Status Update
Comments
pu...@chromium.org <pu...@chromium.org> #2
[Empty comment from Monorail migration]
[Monorail components: Blink>MemoryAllocator]
[Monorail components: Blink>MemoryAllocator]
va...@chromium.org <va...@chromium.org> #3
Tested the issue on reported chrome version #103.0.5060.114 using windows 11 as per https://crbug.com/chromium/1341878#c0
Steps to reproduce:
1.Launched Chrome
2.Opened given link:https://www.dptechnologies.cz/en and opened Inspect>>Dev tools
3.Resizing the website and observed 2000mb memory utilisation and GPU as 14.6% approximately
Attaching screencast for reference
Reporter@: Could you please review the attached screencast and let us know if anything being missed here.
Thanks..!!
Steps to reproduce:
1.Launched Chrome
2.Opened given link:
3.Resizing the website and observed 2000mb memory utilisation and GPU as 14.6% approximately
Attaching screencast for reference
Reporter@: Could you please review the attached screencast and let us know if anything being missed here.
Thanks..!!
sl...@gmail.com <sl...@gmail.com> #4
@vasanthip@chromium.org Please watch the Memory and GPU tab in Performance section, especially these two values marked on screenshot - this memory is reserved and cannot be used by any other app. And maybe set the Task manager Always on top so you can resize the website fully.
[Deleted User] <[Deleted User]> #5
Thank you for providing more feedback. Adding the requester to the cc list.
For more details visithttps://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
For more details visit
sl...@gmail.com <sl...@gmail.com> #6
@vasanthip@chromium.org And you can also check built in Chrome Task Manager, occupied memory column on GPU Process https://www.youtube.com/watch?v=mh-GZPZBhw8 . It goes up from 1,5 to 13+ GB in my case.
va...@chromium.org <va...@chromium.org> #7
Tested the issue on chrome version #103.0.5060.114 using Windows 11 as per https://crbug.com/chromium/1341878#c3,4 and unable to reproduce the issue. Observed memory utilised 144,288k and GPU memory utilised 42,784k approximately. Hence marking this as untriaged and requesting someone from the Dev team to look into this for further inputs.
Thanks..!!
Thanks..!!
sl...@gmail.com <sl...@gmail.com> #8
@vasanthip@chromium.org I found out that this problem occures only at higher screen resolution. In 1920x1080 there is no problem at all, in 2560x1440 there is already noticable gain in memory usage and in 3840x2160 and higher it is insane.
I understand that higher resolution needs more resources, but this is way too much, Firefox uses only 2 - 3 more gigs at 5120x2880 resolution and runs smoothly as you can see on videos i linked in first post.
I understand that higher resolution needs more resources, but this is way too much, Firefox uses only 2 - 3 more gigs at 5120x2880 resolution and runs smoothly as you can see on videos i linked in first post.
sl...@gmail.com <sl...@gmail.com> #9
So who is responsible for such memory leaks in higher resolution? And who is going to buy me 64 GB of RAM since 32 GB is not enough for front-end development in Chromium based browsers? This should be compatible with my board https://www.gskill.com/qvl/165/166/1562839932/F4-3600C16Q-64GTZR-QVL . Thanks.
sl...@gmail.com <sl...@gmail.com> #10
You can close this, i fixed it by myself. Switched to Firefox and the problem is gone.
va...@chromium.org <va...@chromium.org> #11
Tentatively adding Internals>Core component and requesting someone from the Dev team to look into this for further inputs.
Thanks..!!
[Monorail components: Internals>Core]
Thanks..!!
[Monorail components: Internals>Core]
ke...@google.com <ke...@google.com> #12
[Empty comment from Monorail migration]
[Monorail components: -Blink>MemoryAllocator Internals>GPU]
[Monorail components: -Blink>MemoryAllocator Internals>GPU]
ta...@google.com <ta...@google.com> #13
[Empty comment from Monorail migration]
jo...@chromium.org <jo...@chromium.org> #14
This reproduced on canary 122.0.6234.0 on macOS. Report was from Windows.
This particular page has an SVG image.
During a resize of a Renderer we do keep interim frames alive in the GPU. So that if a complex page takes too long to relayout/render we can display the previous size in the interim.
These are supposed to be freed when replaced. However this reproduction does keep graphics memory around. We should take a chrome memory-infra trace to determine which allocations aren't being released, and why.
[Monorail components: -Internals>Core Blink>SVG Internals>Services>Viz]
This particular page has an SVG image.
During a resize of a Renderer we do keep interim frames alive in the GPU. So that if a complex page takes too long to relayout/render we can display the previous size in the interim.
These are supposed to be freed when replaced. However this reproduction does keep graphics memory around. We should take a chrome memory-infra trace to determine which allocations aren't being released, and why.
[Monorail components: -Internals>Core Blink>SVG Internals>Services>Viz]
is...@google.com <is...@google.com> #15
This issue was migrated from crbug.com/chromium/1341878?no_tracker_redirect=1
[Multiple monorail components: Blink>SVG, Internals>GPU, Internals>Services>Viz]
[Monorail components added to Component Tags custom field.]
[Multiple monorail components: Blink>SVG, Internals>GPU, Internals>Services>Viz]
[Monorail components added to Component Tags custom field.]
Description
Chrome Version : 103.0.5060.114 (Oficiální sestavení) (64bitový) (cohort: Stable)https://www.dptechnologies.cz/en
URLs (if applicable) :
Other browsers tested:
Firefox: OK
Edge: FAIL
What steps will reproduce the problem?https://www.dptechnologies.cz/en
(1) Visit website
(2) Open Chrome Dev Tools
(3) Open Windows Task Manager with Memory tab and GPU tab
(4) Start resizing the viewport and watch memory utilization
What is the expected result?
Memory utilization should rise by few gigs max. on CPU and GPU and everything should run smoothly.
What happens instead?
Memory utilization rises by 10 gigs on CPU and 10 gigs on GPU and it lags a bit.
This happens on more websites, somewhere more, somewhere less, on dptechnologies.cz it is one of the worst cases. I dont know where exactly is the problem, but when I have more tabs opened and I code and test html & css and resize the viewport in Docker, i run out of memory very shortly. In my opinion 20 GB (10 + 10 on CPU & GPU) is way too much for one simple website. In Firefox there is not such problem. Tested on i9-9900K, RTX 2800Ti, 32 GB DDR4, Windows 11 Pro build 22H2.
Chrome Memory tab:https://www.youtube.com/watch?v=Ue-d8Bn913Y https://www.youtube.com/watch?v=lCSfuJ7UfJc https://www.youtube.com/watch?v=Py8kAYHlvK8 https://www.youtube.com/watch?v=bmhpCPDUnbo
Chrome GPU tab:
Firefox Memory tab:
Firefox GPU tab:
about:gpu
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
Skia Renderer: Enabled
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
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
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
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
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
<Discrete GPU> D3D12 backend - NVIDIA GeForce RTX 2080 Tihttps://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.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.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.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.http://crbug.com/1138528 : Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.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.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.
[Default Toggle Names]
lazy_clear_resource_on_first_use:
use_d3d12_resource_heap_tier2:
use_d3d12_render_pass:
use_d3d12_residency_management:
disallow_unsafe_apis:
d3d12_split_buffer_texture_copy_for_rows_per_image_paddings:
[WebGPU Forced Toggles - enabled]
disallow_spirv:
[Supported Features]
texture-compression-bc
pipeline-statistics-query
timestamp-query
depth24unorm-stencil8
depth32float-stencil8
dawn-internal-usages
multiplanar-formats
dawn-native
<CPU> D3D12 backend - Microsoft Basic Render Driverhttps://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.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.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.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.http://crbug.com/1138528 : Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.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.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.
[Default Toggle Names]
lazy_clear_resource_on_first_use:
use_d3d12_resource_heap_tier2:
use_d3d12_render_pass:
use_d3d12_residency_management:
disallow_unsafe_apis:
d3d12_split_buffer_texture_copy_for_rows_per_image_paddings:
[WebGPU Forced Toggles - enabled]
disallow_spirv:
[Supported Features]
texture-compression-bc
pipeline-statistics-query
timestamp-query
depth24unorm-stencil8
depth32float-stencil8
dawn-internal-usages
multiplanar-formats
dawn-native
<Discrete GPU> Vulkan backend - NVIDIA GeForce RTX 2080 Tihttps://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.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.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.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.http://crbug.com/1138528 : Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.https://crbug.com/dawn/1302 : Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported.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.
[Default Toggle Names]
lazy_clear_resource_on_first_use:
use_temporary_buffer_in_texture_to_texture_copy:
vulkan_use_d32s8:
vulkan_use_s8:
disallow_unsafe_apis:
use_vulkan_zero_initialize_workgroup_memory_extension:
[WebGPU Forced Toggles - enabled]
disallow_spirv:
[Supported Features]
texture-compression-bc
pipeline-statistics-query
timestamp-query
depth-clamping
depth24unorm-stencil8
depth32float-stencil8
dawn-internal-usages
dawn-native
<CPU> Vulkan backend - SwiftShader Device (Subzero)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.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.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.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.http://crbug.com/1138528 : Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.https://crbug.com/dawn/1302 : Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported.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.https://chromium.googlesource.com/chromium/src/+/a1c2360c5b02a6d4d6ab33796ad8a268a6128226/gpu/config/software_rendering_list.json https://chromium.googlesource.com/chromium/src/+/a1c2360c5b02a6d4d6ab33796ad8a268a6128226/gpu/config/gpu_driver_bug_list.json
[Default Toggle Names]
lazy_clear_resource_on_first_use:
use_temporary_buffer_in_texture_to_texture_copy:
vulkan_use_d32s8:
vulkan_use_s8:
disallow_unsafe_apis:
use_vulkan_zero_initialize_workgroup_memory_extension:
[WebGPU Forced Toggles - enabled]
disallow_spirv:
[Supported Features]
texture-compression-bc
texture-compression-etc2
texture-compression-astc
timestamp-query
depth-clamping
depth32float-stencil8
dawn-internal-usages
dawn-native
Version Information
Data exported 2022-07-05T00:50:44.083Z
Chrome version Chrome/103.0.5060.114
Operating system Windows NT 10.0.22621
Software rendering list URL
Driver bug list URL
ANGLE commit id 53e1711046b8
2D graphics backend Skia/103 b301ff025004c9cd82816c86c547588e6c24b466
Command Line "C:\Program Files\Google\Chrome\Application\chrome.exe" --cipher-suite-blacklist=0xc014,0x009c,0x009d,0x002f,0x0035 --flag-switches-begin --force-color-profile=display-p3-d65 --enable-features=ParallelDownloading --flag-switches-end
Driver Information
Initialization time 162
In-process GPU false
Passthrough Command Decoder true
Sandboxed true
GPU0 VENDOR= 0x10de, DEVICE=0x1e07, SUBSYS=0x12a410de, REV=161, LUID={0,51261}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=31.0.15.1659 *ACTIVE*
GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,55275}, DRIVER_VERSION=10.0.22621.160
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 SOFTWARE
RGB10A2 overlay support SOFTWARE
Diagonal Monitor Size of \.\DISPLAY1 27.1"
Driver D3D12 feature level D3D 12.2
Driver Vulkan API version Vulkan API 1.3.0
GPU CUDA compute capability major version 0
Pixel shader version 5.0
Vertex shader version 5.0
Max. MSAA samples 8
Machine model name
Machine model version
GL_VENDOR Google Inc. (NVIDIA)
GL_RENDERER ANGLE (NVIDIA, NVIDIA GeForce RTX 2080 Ti Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.1659)
GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.18629 git hash: 53e1711046b8)
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_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. (NVIDIA)
Window system binding version 1.5 (ANGLE 2.1.18629 git hash: 53e1711046b8)
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 2560x1440], workarea=[0,0 2560x1392], scale=2, rotation=0, panel_rotation=0 external.
Color space (sRGB/no-alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (sRGB/no-alpha) BGRX_8888
Color space (sRGB/alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (sRGB/alpha) BGRA_8888
Color space (WCG/no-alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (WCG/no-alpha) BGRX_8888
Color space (WCG/alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (WCG/alpha) BGRA_8888
Color space (HDR/no-alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (HDR/no-alpha) BGRX_8888
Color space (HDR/alpha) {primaries:P3, transfer:SRGB, matrix:RGB, range:FULL}
Buffer format (HDR/alpha) BGRA_8888
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 8192x8192 pixels
Decode vp9 profile2 64x64 to 8192x8192 pixels
Encoding
Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps
Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps
Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps
Vulkan Information
Device Performance Information
Total Physical Memory (Gb) 31
Total Disk Space (Gb) 142
Hardware Concurrency 16
System Commit Limit (Gb) 31
D3D11 Feature Level 12_1
Has Discrete GPU yes
Software Rendering No
Diagnostics
0
b3DAccelerationEnabled true
b3DAccelerationExists true
bAGPEnabled true
bAGPExistenceValid true
bAGPExists true
bCanRenderWindow true
bDDAccelerationEnabled true
bDX12UEnabled true
bDriverBeta false
bDriverDebug false
bDriverSigned false
bDriverSignedValid false
bNoHardware false
dwBpp 32
dwDDIVersion 12
dwHeight 2880
dwRefreshRate 60
dwWHQLLevel 0
dwWidth 5120
iAdapter 0
lDriverSize 1130032
lMiniVddSize 0
szAGPStatusEnglish Enabled
szAGPStatusLocalized Povoleno
szChipType NVIDIA GeForce RTX 2080 Ti
szD3DStatusEnglish Enabled
szD3DStatusLocalized Povoleno
szDACType Integrated RAMDAC
szDDIVersionEnglish 12
szDDIVersionLocalized 12
szDDStatusEnglish Enabled
szDDStatusLocalized Povoleno
szDX12UStatusEnglish Enabled
szDX12UStatusLocalized Povoleno
szDXVAHDEnglish Supported
szDXVAModes
szDescription NVIDIA GeForce RTX 2080 Ti
szDeviceId 0x1E07
szDeviceIdentifier {D7B71E3E-5D47-11CF-1575-AB320EC2D235}
szDeviceName \.\DISPLAY1
szDisplayMemoryEnglish 27400 MB
szDisplayMemoryLocalized 27400 MB
szDisplayModeEnglish 5120 x 2880 (32 bit) (60Hz)
szDisplayModeLocalized 5120 x 2880 (32 bit) (60Hz)
szDriverAssemblyVersion 31.0.15.1659
szDriverAttributes Final Retail
szDriverDateEnglish čtvrtek 23. 6. 2022 2:00:00
szDriverDateLocalized 6/23/2022 02:00:00
szDriverLanguageEnglish English
szDriverLanguageLocalized Angličtina
szDriverModelEnglish WDDM 3.1
szDriverModelLocalized WDDM 3.1
szDriverName C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_246e95e4066041ad\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_246e95e4066041ad\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_246e95e4066041ad\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_246e95e4066041ad\nvldumdx.dll
szDriverNodeStrongName oem22.inf:0f066de3e9306272:Section001:31.0.15.1659:pci\ven_10de&dev_1e07
szDriverSignDate Unknown
szDriverVersion 31.00.0015.1659
szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1E07&SUBSYS_12A410DE&REV_A1
szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video{1F3D1D70-EB58-11EC-B052-0492264B9A4D}\0000
szManufacturer NVIDIA
szMiniVdd neznámý
szMiniVddDateEnglish Unknown
szMiniVddDateLocalized neznámý
szMonitorMaxRes Unknown
szMonitorName Generic PnP Monitor
szNotesEnglish No problems found.
szNotesLocalized Nebyly zjištěny žádné problémy.
szOverlayEnglish Not Supported
szRankOfInstalledDriver 00CF2001
szRegHelpText Unknown
szRevision Unknown
szRevisionId 0x00A1
szSubSysId 0x12A410DE
szTestResultD3D7English Not run
szTestResultD3D7Localized Není spuštěno
szTestResultD3D8English Not run
szTestResultD3D8Localized Není spuštěno
szTestResultD3D9English Not run
szTestResultD3D9Localized Není spuštěno
szTestResultDDEnglish Not run
szTestResultDDLocalized Není spuštěno
szVdd neznámý
szVendorId 0x10DE
Log Messages
GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
GpuProcessHost: The info collection GPU process exited normally. Everything is okay.