RidgeRun / chromium-jetson-accelerated

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Pre-built Chromium Results in Jittery WebGL #2

Open Ben93kie opened 4 weeks ago

Ben93kie commented 4 weeks ago

Hi, thanks for this helpful repo! When downloading and running the pre-built Chromium, it does not run natively on my

Jetson AGX Orin 64GB with Jetpack 5.1.

Instead, I had to run it via

/usr/bin/chromium-browser-unstable --no-sandbox --use-gl=egl --enable-gpu-rasterization --ignore-gpu-blacklist

While it did show all the hardware accelerations in chrome://gpu, when visiting https://threejs.org/examples/, the scene jitters and wiggles all around. I suspect there is a driver issue?

Do you have any advise on how I would change the build process to accommodate my setup?

Thanks!

Ben93kie commented 4 weeks ago

Sorry, an update: If I run like like this:

/usr/bin/chromium-browser-unstable --no-sandbox

I don'get the jitter, but raserization is CPU-only:

Graphics Feature Status Canvas: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Disabled OpenGL: Enabled Rasterization: Software only. Hardware acceleration disabled Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use exit_on_context_lost scalarize_vec_and_mat_constructor_args disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected 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 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) Some drivers can't recover after OUT_OF_MEM and context lost: 893177 Applied Workarounds: exit_on_context_lost

Is there any way to also have it GPU-accelerated? I'd like to have a threejs scene with maximum hardware accleration. Thx!