w3c / webcodecs

WebCodecs is a flexible web API for encoding and decoding audio and video.
https://w3c.github.io/webcodecs/
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How to choose the decode engine (d3d9 or d3d11) in WebCodecs ? #613

Closed yangfangfang1204 closed 1 year ago

yangfangfang1204 commented 1 year ago

when i decode the video by webcodecs , could i choose the decode engine(d3d9 or d3d11) ? I find we could decode the H264 video by webcodecs in win7, , only d3d9 is supported in win7. so i think webcodecs could adjust the d3d9 interface.

And there is a question: In Integrated GPU in win10, the decoding performance of d3d11 is much worse than that d3d9 !!! so could i configure the decoding engine(d3d9 or d3d11) in webcodecs ? if so , In Integrated GPU, the webcodecs decoding performance will get a promotion .

dalecurtis commented 1 year ago

There's no way to select d3d9 or d3d11 and we likely remove the d3d9 path in 2023.

Please file Chromium bugs at https://crbug.com/new with your chrome://gpu details.

yangfangfang1204 commented 1 year ago

Is there any plan to improve the performance of d3d11 in Integrated GPU ?

dalecurtis commented 1 year ago

If you file a bug with your chrome://gpu details we can see if there's something we can do. Usually this means one of the drivers isn't recent.

yangfangfang1204 commented 1 year ago

in Integrated GPU(Intel UHD Graphics 630) ,copy report to clipboard:

`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 check_ycbcr_studio_g22_left_p709_for_nv12_support clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_decode_swap_chain disable_direct_composition_sw_video_overlays disable_dynamic_video_encode_framerate_update disable_vp_super_resolution enable_bgra8_overlays_with_yuv_overlay_support enable_webgl_timer_query_extensions exit_on_context_lost max_msaa_sample_count_4 msaa_is_slow msaa_is_slow_2 no_downscaled_overlay_promotion 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 On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565, 1298585 Applied Workarounds: msaa_is_slow 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 Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491 Applied Workarounds: enable_webgl_timer_query_extensions Disable DecodeSwapChain for Intel Gen9 and older devices: 1107403 Applied Workarounds: disable_decode_swap_chain Intel GPUs fail to report BGRA8 overlay support: 1119491 Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support 8x MSAA for WebGL contexts is slow on Win Intel: 1145793 Applied Workarounds: max_msaa_sample_count_4 Disable software overlays for Intel GPUs. All Skylake+ devices support hw overlays, older devices peform poorly.: 1192748 Applied Workarounds: disable_direct_composition_sw_video_overlays Check YCbCr_Studio_G22_Left_P709 color space for NV12 overlay support on Intel: 1103852 Applied Workarounds: check_ycbcr_studio_g22_left_p709_for_nv12_support Intel GPUs do not promote downscaled overlays: 1245835 Applied Workarounds: no_downscaled_overlay_promotion AVC/AV1 hardware encoder MFT output bitrate incorrect upon framerate update on Intel GPUs.: 1295815 Applied Workarounds: disable_dynamic_video_encode_framerate_update Don't use video processor super resolution on Intel Gen9 and older GPUs and non-Intel GPUs.: 1318380 Applied Workarounds: disable_vp_super_resolution On pre-Ice Lake Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565, 1298585, 1341830 Applied Workarounds: msaa_is_slow_2 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 disableDrawBuffersIndexed (Frontend features) anglebug:7724: Disabled Disable support for OES_draw_buffers_indexed and EXT_draw_buffers_indexed 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 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): Disabled: 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: Disabled: 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: 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): Enabled: 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): Disabled: 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: Enabled: 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

D3D12 backend - Intel(R) UHD Graphics 630 [Default 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_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. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_level: https://crbug.com/1161355: 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 under specific situations. This workaround is by default enabled on some Intel GPUs which have a driver bug in the execution of CopyTextureRegion() when we copy with the formats whose texel block sizes are less than 4 bytes from a greater mip level to a smaller mip level on D3D12 backends. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. 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. 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. [WebGPU Forced 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. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable dawn-internal-usages multiplanar-formats dawn-native D3D12 backend - Microsoft Basic Render Driver [Default 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_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. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. 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. [WebGPU Forced 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. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable dawn-internal-usages multiplanar-formats dawn-native Vulkan backend - Intel(R) UHD Graphics 630 [Default 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_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. [WebGPU Forced 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. [Supported Features] texture-compression-bc texture-compression-etc2 texture-compression-astc pipeline-statistics-query timestamp-query depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable dawn-internal-usages dawn-native Vulkan backend - SwiftShader Device (Subzero) [Default 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_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. 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 Forced 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. [Supported Features] texture-compression-bc texture-compression-etc2 texture-compression-astc timestamp-query depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable dawn-internal-usages dawn-native Version Information Data exported 2022-12-01T03:49:17.669Z Chrome version Chrome/108.0.5359.72 Operating system Windows NT 10.0.16299 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/1e0e3868ee06e91ad636a874420e3ca3ae3756ac/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/1e0e3868ee06e91ad636a874420e3ca3ae3756ac/gpu/config/gpu_driver_bug_list.json ANGLE commit id ceec659ac60b 2D graphics backend Skia/108 7c55be996a81ff9c5c66984c9d4ef85d12a44c8c Command Line "C:\Program Files\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end https://www.iduba.com/sv.html?f=chedhntab¬ray=1 Driver Information Initialization time 182 In-process GPU false Passthrough Command Decoder true Sandboxed true GPU0 VENDOR= 0x8086, DEVICE=0x3e91, SUBSYS=0x86941043, LUID={0,63805}, DRIVER_VENDOR=Intel, DRIVER_VERSION=25.20.100.6471 *ACTIVE* GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,64882}, DRIVER_VERSION=10.0.16299.1419 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 SOFTWARE Driver D3D12 feature level D3D 12.1 Driver Vulkan API version Vulkan API 1.2.0 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_VENDOR Google Inc. (Intel) GL_RENDERER ANGLE (Intel, Intel(R) UHD Graphics 630 Direct3D11 vs_5_0 ps_5_0, D3D11-25.20.100.6471) GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.19724 git hash: ceec659ac60b) 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_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_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_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_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod 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_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_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture 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 2.1.19724 git hash: ceec659ac60b) 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, P010: not supported Compositor Information Tile Update Mode One-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 GPU_READ, SCANOUT P010 Software only Display(s) Information Info Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1040], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 Color volume {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.3300], 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 32 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 hevc main 64x64 to 8192x8192 pixels Decode hevc main 10 64x64 to 8192x8192 pixels Encoding Encode h264 baseline 32x32 to 1920x1088 pixels, and/or 30.000 fps Encode h264 main 32x32 to 1920x1088 pixels, and/or 30.000 fps Encode h264 high 32x32 to 1920x1088 pixels, and/or 30.000 fps Vulkan Information Device Performance Information Total Physical Memory (Gb) 7 Total Disk Space (Gb) 449 Hardware Concurrency 4 System Commit Limit (Gb) 9 D3D11 Feature Level 12_1 Has Discrete GPU no Intel GPU Generation 9 Software Rendering No Diagnostics 0 b3DAccelerationEnabled true b3DAccelerationExists true bAGPEnabled true bAGPExistenceValid true bAGPExists false bCanRenderWindow true bDDAccelerationEnabled true bDriverBeta false bDriverDebug false bDriverSigned false bDriverSignedValid false bNoHardware true dwBpp 32 dwDDIVersion 12 dwHeight 1080 dwRefreshRate 32 dwWHQLLevel 0 dwWidth 1920 iAdapter 0 lDriverSize 2587736 lMiniVddSize 0 szAGPStatusEnglish Not Available szAGPStatusLocalized 不可用 szChipType Intel(R) UHD Graphics Family szD3DStatusEnglish Enabled szD3DStatusLocalized 已启用 szDACType Internal szDDIVersionEnglish 12 szDDIVersionLocalized 12 szDDStatusEnglish Not Available szDDStatusLocalized 不可用 szDXVAHDEnglish Supported szDXVAModes Unknown szDescription Intel(R) UHD Graphics 630 szDeviceId 0x3E91 szDeviceIdentifier {D7B78E66-7DD1-11CF-B46A-F0A6BBC2D435} szDeviceName \\.\DISPLAY1 szDisplayMemoryEnglish 4152 MB szDisplayMemoryLocalized 4152 MB szDisplayModeEnglish 1920 x 1080 (32 bit) (32Hz) szDisplayModeLocalized 1920 x 1080 (32 bit) (32Hz) szDriverAssemblyVersion 25.20.100.6471 szDriverAttributes Final Retail szDriverDateEnglish 2018/12/10 8:00:00 szDriverDateLocalized 12/10/2018 08:00:00 szDriverLanguageEnglish English szDriverLanguageLocalized 英语(美国) szDriverModelEnglish WDDM 2.3 szDriverModelLocalized WDDM 2.3 szDriverName C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_b473681ad654fb12\igdumdim64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_b473681ad654fb12\igd10iumd64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_b473681ad654fb12\igd10iumd64.dll,C:\windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_b473681ad654fb12\igd12umd64.dll szDriverNodeStrongName oem32.inf:5f63e5346f811dbc:iCFL_w10_DS:25.20.100.6471:PCI\VEN_8086&DEV_3E91&SUBSYS_86941043 szDriverSignDate Unknown szDriverVersion 25.20.0100.6471 szKeyDeviceID Enum\PCI\VEN_8086&DEV_3E91&SUBSYS_86941043&REV_00 szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{B59D18CB-F546-11E9-AC38-806E6F6E6963}\0000 szManufacturer Intel Corporation szMiniVdd 未知 szMiniVddDateEnglish Unknown szMiniVddDateLocalized 未知 szMonitorMaxRes Unknown szMonitorName Unknown szNotesEnglish No problems found. szNotesLocalized 没有发现问题。 szOverlayEnglish Supported szRankOfInstalledDriver 00CF0001 szRegHelpText Unknown szRevision Unknown szRevisionId 0x0000 szSubSysId 0x86941043 szTestResultD3D7English Not run szTestResultD3D7Localized 未运行 szTestResultD3D8English Not run szTestResultD3D8Localized 未运行 szTestResultD3D9English Not run szTestResultD3D9Localized 未运行 szTestResultDDEnglish Not run szTestResultDDLocalized 未运行 szVdd 未知 szVendorId 0x8086 Log Messages GpuProcessHost: The info collection GPU process exited normally. Everything is okay.`