WebGL não funciona no Chrome?

1

Tenho um novo Microsoft Surface 4 e estou com dificuldades para que o WebGL funcione no Chrome. Funciona bem no Microsoft Edge ou no Internet Explorer, mas o Chrome simplesmente falha.

Se eu acessar o link , recebo esta mensagem no Edge:

Your browser supports WebGL

However, it indicates that support is experimental; Not all WebGL functionality may be supported, and content may not run as expected.

Eu também vejo o pequeno cubo giratório para mostrar que o WebGL está funcionando.

Se eu for para a mesma página no Chrome, recebo isso:

Hmm. While your browser seems to support WebGL, it is disabled or unavailable. If possible, please ensure that you are running the latest drivers for your video card

Eu vasculhei a web tentando descobrir por que isso não funcionaria no Chrome, mas não tive sorte. Se eu for para chrome: // gpu, isso é o que eu vejo:

Graphics Feature Status

Canvas: Hardware accelerated
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated
Multiple Raster Threads: Enabled
Native GpuMemoryBuffers: Software only. Hardware acceleration disabled
Rasterization: Software only. Hardware acceleration disabled
Video Decode: Hardware accelerated
Video Encode: Hardware accelerated
WebGL: Hardware accelerated

Driver Bug Workarounds

clear_uniforms_before_first_program_use
disable_discard_framebuffer
exit_on_context_lost
force_cube_complete
msaa_is_slow
scalarize_vec_and_mat_constructor_args
texsubimage_faster_than_teximage

Problems Detected

Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
TexSubImage is faster for full uploads on ANGLE
Applied Workarounds: texsubimage_faster_than_teximage
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
Accelerated rasterization has been disabled, either via about:flags or command line.
Disabled Features: rasterization
Native GpuMemoryBuffers have been disabled, either via about:flags or command line.
Disabled Features: native_gpu_memory_buffers

Version Information

Data exported   6/29/2016, 1:49:01 PM
Chrome version  Chrome/51.0.2704.106
Operating system    Windows NT 10.0
Software rendering list version 10.18
Driver bug list version 8.66
ANGLE commit id 1a1b30c37e13
2D graphics backend Skia
Command Line Args   --flag-switches-begin --flag-switches-end

Sempre que encontrar guias que expliquem os vários sinalizadores que precisam ser definidos no Google Chrome para ativar o WebGL, descubro que eles já estão configurados adequadamente.

Para referência, aqui estão minhas versões:

  • Borda: 25.10586.0.0
  • IE: 11.306.10586.0
  • Chrome: 51.0.2704.106 m

Minha placa de vídeo é Intel Iris Graphics 540 com driver atualizado (v20.19.15.4409).

Alguma idéia brilhante da comunidade?

Obrigado.

    
por McGlone 29.06.2016 / 21:33

0 respostas