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Workspace background is black?
sam_cole321
Member Posts: 5 ✭
Hi! I know there are already three threads about this, but they're all at least a year old, and none actually fixed the issue for me, so I'm shooting my shot:
The workspace background is black.
I can't see any measurements, as they are Also black.
I've tried everything I can think--I've made sure Chrome uses the higher performance graphics processor, I've reinstalled the drivers for it, I've made my Chrome theme the default, I've put Windows 10 into light mode, I've disabled all my extensions, I've gone into Incognito, I've updated my computer, I've restarted, I've updated Java. Nothing. I'm panicking a bit here, as I'm using this site for a high school class, and remote learning means I'm pretty much screwed if I can't figure this out. Is there any known way to fix this?
I'm using a Surface Book (the first one), Windows 10 2004 version, and version 85.0.4183.102 of Chrome, if it helps. Here's a screenshot, as well:
Thank you for your time!
The workspace background is black.
I can't see any measurements, as they are Also black.
I've tried everything I can think--I've made sure Chrome uses the higher performance graphics processor, I've reinstalled the drivers for it, I've made my Chrome theme the default, I've put Windows 10 into light mode, I've disabled all my extensions, I've gone into Incognito, I've updated my computer, I've restarted, I've updated Java. Nothing. I'm panicking a bit here, as I'm using this site for a high school class, and remote learning means I'm pretty much screwed if I can't figure this out. Is there any known way to fix this?
I'm using a Surface Book (the first one), Windows 10 2004 version, and version 85.0.4183.102 of Chrome, if it helps. Here's a screenshot, as well:
Thank you for your time!
1
Answers
Can you post a screenshot of the check page?
IR for AS/NZS 1100
Gotcha! Apparently Edge does the job, so I'm alright now (although I still am curious why this is happening. Still leaving the check in the off chance it somehow pinpoints the issue). Thank you both for the help though!
Thank you for posting the results of the check page. From what I can see it does not look like Chrome is using your graphics processor. The GL renderer says "Google SwiftShader", this is a software renderer. If you have a graphics card I would expect to see it's name. For example something like AMD / NVidia or Intel. The issue you are seeing could be a bug with Google SwiftShader. Furthermore the rendering performance is low as well.
You may want to ensure Chrome is able to correctly use your graphics card.
Paul
Just for the record, pitchin' in with what solved it for me. Had the same problem as OP. Black and slow.
Went to
chrome://flags/
and enabled "Override software rendering list".
Restart and all worked like a charm, test shows graphic card and not Swiftshader.
:)
Thanks - I had the same issue with a black background today. Previously no problems on the same browser but today ... black and slow.
I tried brynjar's suggestion and it worked perfectly! T
Thanks for posting!!!!
For those that have had this issue, can you type this in Chrome and then past the results back here in this thread: chrome://gpu
I'm looking to see if there are trends with the graphics cards involved. Ideally we don't want users to have to enable the override software rendering list if possible.
Graphics Feature Status
Problems Detected
Version Information
Data exported2020-10-18T09:02:53.561ZChrome versionChrome/86.0.4240.75Operating systemWindows NT 10.0.18363Software rendering list URLhttps://chromium.googlesource.com/chromium/src/+/c69c33933bfc72a159aceb4aeca939eb0087416c/gpu/config/software_rendering_list.jsonDriver bug list URLhttps://chromium.googlesource.com/chromium/src/+/c69c33933bfc72a159aceb4aeca939eb0087416c/gpu/config/gpu_driver_bug_list.jsonANGLE commit id8fe0309421692D graphics backendSkia/86 fe61f1806d406858a2ed399b6dfeef1c40d06284Command Line"C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --disable-gpu --flag-switches-begin --enable-webgl-draft-extensions --ignore-gpu-blocklist --flag-switches-end
Driver Information
Initialization time218In-process GPUfalsePassthrough Command DecoderfalseSandboxedtrueGPU0VENDOR= 0x8086, DEVICE=0x3ea0, SUBSYS=0x089c1028, REV=2, LUID={0,84787}GPU1VENDOR= 0x10de, DEVICE=0x1d13, SUBSYS=0x089c1028, REV=161, LUID={0,87572}GPU2VENDOR= 0x1414, DEVICE=0x008c, LUID={0,87534}OptimusfalseAMD switchablefalseDesktop compositingAero GlassDirect compositionfalseSupports overlaysfalseYUY2 overlay supportNONENV12 overlay supportNONEBGRA8 overlay supportNONERGB10A2 overlay supportNONEDiagonal Monitor Size of \\.\DISPLAY113.9"Diagonal Monitor Size of \\.\DISPLAY221.5"Driver D3D12 feature levelNot supportedDriver Vulkan API versionNot supportedDriver vendorDriver version26.20.100.8141GPU CUDA compute capability major version0Pixel shader version3.00Vertex shader version3.00Max. MSAA samples4Machine model nameMachine model versionGL_VENDORGoogle Inc.GL_RENDERERGoogle SwiftShaderGL_VERSIONOpenGL ES 3.0 SwiftShader 4.1.0.7GL_EXTENSIONSGL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context 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_3D GL_OES_vertex_array_object GL_OES_vertex_half_float GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_instanced_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_ARB_texture_rectangle GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_texture_filtering_hint GL_NV_depth_buffer_float2 GL_NV_fence GL_NV_read_depth GL_NV_read_stencilDisabled ExtensionsDisabled WebGL ExtensionsWindow system binding vendorWindow system binding versionWindow system binding extensionsDirect rendering versionunknownReset notification strategy0x0000GPU process crash count0gfx::BufferFormats supported for allocation and texturingR_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 ModeOne-copyPartial RasterEnabled
GpuMemoryBuffers Status
R_8Software onlyR_16Software onlyRG_88Software onlyBGR_565Software onlyRGBA_4444Software onlyRGBX_8888GPU_READ, SCANOUTRGBA_8888GPU_READ, SCANOUTBGRX_8888Software onlyBGRA_1010102Software onlyRGBA_1010102Software onlyBGRA_8888Software onlyRGBA_F16Software onlyYVU_420Software onlyYUV_420_BIPLANARSoftware onlyP010Software only
Display(s) Information
InfoDisplay[2528732444] bounds=[1920,360 1280x720], workarea=[1920,360 1280x680], scale=1.5, 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_8888Color space (sRGB/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (sRGB/alpha)BGRA_8888Color space (WCG/no-alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (WCG/no-alpha)BGRX_8888Color space (WCG/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (WCG/alpha)BGRA_8888Color space (HDR/no-alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (HDR/no-alpha)BGRX_8888Color space (HDR/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (HDR/alpha)BGRA_8888SDR white level in nits80Bits per color component8Bits per pixel24Refresh Rate in Hz60InfoDisplay[2779098405] bounds=[0,0 1920x1080], workarea=[0,0 1920x1040], scale=1, rotation=0, panel_rotation=0 external.Color space (sRGB/no-alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (sRGB/no-alpha)BGRX_8888Color space (sRGB/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (sRGB/alpha)BGRA_8888Color space (WCG/no-alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (WCG/no-alpha)BGRX_8888Color space (WCG/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (WCG/alpha)BGRA_8888Color space (HDR/no-alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (HDR/no-alpha)BGRX_8888Color space (HDR/alpha){primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}Buffer format (HDR/alpha)BGRA_8888SDR white level in nits80Bits per color component8Bits per pixel24Refresh Rate in Hz59
Video Acceleration Information
Encode h264 baseline0x0 to 1920x1088 pixels, and/or 30.000 fpsEncode h264 main0x0 to 1920x1088 pixels, and/or 30.000 fpsEncode h264 high0x0 to 1920x1088 pixels, and/or 30.000 fps
Vulkan Information
Device Performance Information
Total Physical Memory (Gb)15Total Disk Space (Gb)0Hardware Concurrency8System Commit Limit (Gb)18D3D11 Feature LevelUnknownHas Discrete GPUunknownIntel GPU Generation9Software RenderingYes
Diagnostics
... loading ...
Driver Information for Hardware GPU
Initialization time218In-process GPUfalsePassthrough Command DecoderfalseSandboxedtrueGPU0VENDOR= 0x8086, DEVICE=0x3ea0, SUBSYS=0x089c1028, REV=2, LUID={0,84787}GPU1VENDOR= 0x10de, DEVICE=0x1d13, SUBSYS=0x089c1028, REV=161, LUID={0,87572}GPU2VENDOR= 0x1414, DEVICE=0x008c, LUID={0,87534}OptimusfalseAMD switchablefalseDesktop compositingAero GlassDirect compositionfalseSupports overlaysfalseYUY2 overlay supportNONENV12 overlay supportNONEBGRA8 overlay supportNONERGB10A2 overlay supportNONEDiagonal Monitor Size of \\.\DISPLAY113.9"Diagonal Monitor Size of \\.\DISPLAY221.5"Driver D3D12 feature levelNot supportedDriver Vulkan API versionNot supportedDriver vendorDriver version26.20.100.8141GPU CUDA compute capability major version0Pixel shader version3.00Vertex shader version3.00Max. MSAA samples4Machine model nameMachine model versionGL_VENDORGoogle Inc.GL_RENDERERGoogle SwiftShaderGL_VERSIONOpenGL ES 3.0 SwiftShader 4.1.0.7GL_EXTENSIONSGL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context 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_3D GL_OES_vertex_array_object GL_OES_vertex_half_float GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_instanced_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_ARB_texture_rectangle GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_texture_filtering_hint GL_NV_depth_buffer_float2 GL_NV_fence GL_NV_read_depth GL_NV_read_stencilDisabled ExtensionsDisabled WebGL ExtensionsWindow system binding vendorWindow system binding versionWindow system binding extensionsDirect rendering versionunknownReset notification strategy0x0000GPU process crash count0gfx::BufferFormats supported for allocation and texturingR_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
Graphics Feature Status for Hardware GPU
Problems Detected for Hardware GPU
as said before its a gpu problem with google. for urgant use you should change browser untill this problam is resolved.
i used brave browser to check and it works great
kudos to brynjar_andresen....
Graphics Feature Status
Problems Detected
Disabled Features: gpu_compositing
Version Information
Driver Information
Compositor Information
GpuMemoryBuffers Status
Display(s) Information
Video Acceleration Information
Vulkan Information
Device Performance Information
Diagnostics
Driver Information for Hardware GPU
Graphics Feature Status for Hardware GPU
Problems Detected for Hardware GPU
Disabled Features: gpu_compositing
Log Messages
I could post the massive sheet of specs, but this is a 4-5 year old machine and the graphics processor I've listed here (below), hopefully that gives some insight. Firefox works great without troubles, this is just for chrome and I even made sure to install the 64-bit version. This machine has a really bastardized win 7 to win 10 upgrade on it, so its probably not worth the time to dig through its fairly unusual settings.
Graphics:
AMD Radeon(TM) R7 250
School Chromebook:
- Canvas: Hardware accelerated
- Compositing: Hardware accelerated
- Multiple Raster Threads: Disabled
- Out-of-process Rasterization: Hardware accelerated
- OpenGL: Enabled
- Hardware Protected Video Decode: Unavailable
- Rasterization: Software only. Hardware accelerated
- Skia Renderer: Disabled
- Video Decode: Hardware accelerated
- Vulkan: Disabled
- WebGL: Hardware accelerated
- WebGL2: Hardware accelerated
Personal Computer:- Canvas: Software only, hardware acceleration unavailable
- Compositing: Software only. Hardware acceleration disabled
- Multiple Raster Threads: Enabled
- Out-of-process Rasterization: Disabled
- OpenGL: Disabled
- Hardware Protected Video Decode: Disabled
- Rasterization: Software only. Hardware acceleration disabled
- Skia Renderer: Enabled
- Video Decode: Software only. Hardware acceleration disabled
- Vulkan: Disabled
- WebGL: Software only, hardware acceleration unavailable
- WebGL2: Software only, hardware acceleration unavailable
My graphics card for my PC is an AMD Radeon (TM) RX 570 and the driver version is 27.20.2001.9003 if that helps you.What is the exact problem, and how do I fix it? Step by step instructions are great if you can provide them.
If you need more information, tell me what you need and how I can find it. Also the reason why I prefer to work on my PC, is because the screen is a lot bigger, and I'm able to see what I'm more clearly.
Graphics Feature Status
Driver Bug Workarounds
Problems Detected
Applied Workarounds: exit_on_context_lost
Applied Workarounds: clear_uniforms_before_first_program_use
Applied Workarounds: scalarize_vec_and_mat_constructor_args
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Applied Workarounds: decode_encode_srgb_for_generatemipmap
Applied Workarounds: disable_delayed_copy_nv12
Applied Workarounds: disable_vp_scaling
Applied Workarounds: disable_nv12_dynamic_textures
Applied Workarounds: limit_d3d11_video_decoder_to_11_0
Applied Workarounds: use_empty_video_hdr_metadata
ANGLE Features
Allow compressed formats
Disable support for anisotropic filtering
Disable support for GL_OES_get_program_binary
On some GPUs, program binaries don't contain transform feedback varyings
Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
Always rewrite vec/mat constructors to be consistent
On some drivers TexImage sometimes seems to interact with the Framebuffer
On some drivers when rendering with no render target, two bugs lead to incorrect behavior
Some drivers corrupt texture data when clearing for robust resource initialization.
There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
Using clear() may not take effect
Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
Using isnan() on highp float will get wrong answer
1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
Some drivers have a bug where they ignore null render targets
HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
Evaluating unary minus operator on integer may get wrong answer in vertex shaders
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
In specific cases the driver doesn't handle constant register zero correctly
Some D3D11 renderers do not support geometry shaders for pointsprite emulation
Copying from staging storage to constant buffer storage does not work
Missing an option to disable mipmaps on a mipmapped texture
Version Information
Driver Information
Compositor Information
GpuMemoryBuffers Status
Display(s) Information
Video Acceleration Information
Vulkan Information
Device Performance Information
Diagnostics
Log Messages
@PeteYodis, fyi, this happened to me on VM, with Windows 10 as guest (both Chrome and Edge). Host works fine though! If you still need my chrome://gpu results, let me know which part (the whole is too long to fit).
May I ask why you would run Onshape on a virtual machine? It runs natively on any OS, there is no reason to handicap yourself like that. You will never get as good of performance over the VM as you would on the host machine.
Graphics Feature Status
Driver Bug Workarounds
Problems Detected
Applied Workarounds: exit_on_context_lost
Applied Workarounds: clear_uniforms_before_first_program_use
Applied Workarounds: msaa_is_slow
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Applied Workarounds: decode_encode_srgb_for_generatemipmap
Applied Workarounds: enable_webgl_timer_query_extensions
Applied Workarounds: force_rgb10a2_overlay_support_flags
Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support
Applied Workarounds: max_msaa_sample_count_4
Applied Workarounds: supports_two_yuv_hardware_overlays
Applied Workarounds: disable_direct_composition_sw_video_overlays
ANGLE Features
Allow compressed formats
Disable support for anisotropic filtering
Disable support for GL_OES_get_program_binary
On some GPUs, program binaries don't contain transform feedback varyings
Enable compressing pipeline cache in thread pool.
Even if FrameCapture is enabled, enable GL_OES_get_program_binary
Set the context limits like frame capturing was enabled
Force-enable shader variable initialization
Force-enable robust resource init
Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
Always rewrite vec/mat constructors to be consistent
On some drivers TexImage sometimes seems to interact with the Framebuffer
On some drivers when rendering with no render target, two bugs lead to incorrect behavior
Allow ES3 on 10.0 devices
Some drivers corrupt texture data when clearing for robust resource initialization.
There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
Using clear() may not take effect
Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
Using isnan() on highp float will get wrong answer
1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
Some drivers have a bug where they ignore null render targets
HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
Evaluating unary minus operator on integer may get wrong answer in vertex shaders
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
In specific cases the driver doesn't handle constant register zero correctly
Some D3D11 renderers do not support geometry shaders for pointsprite emulation
Copying from staging storage to constant buffer storage does not work
Missing an option to disable mipmaps on a mipmapped texture
DAWN Info
<Integrated GPU> D3D12 backend - Intel(R) Iris(R) Xe Graphics[Default 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_d3d12_resource_heap_tier2: 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.
- use_d3d12_render_pass: 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.
- use_d3d12_residency_management: 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.
- disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
- use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
[WebGPU Forced 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 sendingSPIR-V code to be compiled in the GPU process.
[Supported Extensions]- texture_compression_bc
- pipeline_statistics_query
- timestamp_query
- multiplanar_formats
- dawn-internal-usages
<CPU> D3D12 backend - Microsoft Basic Render Driver[Default 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_d3d12_resource_heap_tier2: 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.
- use_d3d12_render_pass: 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.
- use_d3d12_residency_management: 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.
- disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
- use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
[WebGPU Forced 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 sendingSPIR-V code to be compiled in the GPU process.
[Supported Extensions]- texture_compression_bc
- pipeline_statistics_query
- timestamp_query
- multiplanar_formats
- dawn-internal-usages
<Integrated GPU> Vulkan backend - Intel(R) Iris(R) Xe Graphics[Default 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 ituse the D24S8 format when possible.
- disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
- use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
[WebGPU Forced 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 sendingSPIR-V code to be compiled in the GPU process.
[Supported Extensions]- texture_compression_bc
- texture-compression-etc2
- texture-compression-astc
- pipeline_statistics_query
- timestamp_query
- dawn-internal-usages
Version Information
Driver Information
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We have tried all of the fixes above including changing the flag. We are using the latest Chrome and video drivers. It stays black. The students switched to Microsoft Edge and it works fine. We are a chrome-based google suite school so everything is the latest google version. I am on one of the new machines as well, but it works for me. I have no idea how to fix this or why some work and some don't.
But about 4 or 5 days ago I happened upon this article. I sure hope it doesn’t have anything to do with what you’re up against
https://www.breitbart.com/tech/2022/04/30/google-chrome-warns-users-of-dozens-of-security-vulnerabilities/
To see if their gl render is on the correct gpu?
Edge is effectively a better chrome browser. So it shouldn't matter if they use edge.
Do you have intel graphics also? If so, check to see if chrome is set to use the nvidia gpu.
You may also have to check the windows setting for Chrome's preferred gpu
To fix this I've tried enabling "Override Software Rendering" in Chrome and restarting Chrome, and I've rebooted (Win10). Drawings are still in dark mode. The rest of the site is in normal light mode, only the drawing area is dark. Can anybody help?
UPDATE: Works fine on Firefox, so presumably it's a Chrome issue. A solution would be nice but at least Firefox is a good workaround.