Graphics Feature Status ======================= * Canvas: Hardware accelerated * Direct Rendering Display Compositor: Disabled * Compositing: Hardware accelerated * Multiple Raster Threads: Enabled * OpenGL: Enabled * Rasterization: Hardware accelerated * Raw Draw: Disabled * Skia Graphite: Enabled * TreesInViz: Disabled * Video Decode: Hardware accelerated * Video Encode: Hardware accelerated * WebGL: Hardware accelerated * WebGPU: Hardware accelerated * WebNN: Disabled Version Information =================== Data exported : 2026-05-28T00:10:32.216Z Chrome version : Chrome/148.0.7778.179 Operating system : Mac OS X 26.5.0 Software rendering list URL: https://chromium.googlesource.com/chromium/src/+/4687a88676f95bfbce9ec62314791faae363fea6/gpu/config/software_rendering_list.json Driver bug list URL : https://chromium.googlesource.com/chromium/src/+/4687a88676f95bfbce9ec62314791faae363fea6/gpu/config/gpu_driver_bug_list.json ANGLE commit id : 50fd896fb21c 2D graphics backend : Skia/148 a2888b27a98e4ff30085d4d2dba8a1a99baf6dfb Command Line : /Applications/Google Chrome.app/Contents/MacOS/Google Chrome --enable-dawn-features=dump_shaders --flag-switches-begin --flag-switches-end Driver Information ================== Initialization time : 35 In-process GPU : false Skia Backend : GraphiteDawnMetal Passthrough Command Decoder : true Sandboxed : true GPU0 : VENDOR= 0x106b [Google Inc. (Apple)], DEVICE=0x0000 [ANGLE (Apple, ANGLE Metal Renderer: Apple M4, Version 26.5 (Build 25F71))], DRIVER_VENDOR=Apple, DRIVER_VERSION=26.5 *ACTIVE* Optimus : false AMD switchable : false Pixel shader version : 3.00 Vertex shader version : 3.00 Max. MSAA samples : 4 Machine model name : Mac Machine model version : 16.10 GL implementation parts : (gl=egl-angle,angle=metal) Display type : ANGLE_METAL GL_VENDOR : Google Inc. (Apple) GL_RENDERER : ANGLE (Apple, ANGLE Metal Renderer: Apple M4, Version 26.5 (Build 25F71)) GL_VERSION : OpenGL ES 3.0 (ANGLE 2.1.27476 git hash: 50fd896fb21c) GL_EXTENSIONS : GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_blob_cache GL_ANGLE_client_arrays GL_ANGLE_clip_cull_distance GL_ANGLE_compressed_texture_etc 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_memory_size GL_ANGLE_pack_reverse_row_order GL_ANGLE_polygon_mode GL_ANGLE_program_binary_readiness_query GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_renderability_validation GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_shader_pixel_local_storage GL_ANGLE_shader_pixel_local_storage_coherent GL_ANGLE_stencil_texturing GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_translated_shader_source GL_APPLE_clip_distance GL_ARM_rgba8 GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_EXT_base_instance GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_clip_control GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_compressed_ETC1_RGB8_sub_texture GL_EXT_conservative_depth GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_clamp GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_buffers_indexed 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_polygon_offset_clamp GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_render_snorm 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_mirror_clamp_to_edge GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_shadow_lod GL_EXT_texture_storage GL_IMG_texture_compression_pvrtc GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robustness GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_NV_fence GL_NV_framebuffer_blit GL_NV_pixel_buffer_object GL_NV_shader_noperspective_interpolation GL_OES_EGL_image GL_OES_EGL_sync 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_ETC1_RGB8_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_depth_texture GL_OES_draw_buffers_indexed 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_required_internalformat GL_OES_rgb8_rgba8 GL_OES_sample_variables GL_OES_shader_multisample_interpolation GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D 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_QCOM_render_shared_exponent Disabled Extensions : GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Disabled WebGL Extensions : Window system binding vendor : Window system binding version : Window system binding extensions: Direct rendering version : unknown Reset notification strategy : 0x8261 GPU process crash count : 0 Driver Bug Workarounds ====================== * disable_2d_canvas_auto_flush * enable_webgl_timer_query_extensions * disabled_extension_GL_KHR_blend_equation_advanced * disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected ================= * Disable webgpu on vk via gl interop: (http://crbug.com/442791440), (http://crbug.com/475935650) Disabled Features: webgpu_on_vk_via_gl_interop * Disable KHR_blend_equation_advanced until cc shaders are updated: (http://crbug.com/661715) Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) * Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: (http://crbug.com/808744), (http://crbug.com/870491) Applied Workarounds: enable_webgl_timer_query_extensions * glFlush error on Mac: (http://crbug.com/841755) Applied Workarounds: disable_2d_canvas_auto_flush ANGLE Features ============== * allowCompressedFormats (Frontend workarounds): Enabled * alwaysEnableEmulatedMultidrawExtensions (Frontend workarounds): Disabled * alwaysRunLinkSubJobsThreaded (Frontend features): Disabled * cacheCompiledShader (Frontend features): Disabled * clipCullDistanceBrokenWithPassthroughShaders (Frontend features): Disabled * compileJobIsThreadSafe (Frontend features): Enabled * disableAnisotropicFiltering (Frontend workarounds): Disabled * disableProgramBinary (Frontend features): Disabled * disableProgramCaching (Frontend features): Disabled * disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled * dumpShaderSource (Frontend features): Disabled * dumpTranslatedShaders (Frontend features): Disabled * emulatePixelLocalStorage (Frontend features): Enabled * enableCaptureLimits (Frontend features): Disabled * enableProgramBinaryForCapture (Frontend features): Disabled * enableShaderSubstitution (Frontend workarounds): Disabled * enableTranslatedShaderSubstitution (Frontend workarounds): Disabled * forceDebugContexts (Frontend features): Disabled * forceDepthAttachmentInitOnClear (Frontend workarounds): Disabled * forceFlushAfterDrawcallUsingShadowmap (Frontend workarounds): Disabled * forceGlErrorChecking (Frontend features): Disabled * forceInitShaderVariables (Frontend features): Disabled * forceMinimumMaxVertexAttributes (Frontend features): Disabled * forcePassthroughShaders (Frontend features): Disabled * forceRobustResourceInit (Frontend features): Disabled * linkJobIsThreadSafe (Frontend features): Enabled * loseContextOnOutOfMemory (Frontend workarounds): Enabled * noperspectiveInterpolationBrokenWithPassthroughShaders (Frontend features): Disabled * singleThreadedTextureDecompression (Frontend workarounds): Disabled * uncurrentEglSurfaceUponSurfaceDestroy (Frontend workarounds): Disabled * useIr (Frontend features): Disabled * allowBufferReadWrite (Metal features): Disabled * allowGenMultipleMipsPerPass (Metal features): Enabled * allowInlineConstVertexData (Metal features): Disabled * allowMultisampleStoreAndResolve (Metal features): Enabled * allowRenderpassWithoutAttachment (Metal features): Enabled * allowRuntimeSamplerCompareMode (Metal features): Enabled * allowSamplerCompareGradient (Metal features): Enabled * allowSeparateDepthStencilBuffers (Metal features): Enabled * alwaysPreferStagedTextureUploads (Metal features): Enabled * alwaysUseManagedStorageModeForBuffers (Metal features): Disabled * alwaysUseSharedStorageModeForBuffers (Metal features): Disabled * alwaysUseStagedBufferUpdates (Metal features): Disabled * avoidStencilTextureSwizzle (Metal features): Disabled * copyIOSurfaceToNonIOSurfaceForReadOptimization (Metal workarounds): Disabled * copyTextureToBufferForReadOptimization (Metal workarounds): Disabled * disableMetalOnNvidia (Metal features): Enabled * disableProgrammableBlending (Metal features): Disabled * disableRWTextureTier2Support (Metal features): Disabled * disableRasterOrderGroups (Metal features): Disabled * disableStagedInitializationOfPackedTextureFormats (Metal features): Disabled * emulateAlphaToCoverage (Metal workarounds): Disabled * emulateDontCareLoadWithRandomClear (Metal features): Disabled * emulateTransformFeedback (Metal features): Enabled * enableInMemoryMtlLibraryCache (Metal features): Enabled * enableMultisampledRenderToTextureOnNonTilers (Metal features): Disabled * enableParallelMtlLibraryCompilation (Metal features): Enabled * ensureLoopForwardProgress (Metal features): Enabled * flushAfterStreamVertexData (Metal features): Disabled * forceBufferGPUStorage (Metal features): Disabled * forceD24S8AsUnsupported (Metal features): Disabled * forceNonCSBaseMipmapGeneration (Metal features): Disabled * generateShareableShaders (Metal features): Enabled * hasBaseVertexInstancedDraw (Metal features): Enabled * hasCheapRenderPass (Metal features): Disabled * hasDepthAutoResolve (Metal features): Enabled * hasEvents (Metal features): Enabled * hasExplicitMemBarrier (Metal features): Disabled * hasNonUniformDispatch (Metal features): Enabled * hasShaderStencilOutput (Metal features): Enabled * hasStencilAutoResolve (Metal features): Enabled * hasTextureSwizzle (Metal features): Enabled * injectAsmStatementIntoLoopBodies (Metal features): Disabled * limitMaxColorTargetBitsForTesting (Metal features): Disabled * limitMaxDrawBuffersForTesting (Metal features): Disabled * multisampleColorFormatShaderReadWorkaround (Metal workarounds): Disabled * preTransformTextureCubeGradDerivatives (Metal workarounds): Enabled * preemptivelyStartProvokingVertexCommandBuffer (Metal features): Disabled * preferCpuForBuffersubdata (Metal features): Disabled * requireGpuFamily2 (Metal features): Enabled * rescopeGlobalVariables (Metal features): Enabled * uploadDataToIosurfacesWithStagingBuffers (Metal workarounds): Disabled * useShadowBuffersWhenAppropriate (Metal features): Disabled * writeHelperSampleMask (Metal workarounds): Enabled Dawn Info ========= Metal backend - Apple M4 ------------------------------------------ [WebGPU Status] --------------- * Available [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * texture-compression-etc2 * texture-compression-astc * texture-compression-astc-sliced-3d * timestamp-query * indirect-first-instance * shader-f16 * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * dual-source-blending * subgroups * texture-formats-tier1 * texture-formats-tier2 * primitive-index * texture-component-swizzle * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * transient-attachments * unorm16texture-formats * multi-planar-format-p010 * multi-planar-render-targets * adapter-properties-memory-heaps * dawn-format-capabilities * shared-texture-memory-io-surface * shared-fence-mtl-shared-event * shader-module-compilation-options * dawn-load-resolve-texture * flexible-texture-views * unorm16formats-for-external-texture * dawn-native-spontaneous-queue-events [Enabled Toggle Names] ---------------------- * always_resolve_into_zero_level_and_layer: (https://crbug.com/dawn/56): When the resolve target is a texture view that is created on the non-zero level or layer of a texture, we first resolve into a temporarily 2D texture with only one mipmap level and one array layer, and copy the result of MSAA resolve into the true resolve target. This workaround is enabled by default on the Metal drivers that have bugs when setting non-zero resolveLevel or resolveSlice. It is also enabled by default on Qualcomm Vulkan drivers, which have similar bugs. * 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. * metal_enable_vertex_pulling: (https://crbug.com/dawn/480): Uses vertex pulling to protect out-of-bounds reads on Metal * 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. * dump_shaders: (https://crbug.com/dawn/792): Dump shaders for debugging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. * disable_demote_to_helper: (https://crbug.com/42250787): Disables the conversion of discard to demote to helper thread in the IR transform * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * metal_use_mock_blit_encoder_for_write_timestamp: (https://crbug.com/dawn/1473): Add mock blit command to blit encoder when encoding writeTimestamp as workaround on Metal.This toggle is enabled by default on Metal backend where GPU counters cannot be stored tosampleBufferAttachments on empty blit encoder. * metal_polyfill_unpack_2x16_snorm: (https://crbug.com/407109055): Polyfill unpack2x16snorm for MSL due to CTS failures on Mac AMD and M3+ devices. * metal_polyfill_unpack_2x16_unorm: (https://crbug.com/449576833): Polyfill unpack2x16unorm for MSL due to CTS failures on Mac M3+ devices. * metal_fill_empty_occlusion_queries_with_zero: (https://crbug.com/dawn/1707): Apple GPUs leave stale results in the visibility result buffer instead of writing zero if an occlusion query is empty. Workaround this by explicitly filling it with zero if there are no draw calls. * metal_serialize_timestamp_generation_and_resolution: (crbug.com/372698905): Newer Apple GPUs can race on query set resolution with timestamp writing from earlier compute passes. This can be worked around by signaling and waiting for a shared event in between timestamp generation and resolution. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache * wait_is_thread_safe: (https://crbug.com/412761228): WaitFor* functions are thread-safe and can be called without the device-lock if implicit synchronization is enabled. [WebGPU Required 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. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * dump_shaders: (https://crbug.com/dawn/792): Dump shaders for debugging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. [Skia Required Toggles - enabled] --------------------------------- * disable_robustness: (https://crbug.com/dawn/480): Disable robust buffer access * skip_validation: (https://crbug.com/dawn/271): Skip expensive validation of Dawn commands. * disable_lazy_clear_for_mapped_at_creation_buffer: (https://crbug.com/dawn/145): Disable clearing buffers to zero for buffers which are mapped at creation. * dump_shaders_on_failure: (https://crbug.com/dawn/792): Dump shaders only on failure. Used for logging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. Vulkan backend - SwiftShader Device (LLVM 10.0.0) -------------------------------------------------------- [WebGPU Status] --------------- * Blocklisted - crbug.com/40057808: CPU adapters not fully tested or conformant. [Adapter Supported Features] ---------------------------- * core-features-and-limits * depth-clip-control * depth32float-stencil8 * texture-compression-bc * texture-compression-bc-sliced-3d * texture-compression-etc2 * texture-compression-astc * texture-compression-astc-sliced-3d * timestamp-query * indirect-first-instance * rg11b10ufloat-renderable * bgra8unorm-storage * float32filterable * float32blendable * clip-distances * subgroups * texture-component-swizzle * dawn-internal-usages * dawn-multi-planar-formats * dawn-native * implicit-device-synchronization * transient-attachments * unorm16texture-formats * adapter-properties-memory-heaps * adapter-properties-vk * dawn-format-capabilities * shared-texture-memory-opaque-fd * dawn-load-resolve-texture * flexible-texture-views * unorm16formats-for-external-texture [Enabled 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_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. * dump_shaders: (https://crbug.com/dawn/792): Dump shaders for debugging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. * vulkan_use_demote_to_helper_invocation_extension: (https://crbug.com/42250787): Sets the use of the vulkan demote to helper extension * use_placeholder_fragment_in_vertex_only_pipeline: (https://crbug.com/dawn/136): Use a placeholder empty fragment shader in vertex only render pipeline. This toggle must be enabled for OpenGL ES backend, the Vulkan Backend, and serves as a workaround by default enabled on some Metal devices with Intel GPU to ensure the depth result is correct. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * 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. * use_vulkan_memory_model: (https://crbug.com/392606604): Use the Vulkan Memory Model if available. * vulkan_direct_variable_access_transform_handle: (https://crbug.com/387000529): Transform handles using direct variable access. * enable_integer_range_analysis_in_robustness: (https://crbug.com/348701956): Compute the range of the index with Integer Range Analysis in the robustness transform and skip doing index clamping when the out of bound access cannot happen. * use_spirv_1_4: (https://crbug.com/422421915): Use SPIR-V 1.4 if available * blob_cache_hash_validation: (https://crbug.com/429938352): Enable hash validation when loading/storing from/to the blob cache * decompose_uniform_buffers: (https://crbug.com/448452698): Decompose uniform buffers into arrays of vec4 on backends for Vulkan and OpenGL. * vulkan_use_dynamic_rendering: (https://crbug.com/dawn/463893794): Makes use of VK_KHR_dynamic_rendering to implement WebGPU RenderPass. * enable_spirv_validation: (https://crbug.com/473526415): Enable validation of SPIR-V generated by Tint. * vulkan_use_create_render_pass_2: (https://crbug.com/chromium/463893793): Makes use of VK_KHR_create_renderpass2 when creating VkRenderPass objects. Ignored when vulkan_use_dynamic_rendering is enabled. * wait_is_thread_safe: (https://crbug.com/412761228): WaitFor* functions are thread-safe and can be called without the device-lock if implicit synchronization is enabled. [WebGPU Required 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. * timestamp_quantization: (https://crbug.com/dawn/1800): Enable timestamp queries quantization to reduce the precision of timers that can be created with timestamp queries. * dump_shaders: (https://crbug.com/dawn/792): Dump shaders for debugging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. [Skia Required Toggles - enabled] --------------------------------- * disable_robustness: (https://crbug.com/dawn/480): Disable robust buffer access * skip_validation: (https://crbug.com/dawn/271): Skip expensive validation of Dawn commands. * disable_lazy_clear_for_mapped_at_creation_buffer: (https://crbug.com/dawn/145): Disable clearing buffers to zero for buffers which are mapped at creation. * dump_shaders_on_failure: (https://crbug.com/dawn/792): Dump shaders only on failure. Used for logging purposes. Dumped shaders will be log via EmitLog, thus printed in Chrome console or consumed by user-defined callback function. * vulkan_monolithic_pipeline_cache: (crbug.com/370343334): Use a monolithic VkPipelineCache per device. The embedder is responsible for calling PerformIdleTasks() on the device to serialize VkPipelineCache to BlobCache if needed. Compositor Information ====================== Tile Update Mode: Zero-copy Partial Raster : Enabled Display(s) Information ====================== Info : Display[1] bounds=[0,0 1920x1080], workarea=[0,30 1920x961], scale=2, rotation=0, panel_rotation=0 external detected Color space (all) : {r:[0.6796, 0.3145], g:[0.2744, 0.6629], b:[0.1513, 0.0703], w:[0.3127, 0.3290]}, transfer:BT709_APPLE, matrix:RGB, range:FULL} Buffer format (all) : BGRA_8888 Color volume : {r:[0.6796, 0.3145], g:[0.2744, 0.6629], b:[0.1513, 0.0703], 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 : 120 Video Acceleration Information ============================== Decoding : Decode h264 baseline : 64x64 to 4096x4096 pixels Decode h264 main : 64x64 to 4096x4096 pixels Decode h264 extended : 64x64 to 4096x4096 pixels Decode h264 high : 64x64 to 4096x4096 pixels Decode vp9 profile0 : 64x64 to 4096x4096 pixels Decode vp9 profile2 : 64x64 to 4096x4096 pixels Decode av1 profile main : 64x64 to 8192x8192 pixels Decode hevc main : 16x16 to 8192x8192 pixels Decode hevc main 10 : 16x16 to 8192x8192 pixels Decode hevc main still-picture: 16x16 to 8192x8192 pixels Decode hevc range extensions : 16x16 to 8192x8192 pixels Encoding : Encode h264 baseline : 16x16 to 4096x2304 pixels, and/or 120.000 fps. Encode h264 baseline : 16x16 to 2304x4096 pixels, and/or 120.000 fps. Encode h264 baseline : 16x16 to 4096x2304 pixels, and/or 120.000 fps (software codec). Encode h264 baseline : 16x16 to 2304x4096 pixels, and/or 120.000 fps (software codec). Encode h264 main : 16x16 to 4096x2304 pixels, and/or 120.000 fps. Encode h264 main : 16x16 to 2304x4096 pixels, and/or 120.000 fps. Encode h264 main : 16x16 to 4096x2304 pixels, and/or 120.000 fps (software codec). Encode h264 main : 16x16 to 2304x4096 pixels, and/or 120.000 fps (software codec). Encode h264 high : 16x16 to 4096x2304 pixels, and/or 120.000 fps. Encode h264 high : 16x16 to 2304x4096 pixels, and/or 120.000 fps. Encode h264 high : 16x16 to 4096x2304 pixels, and/or 120.000 fps (software codec). Encode h264 high : 16x16 to 2304x4096 pixels, and/or 120.000 fps (software codec). Encode hevc main : 16x16 to 8192x4352 pixels, and/or 120.000 fps. Encode hevc main : 16x16 to 4352x8192 pixels, and/or 120.000 fps. Encode hevc main : 16x16 to 8192x4352 pixels, and/or 120.000 fps (software codec). Encode hevc main : 16x16 to 4352x8192 pixels, and/or 120.000 fps (software codec). Vulkan Information ================== Device Performance Information ============================== Log Messages ============