Amazon Prime Streaming in HTML5 will not work in Chrome for Android in VR mode
Reported by
moocow1...@gmail.com,
Apr 21 2018
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Issue descriptionExample URL: https://www.amazon.com/gp/video/detail/B073S29JDW/ref=atv_dp_pb_core?autoplay=1&t=49 Steps to reproduce the problem: 1. Navigate to Amazon Prime Streaming website in Chrome. 2. Enable Desktop Mode. 3. Enable DRM enabled playback 4. Enable Daydream mode. 5. Attempt to play video. What is the expected behavior? Prime Video will work in Chrome VR. What went wrong? Prime Video does not work in VR. Did this work before? No Is it a problem with Flash or HTML5? HTML5 Does this work in other browsers? N/A Chrome version: 65.0.3325.109 Channel: dev OS Version: 67 Flash Version: Contents of chrome://gpu: 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: Disabled Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Rasterization: Hardware accelerated Surface Synchronization: Disabled Video Decode: Hardware accelerated Viz Service Display Compositor: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds broken_egl_image_ref_counting clear_uniforms_before_first_program_use disable_framebuffer_cmaa disable_program_caching_for_transform_feedback disable_program_disk_cache dont_disable_webgl_when_compositor_context_lost force_cube_map_positive_x_allocation max_copy_texture_chromium_size_1048576 max_texture_size_limit_4096 multisample_renderbuffer_resize_emulation scalarize_vec_and_mat_constructor_args unbind_egl_context_to_flush_driver_caches use_virtualized_gl_contexts wake_up_gpu_before_drawing Problems Detected Non-virtual contexts on Qualcomm sometimes cause out-of-order frames: 289461 Applied Workarounds: use_virtualized_gl_contexts The first draw operation from an idle state is slow: 309734 Applied Workarounds: wake_up_gpu_before_drawing 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 glFinish doesn't clear caches on Android: 509727 Applied Workarounds: unbind_egl_context_to_flush_driver_caches Android Adreno crashes on binding incomplete cube map texture to FBO: 518889 Applied Workarounds: force_cube_map_positive_x_allocation CHROMIUM_copy_texture with 1MB copy per flush to avoid unwanted cache growth on Adreno: 542478 Applied Workarounds: max_copy_texture_chromium_size_1048576 EGLImage ref counting across EGLContext/threads is broken: 585250 Applied Workarounds: broken_egl_image_ref_counting Limit max texure size to 4096 on all of Android Applied Workarounds: max_texture_size_limit_4096 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) Program binaries don't contain transform feedback varyings on Qualcomm GPUs: 658074 Applied Workarounds: disable_program_caching_for_transform_feedback Certain Adreno 4xx and 5xx drivers often crash in glProgramBinary.: 699122 Applied Workarounds: disable_program_disk_cache Multisampled color renderbuffers can't be resized on Qualcomm 4xx/5xx: 696126 Applied Workarounds: multisample_renderbuffer_resize_emulation eglSwapBuffers intermittently fails on Android when app goes to background: 744678 Applied Workarounds: dont_disable_webgl_when_compositor_context_lost Don't expose disjoint_timer_query extensions to WebGL: 808744 Raster is using a single thread. Disabled Features: multiple_raster_threads Native GpuMemoryBuffers have been disabled, either via about:flags or command line. Disabled Features: native_gpu_memory_buffers Surface synchronization has been disabled by Finch trial or command line. Disabled Features: surface_synchronization Viz service display compositor is not enabled by default. Disabled Features: viz_display_compositor Checker-imaging has been disabled via finch trial or the command line. Disabled Features: checker_imaging Version Information Data exported 2018-04-21T14:21:00.559Z Chrome version Chrome/67.0.3396.11 Operating system Android 8.1.0 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/5f26e1a7b2ae84f3305e73cd7b85e75da4ea8892/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/5f26e1a7b2ae84f3305e73cd7b85e75da4ea8892/gpu/config/gpu_driver_bug_list.json ANGLE commit id d915203fe3b6 2D graphics backend Skia/67 49e34766f668622f2ce3199c9084c085e8b6d26d- Command Line --use-mobile-user-agent --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --use-mobile-user-agent --enable-pinch --enable-viewport --validate-input-event-stream --enable-longpress-drag-selection --touch-selection-strategy=direction --main-frame-resizes-are-orientation-changes --disable-composited-antialiasing --enable-dom-distiller --flag-switches-begin --flag-switches-end --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 --top-controls-show-threshold=0.5 --top-controls-hide-threshold=0.5 Driver Information Initialization time 140 In-process GPU false Passthrough Command Decoder false Direct Composition false Supports overlays false Sandboxed false GPU0 VENDOR = 0x0000 [Qualcomm], DEVICE= 0x0000 [Adreno (TM) 530] *ACTIVE* Optimus false AMD switchable false Driver vendor Driver version 258.0 Driver date Pixel shader version 3.20 Vertex shader version 3.20 Max. MSAA samples 4 Machine model name Pixel Machine model version GL_VENDOR Qualcomm GL_RENDERER Adreno (TM) 530 GL_VERSION OpenGL ES 3.2 V@258.0 (GIT@2941438, I916dfac403) (Date:10/03/17) GL_EXTENSIONS GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_framebuffer_foveated GL_QCOM_shader_framebuffer_fetch_noncoherent GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions EXT_disjoint_timer_query EXT_disjoint_timer_query_webgl2 Window system binding vendor Window system binding version Window system binding extensions 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 RGBX_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[0] bounds=[0,0 412x732], workarea=[0,0 412x732], scale=2.625, external. Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL} Bits per color component 8 Bits per pixel 24 Video Acceleration Information Decode vp8 up to 3840x2160 pixels Decode vp8 up to 3840x2160 pixels (encrypted) Decode vp9 profile0 up to 3840x2160 pixels Decode vp9 profile0 up to 3840x2160 pixels (encrypted) Decode vp9 profile1 up to 3840x2160 pixels Decode vp9 profile1 up to 3840x2160 pixels (encrypted) Decode vp9 profile2 up to 3840x2160 pixels Decode vp9 profile2 up to 3840x2160 pixels (encrypted) Decode vp9 profile3 up to 3840x2160 pixels Decode vp9 profile3 up to 3840x2160 pixels (encrypted) Decode h264 baseline up to 3840x2160 pixels Decode h264 main up to 3840x2160 pixels Decode h264 extended up to 3840x2160 pixels Decode h264 high up to 3840x2160 pixels Decode h264 high 10 up to 3840x2160 pixels Decode h264 high 4:2:2 up to 3840x2160 pixels Decode h264 high 4:4:4 predictive up to 3840x2160 pixels Decode h264 scalable baseline up to 3840x2160 pixels Decode h264 scalable high up to 3840x2160 pixels Decode h264 stereo high up to 3840x2160 pixels Decode h264 multiview high up to 3840x2160 pixels Encode vp8 up to 1280x720 pixels and/or 30.000 fps Encode h264 baseline up to 1280x720 pixels and/or 30.000 fps Log Messages [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. [ERROR:gl_context_virtual.cc(39)] : Trying to make virtual context current without decoder. Streaming Prime Video works fine in a non VR display. DRM will not let me screenshot to confirm though.
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Apr 24 2018
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Apr 24 2018
It's an application error, so it's hard to say what is causing it. The www.amazon.com/dv/error/7031 page in the error message is not helpful. The Chrome version in the original report doesn't look correct. Chrome 65 is not the current dev channel. Chrome 66 is now stable.
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May 16 2018
moocow1452@, can you retry with stable Chrome version 66?
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May 17 2018
I tried this w/o VR, and it has the same error. removing VR component as it's independent of VR. NOTE: w/normal mobile version of site, it'll intent out to use Prime video app.
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May 19 2018
Retried, similar error. Seems to be tied into DRM being disabled in Daydream mode. Especially since the preroll ad seems to work when put in midplay.
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May 22 2018
as per c#6, this is DRM specific error, give to xiaohan to start.
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Jun 8 2018
Just tried on M67 (stable) on Nexus 5x and it's working, though it looks like the video is only showing the left 2/3 on the screen. I'll talk to ericde to get a reproable device.
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Aug 27
Tried on M68 on Nexus 5x and it's still working. ericde: Could you please help find a repro device? Thanks!
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Aug 28
I was not able to get the content to play successfully when my Pixel2XL was in a Daydream view headset. REPRO : 1. put phone into DDV headset 2. in DD Home -> Library -> Chrome 3. in CHrome VR Browsing, enter amazon.com/aiv in omnibox. (note : amzn acct required to play content) 4. find content to play (I tried the latest Transformers movie) 5. on Transformers movie detail page, click PLay Movie RESULT : nothing happens. NOTE : when not in DDV headset, it works fine, but goes into Fullscreen mode with overlays. assigning back to xhwang to get logs off device to confirm if AMZN is trying to go into L1 playback.
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Aug 28
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Aug 28
<+mthiesse, vollick> xhwang@ thinks this is b/c we're in L1 mode, which we believe is using a HW overlay. Could it be that the HW overlay isn't supported in VR mode?
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Aug 28
we're pretty sure L1 doesn't work in Daydream mode. So we should check if in daydream mode and not advertise L1 support when in Daydream/VRBrowsing mode. we should also handle switching to DD mode mid playback and surface decode error to jscript players so they can recover to L3 mode.
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Aug 28
+liberato
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Aug 28
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Aug 28
L1 isn't supported for daydream. to add support, one would need to get a secure texture from gvr and return it as the overlay from AndroidOverlayProviderImpl. it shouldn't be too hard to do that part. the trick is that there are lots of edge cases to deal with during the transition to handle the surface transition, since one can't ever configure MediaCodec without a secure output surface, else it transitions to the error state. doing a well-timed pipeline suspend / resume seems like the easiest way to do it.
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Aug 28
liberato and I also chat offline on this. It's doable to support L1 for daydream, but would be non-trivial work. One thing we can do for now (as Eric mentioned) is to disable L1 support in daydream mode. Can someone provide guidance on how to check whether we are in daydream mode? Thanks!
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Aug 28
If you need to check in the content layer, we have RenderWidgetHostViewBase::IsInVR(), though we're hoping to not add users to this as the content layer shouldn't really be aware of VR. Would be best if we could do this in the chrome layer and provide a content setting or something to disable L1 support. In the Chrome layer you can VrTabHelper::IsInVr(content::WebContents*) if you're in native code, or VrModuleProvider.getDelegate().isInVr() if you're in java code.
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Aug 29
Thanks, I am in chrome/ layer so we are fine. I can check it in either native code or Java code. I'll take a look what's the best way to do this.
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Aug 29
mthiesse@: There's one problem. The EME key system support on Android currently is at RenderProcessHost level. It doesn't know anything about content::WebContents which tied to a RenderViewHost, or RenderFrameHost. Up till now, we never have the case where the EME capability would be different among tabs, and this is a new use case that would require a lot of changes... Why is isInVr() tied to WebContents? Is it like only the current tab will be in VR mode, but other tabs will still be in normal mode? Also, is VrModuleProvider.getDelegate().isInVr() in Java also tied to a tab?
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Aug 29
I thought about this more. Since user can switch between normal mode and VR mode at any time, we cannot only rely on the static per-process data. There has to be a hook to check whether we are in VR mode as requestMediaKeySystemAccess() is being called, ideally in the render process. Can I check the "immersive_mode_enabled" WebPreference in the render process to determine whether we are "currently" in VR mode?
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Aug 30
cc vollick who wrote the immersive_mode_enabled preference. I remember vollick mentioning some issues with the preference, not sure if they were resolved. Is the preference usable Ian?
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Sep 5
vollick: kindly ping :)
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Sep 12
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Today
(15 hours ago)
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Today
(15 hours ago)
Removing myself as owner due to low priority and my questions for VR owners in #21 and #23. |
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Comment 1 by pnangunoori@chromium.org
, Apr 23 2018