* **dont_translate_uniform_block_to_structured_buffer** (D3D workarounds): Enabled: true *Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data* * **disable_b5g6r5_support** (D3D workarounds): Disabled: (isIntel & capsVersion < IntelDriverVersion(4539)) || isAMD *Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil* * **depth_stencil_blit_extra_copy** (D3D workarounds) (): Disabled * **call_clear_twice** (D3D workarounds) (): Disabled: isIntel & isSkylake & capsVersion < IntelDriverVersion(4771) *Some drivers corrupt texture data when clearing for robust resource initialization.* * **allow_clear_for_robust_resource_init** (D3D workarounds) (): Enabled: true *On some drivers when rendering with no render target, two bugs lead to incorrect behavior* * **add_dummy_texture_no_render_target** (D3D workarounds) (): Disabled: isIntel & capsVersion < IntelDriverVersion(4815) *On some drivers TexImage sometimes seems to interact with the Framebuffer* * **sync_framebuffer_bindings_on_tex_image** (Frontend workarounds): Disabled *Always rewrite vec/mat constructors to be consistent* * **scalarize_vec_and_mat_constructor_args** (Frontend workarounds) (): Enabled: true *Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs* * **lose_context_on_out_of_memory** (Frontend workarounds): Enabled: true *On some GPUs, program binaries don't contain transform feedback varyings* * **disable_program_caching_for_transform_feedback** (Frontend workarounds): Disabled *Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support* * Intel GPUs fail to report BGRA8 overlay support: () *Applied Workarounds: disable_decode_swap_chain* * Disable DecodeSwapChain for Intel Gen9 and older devices: () *Applied Workarounds: decode_encode_srgb_for_generatemipmap* * Decode and Encode before generateMipmap for srgb format textures on Windows: () *Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)* * Disable KHR_blend_equation_advanced until cc shaders are updated: () *Applied Workarounds: disable_discard_framebuffer* * Framebuffer discarding can hurt performance on non-tilers: () * On Intel GPUs MSAA performance is not acceptable for GPU rasterization: () *Applied Workarounds: force_cube_complete* * ANGLE crash on glReadPixels from incomplete cube map texture: () *Applied Workarounds: scalarize_vec_and_mat_constructor_args* * Always rewrite vec/mat constructors to be consistent: () *Applied Workarounds: clear_uniforms_before_first_program_use* * Clear uniforms before first program use on all platforms: (), () *Applied Workarounds: exit_on_context_lost* * Some drivers are unable to reset the D3D device in the GPU process sandbox * disabled_extension_GL_KHR_blend_equation_advanced_coherent * disabled_extension_GL_KHR_blend_equation_advanced * enable_bgra8_overlays_with_yuv_overlay_support * clear_uniforms_before_first_program_use * Hardware Protected Video Decode: Hardware accelerated * Out-of-process Rasterization: Hardware accelerated Compared to Chrome, the only difference is that “Skia Renderer” is disabled in Brave. Info on brave://gpu/ shows that the WebGL is HW accelerated.
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