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procyon

Forum Replies Created

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • in reply to: Rendering/shader issue on specific laptop #41209
    procyon
    Customer

    No – turned out to be an issue with the client’s PC – works fine on all other devices.

    https://t.me/pump_upp

    in reply to: Rendering/shader issue on specific laptop #34641
    procyon
    Customer

    Thank you for the reply – please see the report from Chrome below and the attached WebGL reports.

    Graphics Feature Status
    • Canvas: Hardware accelerated
    • Compositing: Hardware accelerated
    • Multiple Raster Threads: Enabled
    • Out-of-process Rasterization: Unavailable
    • OpenGL: Enabled
    • Hardware Protected Video Decode: Hardware accelerated
    • Rasterization: Unavailable
    • Skia Renderer: Enabled
    • Video Decode: Hardware accelerated
    • Vulkan: Disabled
    • WebGL: Hardware accelerated
    • WebGL2: Hardware accelerated
    Driver Bug Workarounds
    • clear_uniforms_before_first_program_use
    • decode_encode_srgb_for_generatemipmap
    • disable_decode_swap_chain
    • disable_discard_framebuffer
    • disable_nv12_dynamic_textures
    • enable_bgra8_overlays_with_yuv_overlay_support
    • exit_on_context_lost
    • force_cube_complete
    • msaa_is_slow
    • scalarize_vec_and_mat_constructor_args
    • disabled_extension_GL_KHR_blend_equation_advanced
    • disabled_extension_GL_KHR_blend_equation_advanced_coherent
    Problems Detected
    • GPU rasterization should only be enabled on NVIDIA and Intel and AMD RX-R2 GPUs with DX11+ or any GPU using ANGLE’s GL backend.: 1047002
    Disabled Features: gpu_rasterization
    • 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
    • Always rewrite vec/mat constructors to be consistent: 398694
    Applied Workarounds: scalarize_vec_and_mat_constructor_args
    • ANGLE crash on glReadPixels from incomplete cube map texture: 518889
    Applied Workarounds: force_cube_complete
    • On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565
    Applied Workarounds: msaa_is_slow
    • Framebuffer discarding can hurt performance on non-tilers: 570897
    Applied Workarounds: disable_discard_framebuffer
    • 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
    • Dynamic texture map crashes on Intel drivers less than version 24: 890227
    Applied Workarounds: disable_nv12_dynamic_textures
    • 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
    ANGLE Features
    • disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled
    On some GPUs, program binaries don’t contain transform feedback varyings
    • lose_context_on_out_of_memory (Frontend workarounds): Enabled: true
    Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
    • scalarize_vec_and_mat_constructor_args (Frontend workarounds) 398694: Enabled: true
    Always rewrite vec/mat constructors to be consistent
    • sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled
    On some drivers TexImage sometimes seems to interact with the Framebuffer
    • add_dummy_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion < IntelDriverVersion(4815)
    On some drivers when rendering with no render target, two bugs lead to incorrect behavior
    • allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: true
    Some drivers corrupt texture data when clearing for robust resource initialization.
    • call_clear_twice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4771)
    Using clear() may not take effect
    • depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled
    Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
    • disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD
    Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
    • dont_translate_uniform_block_to_structured_buffer (D3D workarounds): Enabled: true
    Fails to allocate ShaderResourceView for StructuredBuffer on some drivers
    • emulate_isnan_float (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4542)
    Using isnan() on highp float will get wrong answer
    • emulate_tiny_stencil_textures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
    1×1 and 2×2 mips of depth/stencil textures aren’t sampled correctly
    • expand_integer_pow_expressions (D3D workarounds): Enabled: true
    The HLSL optimizer has a bug with optimizing ‘pow’ in certain integer-valued expressions
    • flush_after_ending_transform_feedback (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
    • force_atomic_value_resolution (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
    • get_dimensions_ignores_base_level (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
    • mrt_perf_workaround (D3D workarounds): Enabled: true
    Some drivers have a bug where they ignore null render targets
    • pre_add_texel_fetch_offsets (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
    • rewrite_unary_minus_operator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624)
    Evaluating unary minus operator on integer may get wrong answer in vertex shaders
    • select_view_in_geometry_shader (D3D workarounds): Enabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader
    The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
    • set_data_faster_than_image_upload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell)
    Set data faster than image upload
    • skip_vs_constant_register_zero (D3D workarounds): Disabled: isNvidia
    In specific cases the driver doesn’t handle constant register zero correctly
    • use_instanced_point_sprite_emulation (D3D workarounds): Disabled: isFeatureLevel9_3
    Some D3D11 renderers do not support geometry shaders for pointsprite emulation
    • use_system_memory_for_constant_buffers (D3D workarounds) 593024: Enabled: isIntel
    Copying from staging storage to constant buffer storage does not work
    • zero_max_lod (D3D workarounds): Disabled: isFeatureLevel9_3
    Missing an option to disable mipmaps on a mipmapped texture
    Version Information
    Data exported 2020-10-22T07:31:39.058Z
    Chrome version Chrome/86.0.4240.75
    Operating system Windows NT 10.0.19041
    Software rendering list URL https://chromium.googlesource.com/chromium/src/+/c69c33933bfc72a159aceb4aeca939eb0087416c/gpu/config/software_rendering_list.json
    Driver bug list URL https://chromium.googlesource.com/chromium/src/+/c69c33933bfc72a159aceb4aeca939eb0087416c/gpu/config/gpu_driver_bug_list.json
    ANGLE commit id 8fe030942169
    2D graphics backend Skia/86 fe61f1806d406858a2ed399b6dfeef1c40d06284
    Command Line “C:\Program Files\Google\Chrome\Application\chrome.exe” –flag-switches-begin –flag-switches-end
    Driver Information
    Initialization time 472
    In-process GPU false
    Passthrough Command Decoder true
    Sandboxed true
    GPU0 VENDOR= 0x8086, DEVICE=0x0046, SUBSYS=0x338b103c, REV=2, LUID={0,65691} *ACTIVE*
    GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,66146}
    Optimus false
    AMD switchable false
    Desktop compositing Aero Glass
    Direct composition false
    Supports overlays false
    YUY2 overlay support NONE
    NV12 overlay support NONE
    BGRA8 overlay support NONE
    RGB10A2 overlay support NONE
    Diagonal Monitor Size of \\.\DISPLAY1 15.5″
    Driver D3D12 feature level Not supported
    Driver Vulkan API version Not supported
    Driver vendor ANGLE (Intel)
    Driver version 23.21.13.8912
    GPU CUDA compute capability major version 0
    Pixel shader version 4.0
    Vertex shader version 4.0
    Max. MSAA samples 0
    Machine model name
    Machine model version
    GL_VENDOR Google Inc.
    GL_RENDERER ANGLE (Intel(R) HD Graphics Direct3D11 vs_4_0 ps_4_0)
    GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.0.8fe030942169)
    GL_EXTENSIONS GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample 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_color_buffer_half_float 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_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_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_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence 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_3D 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_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. (adapter LUID: 000000000001009b)
    Window system binding version 1.5 (ANGLE 2.1.0.8fe030942169)
    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_ANGLE_windows_ui_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 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_flexible_surface_compatibility 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_create_context_no_error
    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, 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
    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 Software only
    P010 Software only
    Display(s) Information
    Info Display[2528732444] bounds=[0,0 1366×768], workarea=[0,0 1366×728], scale=1, rotation=0, panel_rotation=0 internal.
    Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (sRGB/no-alpha) BGRX_8888
    Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (sRGB/alpha) BGRA_8888
    Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (WCG/no-alpha) BGRX_8888
    Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (WCG/alpha) BGRA_8888
    Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (HDR/no-alpha) BGRX_8888
    Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Buffer format (HDR/alpha) BGRA_8888
    SDR white level in nits 80
    Bits per color component 8
    Bits per pixel 24
    Refresh Rate in Hz 60
    Video Acceleration Information
    Decode h264 baseline 64×64 to 1920×1088 pixels
    Decode h264 main 64×64 to 1920×1088 pixels
    Decode h264 high 64×64 to 1920×1088 pixels
    Encode h264 baseline 0x0 to 1920×1088 pixels, and/or 30.000 fps
    Encode h264 main 0x0 to 1920×1088 pixels, and/or 30.000 fps
    Encode h264 high 0x0 to 1920×1088 pixels, and/or 30.000 fps
    Vulkan Information

    Device Performance Information
    Total Physical Memory (Gb) 3
    Total Disk Space (Gb) 578
    Hardware Concurrency 4
    System Commit Limit (Gb) 7
    D3D11 Feature Level 10_0
    Has Discrete GPU yes
    Intel GPU Generation 5
    Software Rendering No

    Attachments:
    You must be logged in to view attached files.

    https://t.me/pump_upp

    in reply to: Animation Scrubing / Looping from/to #22546
    procyon
    Customer

    Thank you for your input.

    Update: I found a solution to this by adding the “ResumeReverse” as a case in the visual_logic.js :

    case 'RESUMEREVERSE':
     action.paused = false;
     action.timeScale = -action.timeScale;
     break;

    This works for my purpose, but it would be nice to have this feature in the Puzzles as well (if it makes sense).

    You can see an example here. When hovering the two cubes to the left, the cube goes up and down.

    https://t.me/pump_upp

    in reply to: Animation Scrubing / Looping from/to #22542
    procyon
    Customer

    Thank you for your quick answer.

    However, it is not the functionality I’m searching for. What is needed is basically just the “resumeAnimation” with the ability to reverse the resumed animation. I can’t find any other ways of doing this. The “playAnimation” has the “reverse” options, but it always starts the animation from the start.

    I have a client asking for this, and any help is greatly appreciated. Thanks.

    EDIT: I found this post describing a similar situation, and adding the code below works exactly as I need, however, now the “resumeAnimation” does this for all cases – I need both “resume” and “resumeReverse”. :scratch:

    case 'RESUME':
                action.paused = false;
                action.timeScale = -action.timeScale;
                break;

    https://t.me/pump_upp

    in reply to: Animation Scrubing / Looping from/to #22515
    procyon
    Customer

    This would be an excellent feature. Are there any news on this? :)

    https://t.me/pump_upp

Viewing 5 posts - 1 through 5 (of 5 total)