Graphics Feature Status Canvas: Hardware accelerated Direct Rendering Display Compositor: Disabled Compositing: Hardware accelerated Multiple Raster Threads: Enabled OpenGL: Enabled Rasterization: Hardware accelerated Raw Draw: Disabled Skia Graphite: Disabled TreesInViz: Disabled Video Decode: Hardware accelerated Video Encode: Hardware accelerated WebGL: Hardware accelerated WebGPU: Hardware accelerated WebNN: Disabled Version Information Data exported : 2026-09-07T07:22:15.017Z Chrome version : Edg/152.0.4191.66 Operating system : Windows NT 10.0.26100.3194 (kernel32 10.0.26100.3037) Software rendering list URL: https://chromium.googlesource.com/chromium/src/+/79460ebecaa5625e57a5fb679a735659e73dc687/gpu/config/software_rendering_list.json Driver bug list URL : https://chromium.googlesource.com/chromium/src/+/79460ebecaa5625e57a5fb679a735659e73dc687/gpu/config/gpu_driver_bug_list.json ANGLE commit id : bb681b5d5ea0 2D graphics backend : Skia/152 0873ec164a06966b90ae0d43ef783cfb180084ae Command Line : "C:\Program Files (x86)\Microsoft\Edge\Application\msedge.exe" --no-startup-window --flag-switches-begin --flag-switches-end Driver Information Initialization time : 91 In-process GPU : false Skia Backend : GaneshGL Passthrough Command Decoder : true Sandboxed : true GPU0 : VENDOR= 0x8086, DEVICE=0xa7ab [Intel(R) Graphics], SUBSYS=0x8ed1103c, REV=4, LUID={0,65055}, DRIVER_VENDOR=Intel, DRIVER_VERSION=32.0.101.7088 ACTIVE GPU1 : VENDOR= 0x1414, DEVICE=0x008c [Microsoft Basic Render Driver], LUID={0,66079}, DRIVER_VERSION=10.0.26100.1882 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 P010 overlay support : SOFTWARE DirectML feature level : 5.0 Driver D3D12 feature level : D3D 12.1 Driver Vulkan API version : Not supported Pixel shader version : 5.0 Vertex shader version : 5.0 Max. MSAA samples : 8 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) Graphics (0x0000A7AB) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.101.7088) GL_VERSION : OpenGL ES 3.0 (ANGLE 2.1.47485 git hash: bb681b5d5ea0) GL_EXTENSIONS : GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_blob_cache GL_ANGLE_client_arrays GL_ANGLE_clip_cull_distance GL_ANGLE_copy_texture_3d 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_memory_size GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_polygon_mode GL_ANGLE_program_binary_readiness_query GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_renderability_validation GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_shader_pixel_local_storage GL_ANGLE_shader_pixel_local_storage_coherent GL_ANGLE_stencil_texturing GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_APPLE_clip_distance GL_ARM_rgba8 GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context 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_clip_cull_distance GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_conservative_depth 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_buffers_indexed 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_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_read_format_bgra GL_EXT_render_snorm 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_KHR_robustness GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_NV_shader_noperspective_interpolation GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_depth24 GL_OES_depth32 GL_OES_draw_buffers_indexed 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_required_internalformat GL_OES_rgb8_rgba8 GL_OES_sample_variables GL_OES_shader_multisample_interpolation 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_texture_stencil8 GL_OES_texture_storage_multisample_2d_array GL_OES_vertex_array_object GL_OVR_multiview GL_OVR_multiview2 Disabled Extensions : GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions : Window system binding vendor : Google Inc. (Intel) Window system binding version : 1.5 (ANGLE 2.1.47485 git hash: bb681b5d5ea0) 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 EGL_ANGLE_memory_usage_report Direct rendering version : unknown Reset notification strategy : 0x8252 GPU process crash count : 0 Driver Bug Workarounds disable_d3d12_h264_encoder_non_reference_frames disable_dcomp_texture 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 Problems Detected Disable webgpu on vk via gl interop: (http://crbug.com/442791440), (http://crbug.com/475935650) Disabled Features: webgpu_on_vk_via_gl_interop 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 Older Windows fails to report BGRA8 overlay support for Intel GPUs: (http://crbug.com/1119491), (http://crbug.com/344343039) 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 Disable DComp texture support on older Windows versions: (http://crbug.com/385039726) Applied Workarounds: disable_dcomp_texture Older Windows fails to report RGB10A2 overlay support for Intel GPUs: (http://crbug.com/1062184), (http://crbug.com/344343039) Applied Workarounds: force_rgb10a2_overlay_support Intel drivers don't support setting a frame as not referenced in D3D12 H264 encoder Applied Workarounds: disable_d3d12_h264_encoder_non_reference_frames Only enable Microsoft Video Super Resolution capabilities for specific GPUs. Applied Workarounds: disable_ms_video_super_resolution ANGLE Features allowCompressedFormats (Frontend workarounds): Enabled allowExtensionDisableAfterNonPpTokens (Frontend features): Disabled alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled alwaysRunLinkSubJobsThreaded (Frontend features): Disabled cacheCompiledShader (Frontend features): Disabled clipCullDistanceBrokenWithPassthroughShaders (Frontend features): Disabled compileJobIsThreadSafe (Frontend features): Enabled compressProgramBinaryBlob (Frontend features): Disabled disableAnisotropicFiltering (Frontend workarounds): Disabled disableProgramBinary (Frontend features): Disabled disableProgramCaching (Frontend features): Disabled disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled dumpShaderSource (Frontend features): Disabled dumpTranslatedShaders (Frontend features): Disabled emulatePixelLocalStorage (Frontend features): Enabled enableCaptureLimits (Frontend features): Disabled enableCreateContextBackwardsCompatible (Frontend features): Enabled enableProgramBinaryForCapture (Frontend features): Disabled enableShaderSubstitution (Frontend workarounds): Disabled enableTranslatedShaderSubstitution (Frontend workarounds): Disabled forceDebugContexts (Frontend features): Disabled forceDepthAttachmentInitOnClear (Frontend workarounds): Disabled forceFlushAfterDrawcallUsingShadowmap (Frontend workarounds): Disabled forceGlErrorChecking (Frontend features): Disabled forceInitShaderVariables (Frontend features): Disabled forceMinimumMaxVertexAttributes (Frontend features): Disabled forcePassthroughShaders (Frontend features): Disabled forceRobustResourceInit (Frontend features): Disabled limitMaxBufferBytesTo1MB (Frontend features): Disabled limitMaxTextureBytesTo1MB (Frontend features): Disabled linkJobIsThreadSafe (Frontend features): Enabled loseContextOnOutOfMemory (Frontend workarounds): Enabled noperspectiveInterpolationBrokenWithPassthroughShaders (Frontend features): Disabled setNeedInitOnInvalidation (Frontend features): Enabled singleThreadedTextureDecompression (Frontend workarounds): Disabled uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds): Disabled useIr (Frontend features): Disabled addMockTextureNoRenderTarget (D3D workarounds): Disabled allowClearForRobustResourceInit (D3D workarounds): Enabled allowES3OnFL100 (D3D workarounds): Disabled allowTranslateUniformBlockToStructuredBuffer (D3D workarounds): Enabled callClearTwice (D3D workarounds): Disabled depthStencilBlitExtraCopy (D3D workarounds): Disabled disableB5G6R5Support (D3D workarounds): Disabled disableRasterizerOrderViews (D3D workarounds): Disabled emulateIsnanFloat (D3D workarounds): Disabled emulateTinyStencilTextures (D3D workarounds): Disabled enableTimestampQueries (D3D workarounds): Disabled expandIntegerPowExpressions (D3D workarounds): Enabled flushAfterEndingTransformFeedback (D3D workarounds): Disabled forceAtomicValueResolution (D3D workarounds): Disabled getDimensionsIgnoresBaseLevel (D3D workarounds): Disabled mrtPerfWorkaround (D3D workarounds): Enabled preAddTexelFetchOffsets (D3D workarounds): Enabled rewriteUnaryMinusOperator (D3D workarounds): Disabled selectViewInGeometryShader (D3D workarounds): Disabled setDataFasterThanImageUpload (D3D workarounds): Enabled skipVSConstantRegisterZero (D3D workarounds): Disabled useSystemMemoryForConstantBuffers (D3D workarounds): Enabled Dawn Info D3D12 backend - Intel(R) Graphics [WebGPU Status] Available [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d timestamp-query indirect-first-instance shader-f16 rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances dual-source-blending subgroups texture-formats-tier1 texture-formats-tier2 primitive-index texture-component-swizzle subgroup-size-control dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization unorm16texture-formats multi-planar-render-targets adapter-properties-memory-heaps adapter-properties-d3d dawn-format-capabilities shared-texture-memory-dxgi-shared-handle shared-fence-dxgi-shared-handle shared-buffer-memory-d3d12resource shader-module-compilation-options dawn-load-resolve-texture dawn-partial-load-resolve-texture flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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_d3d12_resource_heap_tier2: (https://crbug.com/dawn/27): Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation. use_d3d12_render_pass: (https://crbug.com/dawn/36): Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass. use_d3d12_residency_management: (https://crbug.com/dawn/193): Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory. use_dxc: (https://crbug.com/dawn/402): Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll is available. 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. clear_buffer_before_resolve_queries: (https://crbug.com/dawn/1823): clear destination buffer to zero before resolving queries. This toggle is enabled on Intel Gen12 GPUs due to driver issue. d3d12_force_clear_copyable_depth_stencil_texture_on_creation: (https://crbug.com/dawn/1487): Always clearing copyable depth stencil textures when creating them instead of skipping the initialization when the entire subresource is the copy destination as a workaround on Intel D3D12 drivers. d3d12_dont_set_clear_value_on_depth_texture_creation: (https://crbug.com/dawn/1487): Don't set D3D12_CLEAR_VALUE when creating depth textures with CreatePlacedResource() or CreateCommittedResource() as a workaround on Intel Gen12 D3D12 drivers. 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_depth_texture_to_texture_copy_to_nonzero_subresource: (https://crbug.com/dawn/1083): Use a blit to copy from a depth texture to the nonzero subresource of a depth texture. Works around an issue where nonzero layers are not written. d3d12_use_root_signature_version_1_1: (https://crbug.com/tint/1890): Use D3D12 Root Signature Version 1.1 to make additional guarantees about the descriptors in a descriptor heap and the data pointed to by the descriptors so that the drivers can make better optimizations on them. d3d12_use_64kb_alignment_msaa_texture: (https://crbug.com/dawn/282): Create MSAA textures with 64KB (D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment. d3d12_create_not_zeroed_heap: (https://crbug.com/dawn/484): Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is supported. It is safe because in Dawn we always clear the resources manually when needed. d3d12_relax_min_subgroup_size_to_8: (https://crbug.com/381969450): Relax the adapters and devices' subgroupMinSize to the minimium of D3D12 reported minWaveLaneCount and 8. Some D3D12 drivers is possible to run fragment shader with wave count 8 while reporting minWaveLaneCount 16. d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment: (https://crbug.com/381000081): Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256) for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset in buffer-texture copies. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache d3d12_decompose_workgroup_access: (https://crbug.com/341991439): Decompose workgroup memory variables into flat scalar arrays and rewrite accesses as element-wise loads/stores with bitcasts on selected Intel GPUs on D3D12 d3d12_use_hlsl_2021: (https://crbug.com/508342536): Use HLSL 2021 when targeting DXC. [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. D3D12 backend - Microsoft Basic Render Driver [WebGPU Status] Blocklisted - crbug.com/40057808: CPU adapters not fully tested or conformant. | [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d timestamp-query indirect-first-instance shader-f16 rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances dual-source-blending subgroups texture-formats-tier1 texture-formats-tier2 primitive-index texture-component-swizzle subgroup-size-control dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization unorm16texture-formats multi-planar-render-targets adapter-properties-memory-heaps adapter-properties-d3d dawn-format-capabilities shared-texture-memory-dxgi-shared-handle shared-fence-dxgi-shared-handle shared-buffer-memory-d3d12resource shader-module-compilation-options dawn-load-resolve-texture dawn-partial-load-resolve-texture flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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_d3d12_resource_heap_tier2: (https://crbug.com/dawn/27): Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation. use_d3d12_render_pass: (https://crbug.com/dawn/36): Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass. use_d3d12_residency_management: (https://crbug.com/dawn/193): Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory. use_dxc: (https://crbug.com/dawn/402): Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll is available. 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. d3d12_use_64kb_alignment_msaa_texture: (https://crbug.com/dawn/282): Create MSAA textures with 64KB (D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) alignment. d3d12_create_not_zeroed_heap: (https://crbug.com/dawn/484): Create D3D12 heap with D3D12_HEAP_FLAG_CREATE_NOT_ZEROED when it is supported. It is safe because in Dawn we always clear the resources manually when needed. d3d12_relax_buffer_texture_copy_pitch_and_offset_alignment: (https://crbug.com/381000081): Don't require the alignments of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256) for row pitch and D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT (512) for offset in buffer-texture copies. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache d3d12_use_hlsl_2021: (https://crbug.com/508342536): Use HLSL 2021 when targeting DXC. [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 - crbug.com/40057808: CPU adapters not fully tested or conformant. | [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d texture-compression-etc2 texture-compression-astc texture-compression-astc-sliced-3d timestamp-query indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances subgroups texture-component-swizzle subgroup-size-control dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization transient-attachments unorm16texture-formats adapter-properties-memory-heaps adapter-properties-vk dawn-format-capabilities dawn-load-resolve-texture flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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. vulkan_use_demote_to_helper_invocation_extension: (https://crbug.com/42250787): Sets the use of the vulkan demote to helper extension 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. use_vulkan_memory_model: (https://crbug.com/392606604): Use the Vulkan Memory Model if available. vulkan_direct_variable_access_transform_handle: (https://crbug.com/387000529): Transform handles using direct variable access. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. use_spirv_1_4: (https://crbug.com/422421915): Use SPIR-V 1.4 if available blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache decompose_uniform_buffers: (https://crbug.com/448452698): Decompose uniform buffers into arrays of vec4 on backends for Vulkan and OpenGL. vulkan_use_dynamic_rendering: (https://crbug.com/dawn/463893794): Makes use of VK_KHR_dynamic_rendering to implement WebGPU RenderPass. enable_spirv_validation: (https://crbug.com/473526415): Enable validation of SPIR-V generated by Tint. vulkan_use_create_render_pass_2: (https://crbug.com/chromium/463893793): Makes use of VK_KHR_create_renderpass2 when creating VkRenderPass objects. Ignored when vulkan_use_dynamic_rendering is enabled. wait_is_thread_safe: (https://crbug.com/412761228): WaitFor* functions are thread-safe and can be called without the device-lock if implicit synchronization is enabled. [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 - Intel(R) Graphics [WebGPU Status] Available [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d texture-compression-etc2 texture-compression-astc timestamp-query indirect-first-instance shader-f16 rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances dual-source-blending subgroups texture-formats-tier1 texture-formats-tier2 primitive-index texture-component-swizzle subgroup-size-control dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization transient-attachments unorm16texture-formats adapter-properties-memory-heaps adapter-properties-vk dawn-format-capabilities dawn-load-resolve-texture flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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. vulkan_use_demote_to_helper_invocation_extension: (https://crbug.com/42250787): Sets the use of the vulkan demote to helper extension 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. use_vulkan_memory_model: (https://crbug.com/392606604): Use the Vulkan Memory Model if available. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. use_spirv_1_4: (https://crbug.com/422421915): Use SPIR-V 1.4 if available blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache decompose_uniform_buffers: (https://crbug.com/448452698): Decompose uniform buffers into arrays of vec4 on backends for Vulkan and OpenGL. vulkan_use_dynamic_rendering: (https://crbug.com/dawn/463893794): Makes use of VK_KHR_dynamic_rendering to implement WebGPU RenderPass. enable_spirv_validation: (https://crbug.com/473526415): Enable validation of SPIR-V generated by Tint. vulkan_use_create_render_pass_2: (https://crbug.com/chromium/463893793): Makes use of VK_KHR_create_renderpass2 when creating VkRenderPass objects. Ignored when vulkan_use_dynamic_rendering is enabled. use_spirv_reconvergence_mode: (https://crbug.com/379673383): Use SPIR-V reconvergence execution mode if supported by the device. wait_is_thread_safe: (https://crbug.com/412761228): WaitFor* functions are thread-safe and can be called without the device-lock if implicit synchronization is enabled. [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) Graphics [WebGPU Status] Blocklisted - crbug.com/41479539: D3D11 backend not fully implemented. | [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances dual-source-blending texture-formats-tier1 dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization d3d11multithread-protected unorm16texture-formats multi-planar-format-p010 multi-planar-render-targets adapter-properties-memory-heaps adapter-properties-d3d dawn-format-capabilities shared-texture-memory-dxgi-shared-handle shared-texture-memory-d3d11texture-2d shared-fence-dxgi-shared-handle shader-module-compilation-options dawn-load-resolve-texture dawn-partial-load-resolve-texture dawn-texel-copy-buffer-row-alignment flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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. use_blit_for_t2b: (https://crbug.com/dawn/348654098): Use a compute based blit instead of a copy command to copy texture with supported format to a buffer. use_blit_for_b2t: (https://crbug.com/dawn/348653642): Use a shader based blit instead of a copy command to copy a buffer to a texture with supported format. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache d3d11_use_discard_view: (https://crbug.com/479416037): Use D3D11's DiscardView for discarding render pass' attachments having StoreOp::Discard [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 - crbug.com/41479539: D3D11 backend not fully implemented. | crbug.com/40057808: CPU adapters not fully tested or conformant. | [Adapter Supported Features] core-features-and-limits depth-clip-control depth32float-stencil8 texture-compression-bc texture-compression-bc-sliced-3d rg11b10ufloat-renderable bgra8unorm-storage float32filterable float32blendable clip-distances dual-source-blending texture-formats-tier1 primitive-index dawn-internal-usages dawn-multi-planar-formats dawn-native implicit-device-synchronization d3d11multithread-protected unorm16texture-formats multi-planar-format-p010 multi-planar-render-targets adapter-properties-memory-heaps adapter-properties-d3d dawn-format-capabilities shared-texture-memory-dxgi-shared-handle shared-texture-memory-d3d11texture-2d shared-fence-dxgi-shared-handle shader-module-compilation-options dawn-load-resolve-texture dawn-partial-load-resolve-texture dawn-texel-copy-buffer-row-alignment flexible-texture-views unorm16formats-for-external-texture dawn-allow-undefined-load-store-op [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. use_blit_for_t2b: (https://crbug.com/dawn/348654098): Use a compute based blit instead of a copy command to copy texture with supported format to a buffer. use_blit_for_b2t: (https://crbug.com/dawn/348653642): Use a shader based blit instead of a copy command to copy a buffer to a texture with supported format. enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache d3d11_use_discard_view: (https://crbug.com/479416037): Use D3D11's DiscardView for discarding render pass' attachments having StoreOp::Discard [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. Compositor Information Tile Update Mode: One-copy Partial Raster : Enabled Media Foundation Rendering Capabilities PlayReady Hardware DRM disabled: false Direct Composition : true Display(s) Information Info : Display[1704094643] bounds=[-1280,0 1280x800], workarea=[-1280,0 1280x752], scale=1.5, rotation=0, panel_rotation=0 internal detected Color space (all) : {primaries, transfer, matrix, range} Buffer format (all) : BGRA_8888 Color volume : {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.0600], 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 Info : Display[1428083788] bounds=[0,0 1920x1080], workarea=[0,0 1920x1032], scale=1, rotation=0, panel_rotation=0 external detected Color space (all) : {primaries, transfer, matrix, range} Buffer format (all) : BGRA_8888 Color volume : {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.0600], 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 16384x16384 pixels Decode vp9 profile2 : 64x64 to 16384x16384 pixels Decode av1 profile main : 64x64 to 16384x16384 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 : Vulkan Information Device Performance Information Total Physical Memory (Gb): 15 Total Disk Space (Gb) : 275 Hardware Concurrency : 12 System Commit Limit (Gb) : 18 D3D11 Feature Level : 12_1 Has Discrete GPU : no Intel GPU Generation : 12 Software Rendering : No Log Messages [11088:14740:0907/151732.365:VERBOSE1\viz\service\main\viz_main_impl.cc:87] : VizNullHypothesis is disabled (not a warning) [11088:9044:0907/151732.365:VERBOSE1\allocator\scheduler_loop_quarantine_config.cc:195] : No entry found for gpu-process/viz-compositor. GpuProcessHost: The info collection GPU process exited normally. Everything is okay. [11088:14740:0907/152029.061:ERROR\gpu\windows\edge\dxva_video_decode_accelerator_win.cc:972] : Failed to pass DX11 manager to decoder, 未指定的错误 (0x80004005) [11088:14740:0907/152029.061:ERROR\gpu\windows\edge\dxva_video_decode_accelerator_win.cc:429] : Failed to initialize decoder [11088:14740:0907/152214.793:ERROR\gl\egl_util.cc:92] : EGL Driver message (Error) eglCreateContext: Requested version is not supported