Graphics Feature Status ======================= * Canvas: Hardware accelerated * Canvas out-of-process rasterization: Enabled * Direct Rendering Display Compositor: Disabled * Compositing: Hardware accelerated * Multiple Raster Threads: Enabled * OpenGL: Enabled * Rasterization: Hardware accelerated * Raw Draw: Disabled * Skia Graphite: Disabled * Video Decode: Hardware accelerated * Video Encode: Hardware accelerated * Vulkan: Disabled * WebGL: Hardware accelerated * WebGL2: Hardware accelerated * WebGPU: Hardware accelerated Driver Bug Workarounds ====================== * avoid_consecutive_keyframes_for_vp9 * disable_direct_composition_sw_video_overlays * disable_ms_video_super_resolution * disable_vp_auto_hdr * enable_bgra8_overlays_with_yuv_overlay_support * enable_webgl_timer_query_extensions * exit_on_context_lost * force_dcomp_triple_buffer_video_swap_chain * force_rgb10a2_overlay_support * max_msaa_sample_count_4 * msaa_is_slow * no_downscaled_overlay_promotion * supports_two_yuv_hardware_overlays * disabled_extension_GL_KHR_blend_equation_advanced * disabled_extension_GL_KHR_blend_equation_advanced_coherent * disabled_extension_GL_MESA_framebuffer_flip_y Problems Detected ================= * Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost * On Intel GPUs MSAA performance is not acceptable for GPU rasterization: (http://crbug.com/527565), (http://crbug.com/1298585) Applied Workarounds: msaa_is_slow * Disable KHR_blend_equation_advanced until cc shaders are updated: (http://crbug.com/661715) Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) * Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: (http://crbug.com/808744), (http://crbug.com/870491) Applied Workarounds: enable_webgl_timer_query_extensions * Disable GL_MESA_framebuffer_flip_y for desktop GL: (http://crbug.com/964010) Applied Workarounds: disable(GL_MESA_framebuffer_flip_y) * Enable HDR video playing through overlay on Intel: (http://crbug.com/1062184) Applied Workarounds: force_rgb10a2_overlay_support * Intel GPUs fail to report BGRA8 overlay support: (http://crbug.com/1119491) Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support * 8x MSAA for WebGL contexts is slow on Win Intel: (http://crbug.com/1145793) Applied Workarounds: max_msaa_sample_count_4 * Promote 2 videos to hardware overlays on Windows Intel platforms: (http://crbug.com/1105618) Applied Workarounds: supports_two_yuv_hardware_overlays * Disable software overlays for Intel GPUs. All Skylake+ devices support hw overlays, older devices peform poorly.: (http://crbug.com/1192748) Applied Workarounds: disable_direct_composition_sw_video_overlays * Intel GPUs do not promote downscaled overlays: (http://crbug.com/1245835) Applied Workarounds: no_downscaled_overlay_promotion * Force to use the triple buffer video swap chain of direct composition: (http://crbug.com/1447972) Applied Workarounds: force_dcomp_triple_buffer_video_swap_chain * Only enable video processor auto HDR on NVIDIA GPUs with 550.50+ driver: (http://crbug.com/1445741) Applied Workarounds: disable_vp_auto_hdr * Corruption when consecutive VP9 keyframes are requested from MFVEA on Intel.: (http://crbug.com/1473665) Applied Workarounds: avoid_consecutive_keyframes_for_vp9 * Only enable Microsoft Video Super Resolution capabilities for specific GPUs. Applied Workarounds: disable_ms_video_super_resolution ANGLE Features ============== * allowCompressedFormats (Frontend workarounds): Enabled condition: true Allow compressed formats * alwaysRunLinkSubJobsThreaded (Frontend features) (http://anglebug.com/8417): Disabled If true, sub tasks of the link job are always threaded, regardless of GL_KHR_parallel_shader_compile * cacheCompiledShader (Frontend features) (http://anglebug.com/7036): Disabled Enable to cache compiled shaders * compileJobIsThreadSafe (Frontend features) (http://anglebug.com/8297): Enabled condition: true If false, parts of the compile job cannot be parallelized * disableAnisotropicFiltering (Frontend workarounds): Disabled Disable support for anisotropic filtering * disableDrawBuffersIndexed (Frontend features) (http://anglebug.com/7724): Disabled Disable support for OES_draw_buffers_indexed and EXT_draw_buffers_indexed * disableProgramBinary (Frontend features) (http://anglebug.com/5007): Disabled Disable support for GL_OES_get_program_binary * disableProgramCaching (Frontend features) (http://anglebug.com/1423136): Disabled Disables saving programs to the cache * disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled On some GPUs, program binaries don't contain transform feedback varyings * dumpShaderSource (Frontend features) (http://anglebug.com/7760): Disabled Write shader source to temp directory * dumpTranslatedShaders (Frontend features) (http://anglebug.com/8280): Disabled Write translated shaders to temp directory * emulatePixelLocalStorage (Frontend features) (http://anglebug.com/7279): Enabled condition: true Emulate ANGLE_shader_pixel_local_storage using shader images * enableCaptureLimits (Frontend features) (http://anglebug.com/5750): Disabled Set the context limits like frame capturing was enabled * enableProgramBinaryForCapture (Frontend features) (http://anglebug.com/5658): Disabled Even if FrameCapture is enabled, enable GL_OES_get_program_binary * enableShaderSubstitution (Frontend workarounds) (http://anglebug.com/7761): Disabled Check the filesystem for shaders to use instead of those provided through glShaderSource * enableTranslatedShaderSubstitution (Frontend workarounds) (http://anglebug.com/8280): Disabled Check the filesystem for translated shaders to use instead of the shader translator's * forceDepthAttachmentInitOnClear (Frontend workarounds) (https://anglebug.com/7246): Disabled condition: isAMD Force depth attachment initialization on clear ops * forceGlErrorChecking (Frontend features) (https://issuetracker.google.com/220069903): Disabled Force GL error checking (i.e. prevent applications from disabling error checking * forceInitShaderVariables (Frontend features): Disabled Force-enable shader variable initialization * forceMinimumMaxVertexAttributes (Frontend features): Disabled condition: false Force the minimum GL_MAX_VERTEX_ATTRIBS that the context's client version allows. * forceRobustResourceInit (Frontend features) (http://anglebug.com/6041): Disabled Force-enable robust resource init * linkJobIsThreadSafe (Frontend features) (http://anglebug.com/8297): Enabled condition: true If false, parts of the link job cannot be parallelized * loseContextOnOutOfMemory (Frontend workarounds): Enabled condition: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs * singleThreadedTextureDecompression (Frontend workarounds): Disabled Disables multi-threaded decompression of compressed texture formats * uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds) (https://issuetracker.google.com/292285899): Disabled Make egl surface uncurrent when calling eglDestroySurface(), if the surface is still bound by the context of current render thread * addMockTextureNoRenderTarget (D3D workarounds) (http://anglebug.com/2152): Disabled condition: isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior * allowClearForRobustResourceInit (D3D workarounds) (http://crbug.com/941620): Enabled condition: true Some drivers corrupt texture data when clearing for robust resource initialization. * allowES3OnFL100 (D3D workarounds): Disabled condition: false Allow ES3 on 10.0 devices * allowTranslateUniformBlockToStructuredBuffer (D3D workarounds) (http://anglebug.com/3682): Enabled condition: IsWindows10OrLater() There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. * borderColorSrgb (D3D workarounds): Disabled Some drivers expect sRGB border color for sRGB texture formats * callClearTwice (D3D workarounds) (https://crbug.com/655534): Disabled condition: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771) Using clear() may not take effect * depthStencilBlitExtraCopy (D3D workarounds) (http://anglebug.com/1452): Disabled Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil * disableB5G6R5Support (D3D workarounds): Disabled condition: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data * disableRasterizerOrderViews (D3D workarounds) (http://anglebug.com/7279): Disabled Disable ROVs for testing * emulateIsnanFloat (D3D workarounds) (https://crbug.com/650547): Disabled condition: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542) Using isnan() on highp float will get wrong answer * emulateTinyStencilTextures (D3D workarounds): Disabled condition: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly * enableTimestampQueries (D3D workarounds): Disabled Enable timestamp on GL_EXT_disjoint_timer_query extension * expandIntegerPowExpressions (D3D workarounds): Enabled condition: true The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions * flushAfterEndingTransformFeedback (D3D workarounds): Disabled condition: isNvidia Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions * forceAtomicValueResolution (D3D workarounds) (http://anglebug.com/3246): Disabled condition: isNvidia On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation * getDimensionsIgnoresBaseLevel (D3D workarounds): Disabled condition: isNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin * mrtPerfWorkaround (D3D workarounds): Enabled condition: true Some drivers have a bug where they ignore null render targets * preAddTexelFetchOffsets (D3D workarounds): Enabled condition: isIntel HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range * rewriteUnaryMinusOperator (D3D workarounds): Disabled condition: isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders * selectViewInGeometryShader (D3D workarounds): Disabled condition: !deviceCaps.supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension * setDataFasterThanImageUpload (D3D workarounds): Enabled condition: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload * skipVSConstantRegisterZero (D3D workarounds): Disabled condition: isNvidia In specific cases the driver doesn't handle constant register zero correctly * supportsNonConstantLoopIndexing (D3D workarounds): Enabled condition: !isFeatureLevel9_3 Whether the API supports non-constant loop indexing * useInstancedPointSpriteEmulation (D3D workarounds): Disabled condition: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation * useSystemMemoryForConstantBuffers (D3D workarounds) (https://crbug.com/593024): Enabled condition: isIntel Copying from staging storage to constant buffer storage does not work * zeroMaxLodWorkaround (D3D workarounds): Disabled condition: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture Dawn Info ========= Vulkan backend - Intel(R) UHD Graphics 770 ------------------------------------------------------------ [WebGPU Status] --------------- * Available [Adapter Supported Features] ---------------------------- * depth-clip-control * depth32float-stencil8 * timestamp-query * texture-compression-bc * texture-compression-etc2 * texture-compression-astc * indirect-first-instance * shader-f16 * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * surface-capabilities * transient-attachments * norm16texture-formats * adapter-properties-memory-heaps [Enabled Toggle Names] ---------------------- * lazy_clear_resource_on_first_use: (https://crbug.com/dawn/145): Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource. * use_temporary_buffer_in_texture_to_texture_copy: (https://crbug.com/dawn/42): Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don't have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details. * vulkan_use_d32s8: (https://crbug.com/dawn/286): Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 format when possible. * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * use_placeholder_fragment_in_vertex_only_pipeline: (https://crbug.com/dawn/136): Use a placeholder empty fragment shader in vertex only render pipeline. This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and serves as a workaround by default enabled on some Metal devices with Intel GPU to ensure the depth result is correct. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * use_vulkan_zero_initialize_workgroup_memory_extension: (https://crbug.com/dawn/1302): Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported. * vulkan_use_image_robust_access_2: (https://crbug.com/tint/1890): Disable Tint robustness transform on textures when VK_EXT_robustness2 is supported and robustImageAccess2 == VK_TRUE. * vulkan_use_buffer_robust_access_2: (https://crbug.com/tint/1890): Disable index clamping on the runtime-sized arrays on buffers in Tint robustness transform when VK_EXT_robustness2 is supported and robustBufferAccess2 == VK_TRUE. * vulkan_use_storage_input_output_16: (https://crbug.com/tint/2161): Use the StorageInputOutput16 SPIR-V capability for f16 shader IO types when the device supports it. [WebGPU Required Toggles - enabled] ----------------------------------- * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. D3D11 backend - Intel(R) UHD Graphics 770 ----------------------------------------------------------- [WebGPU Status] --------------- * Blocklisted [Adapter Supported Features] ---------------------------- * depth-clip-control * depth32float-stencil8 * texture-compression-bc * bgra8unorm-storage * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * surface-capabilities * msaa-render-to-single-sampled * d3d11multithread-protected * norm16texture-formats * multi-planar-format-p010 * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * shared-texture-memory-dxgi-shared-handle * shared-texture-memory-d3d11texture-2d * shared-fence-dxgi-shared-handle [Enabled Toggle Names] ---------------------- * lazy_clear_resource_on_first_use: (https://crbug.com/dawn/145): Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource. * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * apply_clear_big_integer_color_value_with_draw: (https://crbug.com/dawn/537): Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. * use_blit_for_buffer_to_stencil_texture_copy: (https://crbug.com/dawn/1389): Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [WebGPU Required Toggles - enabled] ----------------------------------- * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. Vulkan backend - SwiftShader Device (Subzero) ---------------------------------------------------- [WebGPU Status] --------------- * Blocklisted [Adapter Supported Features] ---------------------------- * depth-clip-control * depth32float-stencil8 * timestamp-query * texture-compression-bc * texture-compression-etc2 * texture-compression-astc * indirect-first-instance * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * surface-capabilities * transient-attachments * adapter-properties-memory-heaps [Enabled Toggle Names] ---------------------- * lazy_clear_resource_on_first_use: (https://crbug.com/dawn/145): Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource. * use_temporary_buffer_in_texture_to_texture_copy: (https://crbug.com/dawn/42): Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don't have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details. * vulkan_use_d32s8: (https://crbug.com/dawn/286): Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 format when possible. * vulkan_use_s8: (https://crbug.com/dawn/666): Vulkan has a pure stencil8 format but it is not universally available. When this toggle is on, the backend will use S8 for the stencil8 format, otherwise it will fallback to D32S8 or D24S8. * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * use_placeholder_fragment_in_vertex_only_pipeline: (https://crbug.com/dawn/136): Use a placeholder empty fragment shader in vertex only render pipeline. This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and serves as a workaround by default enabled on some Metal devices with Intel GPU to ensure the depth result is correct. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * use_vulkan_zero_initialize_workgroup_memory_extension: (https://crbug.com/dawn/1302): Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported. [WebGPU Required Toggles - enabled] ----------------------------------- * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. D3D11 backend - Microsoft Basic Render Driver ---------------------------------------------------- [WebGPU Status] --------------- * Blocklisted [Adapter Supported Features] ---------------------------- * depth-clip-control * depth32float-stencil8 * texture-compression-bc * bgra8unorm-storage * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * surface-capabilities * msaa-render-to-single-sampled * d3d11multithread-protected * norm16texture-formats * multi-planar-format-p010 * multi-planar-render-targets * adapter-properties-memory-heaps * adapter-properties-d3d * shared-texture-memory-dxgi-shared-handle * shared-texture-memory-d3d11texture-2d * shared-fence-dxgi-shared-handle [Enabled Toggle Names] ---------------------- * lazy_clear_resource_on_first_use: (https://crbug.com/dawn/145): Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource. * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * apply_clear_big_integer_color_value_with_draw: (https://crbug.com/dawn/537): Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. * use_blit_for_buffer_to_stencil_texture_copy: (https://crbug.com/dawn/1389): Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [WebGPU Required Toggles - enabled] ----------------------------------- * disallow_spirv: (https://crbug.com/1214923): Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. Version Information =================== Data exported : 2024-04-08T20:20:22.945Z Chrome version : Edg/123.0.2420.81 Operating system : Windows NT 10.0.22631 Software rendering list URL: https://chromium.googlesource.com/chromium/src/+/660c6cce9eb52bcc3784d55ad49eb7e22b0868e0/gpu/config/software_rendering_list.json Driver bug list URL : https://chromium.googlesource.com/chromium/src/+/660c6cce9eb52bcc3784d55ad49eb7e22b0868e0/gpu/config/gpu_driver_bug_list.json ANGLE commit id : 9b1405488092 2D graphics backend : Skia/123 3d4e45907f9b239a54957001d619d2d4a6ca06b4 Command Line : "C:\Program Files (x86)\Microsoft\Edge\Application\msedge.exe" --profile-directory=Default --flag-switches-begin --edge-enable-bfcache-features --enable-quic --enable-zero-copy --ignore-gpu-blocklist --enable-smooth-scrolling --enable-features=AllowWgcScreenCapturer,AllowWgcWindowCapturer,BackForwardCache:TimeToLiveInBackForwardCacheInSeconds/300/should_ignore_blocklists/true,EnableTLS13EarlyData,FluentScrollbar,MediaFoundationClearPlayback,MediaFoundationClearRendering,MidiManagerWinrt,OmniboxCalcProvider,OsIntegrationSubManagers,PostQuantumKyber,UseXpsForPrinting,UseXpsForPrintingFromPdf,WebAppSystemMediaControlsWin,WindowsScrollingPersonality,ZstdContentEncoding,fill-on-account-select,msEdgeComposeNext,msEdgeEDropPushNotification,msEdgeEDropUI,msEdgeFindAura,msEdgeOmniboxAura,msEdgePhoto,msEdgeScreenshotEntries,msEdgeSuperDragDropSupported,msEnhancedTextContrast,msMediaFoundationOverride,msOverlayScrollbarWinStyle,msPdfDigitalSignatureRead,msPdfEnhancedThumbnailScaleForPdfium,msPdfExtensionOopif,msPdfSharedLibrary,msPdfThumbnailAtCurrentZoomForPdfium,msPdfThumbnailCache,msPdfXFA,msPhoenixShowContainersInEdge,msPlayReadyWin10,msShorelineMSBContent,msVisualRejuvMica,msVisualRejuvRoundedTabs,msWidevinePlatform --flag-switches-end Driver Information ================== Initialization time : 84 In-process GPU : false Passthrough Command Decoder : true Sandboxed : true GPU0 : VENDOR= 0x8086, DEVICE=0x4680, SUBSYS=0x88821043, REV=12, LUID={0,42505}, DRIVER_VENDOR=Intel, DRIVER_VERSION=31.0.101.5382 *ACTIVE* GPU1 : VENDOR= 0x1414, DEVICE=0x008c, LUID={0,43366}, DRIVER_VERSION=10.0.22621.2506 Optimus : false AMD switchable : false Desktop compositing : Aero Glass Direct composition : true Supports overlays : true YUY2 overlay support : SCALING NV12 overlay support : SCALING BGRA8 overlay support : SCALING RGB10A2 overlay support : SCALING Driver D3D12 feature level : D3D 12.1 Driver Vulkan API version : Vulkan API 1.3.0 GPU CUDA compute capability major version: 0 Pixel shader version : 5.0 Vertex shader version : 5.0 Max. MSAA samples : 16 Machine model name : Machine model version : GL implementation parts : (gl=egl-angle,angle=d3d11) Display type : ANGLE_D3D11 GL_VENDOR : Google Inc. (Intel) GL_RENDERER : ANGLE (Intel, Intel(R) UHD Graphics 770 (0x00004680) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.101.5382) GL_VERSION : OpenGL ES 2.0.0 (ANGLE 2.1.35813 git hash: 9b1405488092) GL_EXTENSIONS : GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_serialized_context_string GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_pack_reverse_row_order GL_ANGLE_polygon_mode GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex 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_APPLE_clip_distance 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_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_base_instance GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_clip_control GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_clamp GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multi_draw_indirect GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_border_clamp GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_mirror_clamp_to_edge GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_texture_type_2_10_10_10_REV GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap 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_border_clamp 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 GL_WEBGL_video_texture Disabled Extensions : GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_MESA_framebuffer_flip_y Disabled WebGL Extensions : Window system binding vendor : Google Inc. (Intel) Window system binding version : 1.5 (ANGLE 2.1.35813 git hash: 9b1405488092) 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_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_stream_producer_d3d_texture 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_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_no_config_context EGL_KHR_create_context_no_error EGL_KHR_reusable_sync Direct rendering version : unknown Reset notification strategy : 0x8252 GPU process crash count : 0 gfx::BufferFormats supported for allocation and texturing: R_8: not supported, R_16: not supported, RG_88: not supported, RG_1616: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, YUVA_420_TRIPLANAR: not supported, P010: not supported Compositor Information ====================== Tile Update Mode: Zero-copy Partial Raster : Enabled GpuMemoryBuffers Status ======================= R_8 : Software only R_16 : Software only RG_88 : Software only RG_1616 : Software only BGR_565 : Software only RGBA_4444 : Software only RGBX_8888 : GPU_READ, SCANOUT RGBA_8888 : GPU_READ, SCANOUT BGRX_8888 : Software only BGRA_1010102 : Software only RGBA_1010102 : Software only BGRA_8888 : Software only RGBA_F16 : Software only YVU_420 : Software only YUV_420_BIPLANAR : Software only YUVA_420_TRIPLANAR: Software only P010 : Software only Media Foundation Rendering Capabilities ======================================= PlayReady Hardware DRM disabled: false Direct Composition : true Dolby Atmos support : false AV1 installed : true AV1 activable : true AV1 version : AV1:1.1.61781.0 HEVC installed : true HEVC activable : false HEVC version : HEVC:2.1.862.0 Display: : Scaled: [0,0 1920x1080] Scale: 1.00 Actual: [0,0 1920x1080] GPU Index : GPU0 HEVC - Dolby Vision support : false HEVC - HDR10 support : false HDCP 2.2 support : false HEVC - 4K support : false Display(s) Information ====================== Info : Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1032], scale=1, rotation=0, panel_rotation=0 external detected Color space (all) : {r:[0.6531, 0.3351], g:[0.3223, 0.6121], b:[0.1532, 0.3351], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (all) : BGRA_8888 Color volume : {r:[0.6531, 0.3351], g:[0.3223, 0.6121], b:[0.1532, 0.3351], w:[0.3127, 0.3290]} SDR white level in nits : 203 HDR relative maximum luminance: 1 Bits per color component : 8 Bits per pixel : 24 Refresh Rate in Hz : 60 Video Acceleration Information ============================== Decoding : Decode h264 baseline : 64x64 to 4096x4096 pixels Decode h264 main : 64x64 to 4096x4096 pixels Decode h264 high : 64x64 to 4096x4096 pixels Decode vp9 profile0 : 64x64 to 8192x8192 pixels Decode vp9 profile2 : 64x64 to 8192x8192 pixels Decode av1 profile main : 64x64 to 8192x8192 pixels Decode hevc main : 48x48 to 8192x8192 pixels Decode hevc main 10 : 48x48 to 8192x8192 pixels Decode hevc main still-picture: 48x48 to 8192x8192 pixels Encoding : Encode h264 baseline : 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 baseline : 32x32 to 1088x1920 pixels, and/or 30.000 fps. Encode h264 main : 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 main : 32x32 to 1088x1920 pixels, and/or 30.000 fps. Encode h264 high : 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 high : 32x32 to 1088x1920 pixels, and/or 30.000 fps. Encode vp9 profile0 : 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode vp9 profile0 : 32x32 to 1088x1920 pixels, and/or 30.000 fps. Vulkan Information ================== Device Performance Information ============================== Total Physical Memory (Gb): 31 Total Disk Space (Gb) : 487 Hardware Concurrency : 20 System Commit Limit (Gb) : 36 D3D11 Feature Level : 12_1 Has Discrete GPU : no Intel GPU Generation : 12 Software Rendering : No Diagnostics =========== 0: b3DAccelerationEnabled : true b3DAccelerationExists : true bAGPEnabled : true bAGPExistenceValid : true bAGPExists : true bCanRenderWindow : true bDDAccelerationEnabled : true bDX12UEnabled : false bDriverBeta : false bDriverDebug : false bDriverSigned : false bDriverSignedValid : false bNoHardware : false dwBpp : 32 dwDDIVersion : 12 dwHeight : 1080 dwRefreshRate : 60 dwWHQLLevel : 0 dwWidth : 1920 iAdapter : 0 lDriverSize : 4162440 lMiniVddSize : 0 szAGPStatusEnglish : Enabled szAGPStatusLocalized : Habilitado szChipType : Intel(R) UHD Graphics Family szD3DStatusEnglish : Enabled szD3DStatusLocalized : Habilitado szDACType : Internal szDDIVersionEnglish : 12 szDDIVersionLocalized : 12 szDDStatusEnglish : Enabled szDDStatusLocalized : Habilitado szDX12UStatusEnglish : Disabled szDX12UStatusLocalized : Deshabilitado szDXVAHDEnglish : Supported szDXVAModes : szDescription : Intel(R) UHD Graphics 770 szDeviceId : 0x4680 szDeviceIdentifier : {D7B78E66-05C0-11CF-F566-E7A8A3C2D235} szDeviceName : \\.\DISPLAY1 szDisplayMemoryEnglish : 16398 MB szDisplayMemoryLocalized : 16398 MB szDisplayModeEnglish : 1920 x 1080 (32 bit) (60Hz) szDisplayModeLocalized : 1920 x 1080 (32 bit) (60Hz) szDriverAssemblyVersion : 31.0.101.5382 szDriverAttributes : Final Retail szDriverDateEnglish : 27/03/2024 2:00:00 szDriverDateLocalized : 3/27/2024 02:00:00 szDriverLanguageEnglish : English szDriverLanguageLocalized: Inglés szDriverModelEnglish : WDDM 3.1 szDriverModelLocalized : WDDM 3.1 szDriverName : <>,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_f0d0eb9243852f17\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_f0d0eb9243852f17\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_f0d0eb9243852f17\igd12umd64.dll szDriverNodeStrongName : oem52.inf:5f63e5343a1d2d33:iADLSD_w10_DS:31.0.101.5382:PCI\VEN_8086&DEV_4680 szDriverSignDate : Unknown szDriverVersion : 31.00.0101.5382 szKeyDeviceID : Enum\PCI\VEN_8086&DEV_4680&SUBSYS_88821043&REV_0C szKeyDeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{A6B216CD-F285-11EE-9C15-806E6F6E6963}\0000 szManufacturer : Intel Corporation szMiniVdd : desconocido szMiniVddDateEnglish : Unknown szMiniVddDateLocalized : desconocido szMonitorMaxRes : Unknown szMonitorName : Dell U2414H(miniDisplayPort) szNotesEnglish : No problems found. szNotesLocalized : No se encontró ningún problema. szOverlayEnglish : Not Supported szRankOfInstalledDriver : 00CF2001 szRegHelpText : Unknown szRevision : Unknown szRevisionId : 0x000C szSubSysId : 0x88821043 szTestResultD3D7English : Not run szTestResultD3D7Localized: No realizada szTestResultD3D8English : Not run szTestResultD3D8Localized: No realizada szTestResultD3D9English : Not run szTestResultD3D9Localized: No realizada szTestResultDDEnglish : Not run szTestResultDDLocalized : No realizada szVdd : desconocido szVendorId : 0x8086 Log Messages ============ GpuProcessHost: The info collection GPU process exited normally. Everything is okay. [13584:14280:0408/210241.091:WARNING:angle_platform_impl.cc(49)] : HLSLCompiler.cpp:250 (compileToBinary): C:\fakepath(155,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [13584:4812:0408/214924.089:ERROR:shared_image_manager.cc(221)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox. [13584:4812:0408/214924.089:ERROR:shared_image_manager.cc(221)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.