Closed ruoshuixuelabi closed 2 years ago
你可以打开edge://gpu看下有没有hevc的字段,有了就是浏览器支持,是网站自己的问题,可以找网站提issue。
Graphics Feature Status Canvas: Hardware accelerated Canvas out-of-process rasterization: Disabled Direct Rendering Display Compositor: Disabled Compositing: Hardware accelerated Multiple Raster Threads: Enabled OpenGL: Enabled Rasterization: Hardware accelerated Raw Draw: Disabled Video Decode: Hardware accelerated Video Encode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated WebGPU: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_delayed_copy_nv12 disable_vp_super_resolution enable_webgl_timer_query_extensions exit_on_context_lost disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670 Applied Workarounds: disable_delayed_copy_nv12 Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491 Applied Workarounds: enable_webgl_timer_query_extensions Don't use video processor super resolution on Intel Gen9 and older GPUs and non-Intel GPUs.: 1318380 Applied Workarounds: disable_vp_super_resolution ANGLE Features allowCompressedFormats (Frontend workarounds): Enabled: true Allow compressed formats cacheCompiledShader (Frontend features) anglebug:7036: Disabled Enable to cache compiled shaders disableAnisotropicFiltering (Frontend workarounds): Disabled Disable support for anisotropic filtering disableProgramBinary (Frontend features) anglebug:5007: Disabled Disable support for GL_OES_get_program_binary disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled On some GPUs, program binaries don't contain transform feedback varyings emulatePixelLocalStorage (Frontend features) anglebug:7279: Disabled: false Emulate ANGLE_shader_pixel_local_storage using shader images enableCaptureLimits (Frontend features) anglebug:5750: Disabled Set the context limits like frame capturing was enabled enableCompressingPipelineCacheInThreadPool (Frontend workarounds) anglebug:4722: Disabled: false Enable compressing pipeline cache in thread pool. enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled Even if FrameCapture is enabled, enable GL_OES_get_program_binary forceDepthAttachmentInitOnClear (Frontend workarounds) anglebug:7246: Disabled: 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 forceRobustResourceInit (Frontend features) anglebug:6041: Disabled Force-enable robust resource init loseContextOnOutOfMemory (Frontend workarounds): Enabled: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs scalarizeVecAndMatConstructorArgs (Frontend workarounds) 1165751: Disabled: false Always rewrite vec/mat constructors to be consistent addMockTextureNoRenderTarget (D3D workarounds) anglebug:2152: Disabled: 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) 941620: Enabled: true Some drivers corrupt texture data when clearing for robust resource initialization. allowES3OnFL100 (D3D workarounds): Disabled: false Allow ES3 on 10.0 devices allowTranslateUniformBlockToStructuredBuffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater() There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. callClearTwice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771) Using clear() may not take effect depthStencilBlitExtraCopy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disableB5G6R5Support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data disableRasterizerOrderViews (D3D workarounds) anglebug:7279: Disabled Disable ROVs for testing emulateIsnanFloat (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542) Using isnan() on highp float will get wrong answer emulateTinyStencilTextures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly expandIntegerPowExpressions (D3D workarounds): Enabled: true The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions flushAfterEndingTransformFeedback (D3D workarounds): Enabled: 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) anglebug:3246: Enabled: 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): Enabled: 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: true Some drivers have a bug where they ignore null render targets preAddTexelFetchOffsets (D3D workarounds): Disabled: 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: 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: !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: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload skipVSConstantRegisterZero (D3D workarounds): Enabled: isNvidia In specific cases the driver doesn't handle constant register zero correctly useInstancedPointSpriteEmulation (D3D workarounds): Disabled: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation useSystemMemoryForConstantBuffers (D3D workarounds) 593024: Disabled: isIntel Copying from staging storage to constant buffer storage does not work zeroMaxLodWorkaround (D3D workarounds): Disabled: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture DAWN Info
edge windows走的hevc视频扩展,和chrome的解吗方式没啥关系。edge mac和chrome是一致的。
这样算是有吧?
嗯,浏览器已经是支持的状态了,至于b站的策略我也不清楚。
恩感谢
今天更新到了Edge107的版本,目前还需要安装代理插件模仿safair才能支持b站的硬解,但是打开谷歌107浏览器直接就支持了,Edge107用的内核不是谷歌107的嘛?为啥是不直接支持呢