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We use the following signals to add GPUs and drivers to our blacklist:1. Driver release date: Old drivers are notoriously flaky and unstable so we want to encourage our users to update them. This is by far the largest contributor of blacklist hits for Chrome, especially for Windows XP users.2. Crash rates: We actively monitor GPU process crash reports and look for clustering of crashes on particular gpu id's or driver ranges.3. User reports: These have been invaluable in identifying particularly problematic combinations of hardware and drivers that either grossly mis-render or cause other system malfunctions (hungs, crashes, etc)4. Our own testing, especially via the ever expanding WebGL conformance test suite. A single test failure won't cause a GPU to land on the blacklist. We're looking for widespread failures or other serious side-effects.These are all signals but at the end of the day, there's a judgment call to be made on whether we will backlist a particular GPU or driver based on how severe the issues with it are and how many users it will affect. We typically err on the side of caution.I should also mention that a fair amount of effort goes into trying to work around driver issues by tweaking our code, massaging user-supplied shaders, etc. Unfortunately it's not always possible or practical to do so.Is there a particular GPU that we're currently blocking and you don't think we should be?
Chromium Developers mailing list: chromi...@chromium.org
You forgot about the attachment. :)
http://chromium-browser-gpu-tests.commondatastorage.googleapis.com/view_test_results.html?116960
Follow this link, you will see a Linux and Linux_x64 folder; click one
depending on your machine arch, and roll down all the way to the
bottom to download the newest release and then run conformance one
more time.
Really sorry that I gave you the wrong instruction and wasted your time.
Mo
Test Summary (8641 total tests): Tests PASSED: 8536 Tests FAILED: 105 Tests TIMED OUT: 4
Chromium 18.0.1004.0 (Developer Build 117116) OS Linux WebKit 535.16 (@104535) JavaScript V8 3.8.4.1 Flash (Disabled) User Agent Mozilla/5.0 (X11; Linux i686) AppleWebKit/535.16 (KHTML, like Gecko) Chrome/18.0.1004.0 Safari/535.16 Command Line ./chrome --ignore-gpu-blacklist --flag-switches-begin --flag-switches-end
This link should work: http://commondatastorage.googleapis.com/chromium-browser-continuous/index.htmlThank you.Mo
That sounds like a chromium bug.
On Mon, Jan 16, 2012 at 5:50 PM, Yongsheng Zhu
<zhuyongs...@gmail.com> wrote:
> yes, it's weird.
> I find another weird thing: If I open 'Developer Tools' and debug this case
> step by step, then it always fails even though for those platformas which
> never fail before. I tested it on windows and linux.
> Really weird... I'm keeping following it.
>
> Yongsheng
>
>
> On Sat, Jan 14, 2012 at 3:02 AM, Zhenyao Mo <z...@google.com> wrote:
>>
>> On Thu, Jan 12, 2012 at 5:52 PM, Yongsheng Zhu
>> <zhuyongs...@gmail.com> wrote:
>> > Zhenyao,
>> > For 1) & 2), we'll try to follow them.
>> > For 3), do you mean you change the webgl tests included in chromium
>> > code?
>> > I think it might be related
>> > to http://code.google.com/p/chromium/issues/detail?id=104740
>> > The root cause of these is the buffers are not recalled immediately when
>> > the
>> > frame is destroyed. In the conformance testing, the buffers for the
>> > previous
>> > tests may be not recalled when testing this case. Anyway, I'll check and
>> > retest this.
>>
>> I mean, from your results, we rendered fine with 1x2048 texture in
>> texture-size.html, but failed to renderer with 1x2048 texture in
>> gl-max-texture-dimensions.html, and rendered fine with 2048x1 tetxure
>> in gl-max-texture-dimensions.html.
>>
>> This looks kinda weird to me.
>>
>> >
>> > Thanks for your valuable feedback.
>> >
>> > Yongsheng
>> >
>> >
>> > On Fri, Jan 13, 2012 at 5:58 AM, Zhenyao Mo <z...@google.com> wrote:
>> >>
>> >> Hi Yongsheng,
>> >>
>> >> From the test results, I see a few issues with the current driver:
>> >>
>> >> 1) getUniform returns values from another uniform location instead of
>> >> the specified one
>> >> 2) gl_PointCoord & gl_PointSize support
>> >> 3) MAX sized texture support
>> >> 4) NPOT cube texture support
>> >> 5) renderbuffer handles size 0 buffers incorrectly
>> >>
>> >> I ordered them (roughly) from the most critical issue to the least.
>> >> (1) is fatal. (2) and (3) are also pretty bad. We might be able to
>> >> live with (4) and (5).
>> >>
>> >> As for 3), 2k x 1 texture test succeeded in one test but failed in
>> >> another, which looked kinda weird to me. Also, I modified the test a
>> >> little bit to print out a message if failure is due to out-of-memory.
>> >> Could you re-run these tests and see if out-of-memory is the cause?
>> >>
>> >> Mo
>> >>
>> >> On Wed, Jan 11, 2012 at 1:22 AM, Yongsheng Zhu
Thanks for letting us know.
Mo
On Mon, Feb 6, 2012 at 12:24 AM, Yongsheng Zhu
As for accelerated_2d_canvas and accelerated_compositing, they use a
limited subset of gl functions, so usually if WebGL runs fine, they
should also be fine. However, sometimes we block them for performance
issues. I'll see if we can provide a set of test cases for each
feature.
Great progress!
Cheers,
Mo
On Mon, Feb 6, 2012 at 5:58 PM, Yongsheng Zhu
Mo
On Sun, Feb 26, 2012 at 11:48 PM, Yongsheng Zhu
On Tue, Feb 28, 2012 at 9:22 PM, Yongsheng Zhu