minimized the app data size as much as I can, here's the latest update:
http://esenthel.com/download/Temp/ChromeWebGLBug1/Esenthel%20Fantasy%20Demo.html

This version crashes most of the time, but not as often as the previous one.

Good news is that when I use Google Canary, then I don't have any crashes on both tests.
Perhaps this bug is already fixed in the Canary version? When that version would become pushed to the default version? I'm thinking about sharing the demo to some people, but would prefer to wait until it works on the default Chrome version.

Thank you
Project Member

Comment 7 by sheriffbot@chromium.org, Oct 31 2017

Cc: krajshree@chromium.org
Labels: -Needs-Feedback
Thank you for providing more feedback. Adding requester "krajshree@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

Comment 8 by kbr@chromium.org, Oct 31 2017

Components: Internals>GPU>ANGLE
Owner: jmad...@chromium.org
Status: Assigned (was: Unconfirmed)
Thanks for the crash ID. It looks like a bug which might already have been fixed. Jamie, does this look the same as one of the other bugs you fixed recently?

Stack Quality100%Show frame trust levels
0x00007ff8dfcf0430	(libglesv2.dll -inputlayoutcache.cpp:404 )	rx::InputLayoutCache::createInputLayout(rx::Renderer11 *,std::array<int,16> const &,std::vector<rx::TranslatedAttribute const *,std::allocator<rx::TranslatedAttribute const *> > const &,unsigned int,gl::Program *,int,rx::Resource11<ID3D11InputLayout> *)
0x00007ff8dfcf02b1	(libglesv2.dll -inputlayoutcache.cpp:366 )	rx::InputLayoutCache::updateInputLayout(rx::Renderer11 *,gl::State const &,std::vector<rx::TranslatedAttribute const *,std::allocator<rx::TranslatedAttribute const *> > const &,unsigned int,std::array<int,16> const &,int)
0x00007ff8dfca5a10	(libglesv2.dll -statemanager11.cpp:1962 )	rx::StateManager11::applyVertexBuffer(gl::Context const *,unsigned int,int,int,int,rx::TranslatedIndexData *)
0x00007ff8dfc1f49a	(libglesv2.dll -renderer11.cpp:1742 )	rx::Renderer11::drawElementsImpl(gl::Context const *,unsigned int,int,unsigned int,void const *,int)
0x00007ff8dfc27697	(libglesv2.dll -renderer11.cpp:4177 )	rx::Renderer11::genericDrawElements(gl::Context const *,unsigned int,int,unsigned int,void const *,int)
0x00007ff8dfca8119	(libglesv2.dll -context11.cpp:184 )	rx::Context11::drawElementsInstanced(gl::Context const *,unsigned int,int,unsigned int,void const *,int)
0x00007ff8dfb9907a	(libglesv2.dll -context.cpp:1775 )	gl::Context::drawElementsInstanced(unsigned int,int,unsigned int,void const *,int)
0x00007ff8dfb7f793	(libglesv2.dll -entry_points_gles_3_0.cpp:1431 )	gl::DrawElementsInstanced(unsigned int,int,unsigned int,void const *,int)
0x00007ff8c9290a30	(chrome_child.dll -gles2_cmd_decoder.cc:10546 )	gpu::gles2::GLES2DecoderImpl::DoDrawElements(char const *,bool,unsigned int,int,unsigned int,int,int)
0x00007ff8c929f071	(chrome_child.dll -gles2_cmd_decoder.cc:10595 )	gpu::gles2::GLES2DecoderImpl::HandleDrawElementsInstancedANGLE(unsigned int,void const volatile *)
...

Mergedinto: 778689
Status: Duplicate (was: Assigned)
Thanks for triaging this - yes it seems very similar to the crash reported in  issue angleproject:2156  . I am going to duplicate it into  issue 778689 .

Did we confirm if the issue is fixed in 63 or Canary? If not, if the person reporting the issue could download Canary and see if the problem was fixed already, that would verify it.
Yes I don't have any crashes with latest version of Canary.

Btw. is there any news when this will be fixed for the normal Chrome version? I'd like to show the demo to some other people but want to wait until it's fixed.
Thank you,
Greg
According to chromiumdash, that ANGLE roll f4a85e0 is on both Canary and Dev:
Canary 63.0.3220.0
Dev 63.0.3223.7
But I guess it hasn't made it out to beta yet.

Chrome 63 is scheduled to go to stable around early December.
I think we have a decent change of this being picked up for a merge to M62. In that case it might be out in a week or two.

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