High CPU usage after update 6.2.3105.45
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Hello
It seems to me that after the update to 6.2.3105.45 (stable channel, 64-bit) Vivaldi began to tire my CPU unreasonably. I noticed this by its temperatures when Vivaldi stays open (also clean Incognito window). My CPU is then continuously at 30-40%.
Know of any problems?
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P.S. Of course, these 30-40% are generated by the Vivaldi processes themselves
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@Nova1112 Check with internal Vivaldi Taskmanager (hit Shift+Esc) which tabs and or extensions cause so much usage.
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@Nova1112 An other idea, problem with older GPU and driver and hardware accelereation.
What is shown in page
vivaldi://gpu
?
Use "Copy Report to Clipboard", in reply hit the </> button and paste the report here.All graphics drivers up-to-date from manufacturer's website?
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@DoctorG said in High CPU usage after update 6.2.3105.45:
@Nova1112 Check with internal Vivaldi Taskmanager (hit Shift+Esc) which tabs and or extensions cause so much usage.
"Application: Vivaldi"
and
"Browser"Once one, once the other.
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@DoctorG said in High CPU usage after update 6.2.3105.45:
@Nova1112 An other idea, problem with older GPU and driver and hardware accelereation.
What is shown in page
vivaldi://gpu
?
Use "Copy Report to Clipboard", in reply hit the </> button and paste the report here.All graphics drivers up-to-date from manufacturer's website?
I haven't touched the drivers - but that's not a problem - I can update them.
Unfortunately, I have to break the post into parts because I can't send it.
Part 1:
Graphics Feature Status Canvas: Hardware accelerated Canvas out-of-process rasterization: Enabled Direct Rendering Display Compositor: Disabled Compositing: Hardware accelerated Multiple Raster Threads: Enabled OpenGL: Enabled Rasterization: Hardware accelerated Raw Draw: Disabled Skia Graphite: Disabled Video Decode: Hardware accelerated Video Encode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated WebGPU: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap enable_webgl_timer_query_extensions exit_on_context_lost unpack_overlapping_rows_separately_unpack_buffer disabled_extension_GL_KHR_blend_equation_advanced disabled_extension_GL_KHR_blend_equation_advanced_coherent disabled_extension_GL_MESA_framebuffer_flip_y Problems Detected 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 Unpacking overlapping rows from unpack buffers is unstable on NVIDIA GL driver: 596774 Applied Workarounds: unpack_overlapping_rows_separately_unpack_buffer 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 Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491 Applied Workarounds: enable_webgl_timer_query_extensions Disable GL_MESA_framebuffer_flip_y for desktop GL: 964010 Applied Workarounds: disable(GL_MESA_framebuffer_flip_y) ANGLE Features allowCompressedFormats (Frontend workarounds): Enabled: true Allow compressed formats cacheCompiledShader (Frontend features) anglebug:7036: Disabled Enable to cache compiled shaders disableAnisotropicFiltering (Frontend workarounds): Disabled Disable support for anisotropic filtering disableDrawBuffersIndexed (Frontend features) anglebug:7724: Disabled Disable support for OES_draw_buffers_indexed and EXT_draw_buffers_indexed disableProgramBinary (Frontend features) anglebug:5007: Disabled Disable support for GL_OES_get_program_binary disableProgramCaching (Frontend features) anglebug:1423136: Disabled Disables saving programs to the cache disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled On some GPUs, program binaries don't contain transform feedback varyings dumpShaderSource (Frontend features) anglebug:7760: Disabled Write shader source to temp directory emulatePixelLocalStorage (Frontend features) anglebug:7279: Enabled: true Emulate ANGLE_shader_pixel_local_storage using shader images enableCaptureLimits (Frontend features) anglebug:5750: Disabled Set the context limits like frame capturing was enabled enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled Even if FrameCapture is enabled, enable GL_OES_get_program_binary enableShaderSubstitution (Frontend workarounds) anglebug:7761: Disabled Check the filesystem for shaders to use instead of those provided through glShaderSource forceDepthAttachmentInitOnClear (Frontend workarounds) anglebug:7246: Disabled: isAMD Force depth attachment initialization on clear ops forceGlErrorChecking (Frontend features) https://issuetracker.google.com/220069903: Disabled Force GL error checking (i.e. prevent applications from disabling error checking forceInitShaderVariables (Frontend features): Disabled Force-enable shader variable initialization forceRobustResourceInit (Frontend features) anglebug:6041: Disabled Force-enable robust resource init loseContextOnOutOfMemory (Frontend workarounds): Enabled: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs singleThreadedTextureDecompression (Frontend workarounds): Disabled Disables multi-threaded decompression of compressed texture formats addMockTextureNoRenderTarget (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior allowClearForRobustResourceInit (D3D workarounds) 941620: Enabled: true Some drivers corrupt texture data when clearing for robust resource initialization. allowES3OnFL100 (D3D workarounds): Disabled: false Allow ES3 on 10.0 devices allowTranslateUniformBlockToStructuredBuffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater() There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. borderColorSrgb (D3D workarounds): Disabled Some drivers expect sRGB border color for sRGB texture formats callClearTwice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771) Using clear() may not take effect depthStencilBlitExtraCopy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disableB5G6R5Support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data disableRasterizerOrderViews (D3D workarounds) anglebug:7279: Disabled Disable ROVs for testing emulateIsnanFloat (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542) Using isnan() on highp float will get wrong answer emulateTinyStencilTextures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly enableTimestampQueries (D3D workarounds): Disabled Enable timestamp on GL_EXT_disjoint_timer_query extension expandIntegerPowExpressions (D3D workarounds): Enabled: true The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions flushAfterEndingTransformFeedback (D3D workarounds): Enabled: 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 forceAtomicValueResolution (D3D workarounds) anglebug:3246: Enabled: isNvidia On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation getDimensionsIgnoresBaseLevel (D3D workarounds): Enabled: isNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin mrtPerfWorkaround (D3D workarounds): Enabled: true Some drivers have a bug where they ignore null render targets preAddTexelFetchOffsets (D3D workarounds): Disabled: 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 rewriteUnaryMinusOperator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders selectViewInGeometryShader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension setDataFasterThanImageUpload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload skipVSConstantRegisterZero (D3D workarounds): Enabled: isNvidia In specific cases the driver doesn't handle constant register zero correctly useInstancedPointSpriteEmulation (D3D workarounds): Disabled: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation useSystemMemoryForConstantBuffers (D3D workarounds) 593024: Disabled: isIntel Copying from staging storage to constant buffer storage does not work zeroMaxLodWorkaround (D3D workarounds): Disabled: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture DAWN Info <Discrete GPU> D3D11 backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Blocklisted [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. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. use_blit_for_buffer_to_stencil_texture_copy: https://crbug.com/dawn/1389: Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc depth-clip-control depth32float-stencil8 dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <Discrete GPU> D3D11 backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Blocklisted [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. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. use_blit_for_buffer_to_stencil_texture_copy: https://crbug.com/dawn/1389: Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc depth-clip-control depth32float-stencil8 dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <CPU> D3D11 backend - Microsoft Basic Render Driver [WebGPU Status] Blocklisted [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. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. use_blit_for_buffer_to_stencil_texture_copy: https://crbug.com/dawn/1389: Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc depth-clip-control depth32float-stencil8 dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <CPU> D3D11 backend - Microsoft Basic Render Driver [WebGPU Status] Blocklisted [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. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. use_blit_for_buffer_to_stencil_texture_copy: https://crbug.com/dawn/1389: Use a blit instead of a copy command to copy buffer data to the stencil aspect of a texture. Works around an issue where stencil writes by copy commands are not visible to a render or compute pass. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc depth-clip-control depth32float-stencil8 dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Available [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_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. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. d3d12_use_root_signature_version_1_1: https://crbug.com/tint/1890: Use D3D12 Root Signature Version 1.1 to make additional guarantees about the descriptors in a descriptor heap and the data pointed to by the descriptors so that the drivers can make better optimizations on them. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities
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Part 2:
<Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Available [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_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. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. d3d12_use_root_signature_version_1_1: https://crbug.com/tint/1890: Use D3D12 Root Signature Version 1.1 to make additional guarantees about the descriptors in a descriptor heap and the data pointed to by the descriptors so that the drivers can make better optimizations on them. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <CPU> D3D12 backend - Microsoft Basic Render Driver [WebGPU Status] Blocklisted [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. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. d3d12_use_root_signature_version_1_1: https://crbug.com/tint/1890: Use D3D12 Root Signature Version 1.1 to make additional guarantees about the descriptors in a descriptor heap and the data pointed to by the descriptors so that the drivers can make better optimizations on them. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <CPU> D3D12 backend - Microsoft Basic Render Driver [WebGPU Status] Blocklisted [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. d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12. apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver. d3d12_use_root_signature_version_1_1: https://crbug.com/tint/1890: Use D3D12 Root Signature Version 1.1 to make additional guarantees about the descriptors in a descriptor heap and the data pointed to by the descriptors so that the drivers can make better optimizations on them. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages multiplanar-formats dawn-native implicit-device-sync surface-capabilities <Discrete GPU> Vulkan backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Available [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 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. 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. 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. vulkan_use_image_robust_access_2: https://crbug.com/tint/1890: Disable Tint robustness transform on textures when VK_EXT_robustness2 is supported and robustImageAccess2 == VK_TRUE. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 chromium-experimental-dp4a indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages dawn-native implicit-device-sync surface-capabilities transient-attachments <Discrete GPU> Vulkan backend - NVIDIA GeForce GTX 1060 6GB [WebGPU Status] Available [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 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. 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. 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. vulkan_use_image_robust_access_2: https://crbug.com/tint/1890: Disable Tint robustness transform on textures when VK_EXT_robustness2 is supported and robustImageAccess2 == VK_TRUE. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc pipeline-statistics-query timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 chromium-experimental-dp4a indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages dawn-native implicit-device-sync surface-capabilities transient-attachments
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Part 3:
<CPU> Vulkan backend - SwiftShader Device (Subzero) [WebGPU Status] Blocklisted [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 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. 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. 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. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc texture-compression-etc2 texture-compression-astc timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages dawn-native implicit-device-sync surface-capabilities transient-attachments <CPU> Vulkan backend - SwiftShader Device (Subzero) [WebGPU Status] Blocklisted [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 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. 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. 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. [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 sending SPIR-V code to be compiled in the GPU process. [Supported Features] texture-compression-bc texture-compression-etc2 texture-compression-astc timestamp-query timestamp-query-inside-passes depth-clip-control depth32float-stencil8 indirect-first-instance rg11b10ufloat-renderable bgra8unorm-storage float32-filterable dawn-internal-usages dawn-native implicit-device-sync surface-capabilities transient-attachments Version Information Data exported 2023-08-31T18:42:23.651Z Chrome version Chrome/6.2.3105.45 Operating system Windows NT 10.0.22621 Software rendering list URL https://chromium.googlesource.com/chromium/src/+/74a2eb9c8cb203d7cb916cfcd73053b1be745a2b/gpu/config/software_rendering_list.json Driver bug list URL https://chromium.googlesource.com/chromium/src/+/74a2eb9c8cb203d7cb916cfcd73053b1be745a2b/gpu/config/gpu_driver_bug_list.json ANGLE commit id f116c451c44d 2D graphics backend Skia/116 ffbc376172738894f15bd22909a285a23436fdf4 Command Line "C:\Users\Nova\AppData\Local\Vivaldi\Application\vivaldi.exe" --flag-switches-begin --disable-features=HardwareMediaKeyHandling --flag-switches-end --origin-trial-disabled-features=WebGPU --save-page-as-mhtml Driver Information Initialization time 201 In-process GPU false Passthrough Command Decoder true Sandboxed true GPU0 VENDOR= 0x10de, DEVICE=0x1c03, SUBSYS=0x11d710de, REV=161, LUID={0,56655}, DRIVER_VENDOR=NVIDIA, DRIVER_VERSION=31.0.15.3141 *ACTIVE* GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,59761}, DRIVER_VERSION=10.0.22621.1194 Optimus false AMD switchable false Desktop compositing Aero Glass Direct composition true Supports overlays true YUY2 overlay support SOFTWARE NV12 overlay support SOFTWARE BGRA8 overlay support SOFTWARE RGB10A2 overlay support SOFTWARE Driver D3D12 feature level D3D 12.1 Driver Vulkan API version Vulkan API 1.3.0 GPU CUDA compute capability major version 0 Pixel shader version 5.0 Vertex shader version 5.0 Max. MSAA samples 8 Machine model name Machine model version GL implementation parts (gl=egl-angle,angle=d3d11) Display type ANGLE_D3D11 GL_VENDOR Google Inc. (NVIDIA) GL_RENDERER ANGLE (NVIDIA, NVIDIA GeForce GTX 1060 6GB Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3141) GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.21340 git hash: f116c451c44d) GL_EXTENSIONS GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_client_arrays 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_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_pack_reverse_row_order GL_ANGLE_polygon_mode 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_APPLE_clip_distance 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_base_instance GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_clip_control GL_EXT_color_buffer_half_float 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_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multi_draw_indirect GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_polygon_offset_clamp GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_border_clamp 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_storage GL_EXT_texture_type_2_10_10_10_REV GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit 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_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 GL_MESA_framebuffer_flip_y Disabled WebGL Extensions Window system binding vendor Google Inc. (NVIDIA) Window system binding version 1.5 (ANGLE 2.1.21340 git hash: f116c451c44d) 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_NV_post_sub_buffer EGL_KHR_create_context 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_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_no_config_context EGL_KHR_create_context_no_error EGL_KHR_reusable_sync 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, RG_1616: 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, YUVA_420_TRIPLANAR: 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 RG_1616 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 YUVA_420_TRIPLANAR Software only P010 Software only Display(s) Information Info Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1050], scale=1, rotation=0, panel_rotation=0 external. Color space (sRGB/no-alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (sRGB/no-alpha) BGRX_8888 Color space (sRGB/alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (sRGB/alpha) BGRA_8888 Color space (WCG/no-alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (WCG/no-alpha) BGRX_8888 Color space (WCG/alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (WCG/alpha) BGRA_8888 Color space (HDR/no-alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (HDR/no-alpha) BGRX_8888 Color space (HDR/alpha) {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], w:[0.3127, 0.3290]}, transfer:SRGB, matrix:RGB, range:FULL} Buffer format (HDR/alpha) BGRA_8888 Color volume {r:[0.6410, 0.3298], g:[0.3034, 0.6065], b:[0.1475, 0.3298], 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 240 Video Acceleration Information Decoding Decode h264 baseline 64x64 to 4096x4096 pixels Decode h264 main 64x64 to 4096x4096 pixels Decode h264 high 64x64 to 4096x4096 pixels Decode vp9 profile0 64x64 to 8192x8192 pixels Decode hevc main 64x64 to 8192x8192 pixels Decode hevc main 10 64x64 to 8192x8192 pixels Encoding Encode h264 baseline 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 baseline 32x32 to 1088x1920 pixels, and/or 30.000 fps. Encode h264 main 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 main 32x32 to 1088x1920 pixels, and/or 30.000 fps. Encode h264 high 32x32 to 1920x1088 pixels, and/or 30.000 fps. Encode h264 high 32x32 to 1088x1920 pixels, and/or 30.000 fps. Vulkan Information Device Performance Information Total Physical Memory (Gb) 15 Total Disk Space (Gb) 232 Hardware Concurrency 6 System Commit Limit (Gb) 22 D3D11 Feature Level 12_1 Has Discrete GPU yes Software Rendering No Diagnostics 0 b3DAccelerationEnabled true b3DAccelerationExists true bAGPEnabled true bAGPExistenceValid true bAGPExists true bCanRenderWindow true bDDAccelerationEnabled true bDX12UEnabled false bDriverBeta false bDriverDebug false bDriverSigned false bDriverSignedValid false bNoHardware false dwBpp 32 dwDDIVersion 12 dwHeight 1080 dwRefreshRate 240 dwWHQLLevel 0 dwWidth 1920 iAdapter 0 lDriverSize 770656 lMiniVddSize 0 szAGPStatusEnglish Enabled szAGPStatusLocalized Włączone szChipType NVIDIA GeForce GTX 1060 6GB szD3DStatusEnglish Enabled szD3DStatusLocalized Włączone szDACType Integrated RAMDAC szDDIVersionEnglish 12 szDDIVersionLocalized 12 szDDStatusEnglish Enabled szDDStatusLocalized Włączone szDX12UStatusEnglish Disabled szDX12UStatusLocalized Wyłączone szDXVAHDEnglish Supported szDXVAModes szDescription NVIDIA GeForce GTX 1060 6GB szDeviceId 0x1C03 szDeviceIdentifier {D7B71E3E-5F43-11CF-2B7F-D8310EC2D235} szDeviceName \\.\DISPLAY1 szDisplayMemoryEnglish 14202 MB szDisplayMemoryLocalized 14202 MB szDisplayModeEnglish 1920 x 1080 (32 bit) (240Hz) szDisplayModeLocalized 1920 x 1080 (32 bit) (240Hz) szDriverAssemblyVersion 31.0.15.3141 szDriverAttributes Final Retail szDriverDateEnglish 16.03.2023 02:00:00 szDriverDateLocalized 3/16/2023 02:00:00 szDriverLanguageEnglish English szDriverLanguageLocalized Angielski szDriverModelEnglish WDDM 3.1 szDriverModelLocalized WDDM 3.1 szDriverName C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_50916785244854f2\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_50916785244854f2\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_50916785244854f2\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_50916785244854f2\nvldumdx.dll szDriverNodeStrongName oem63.inf:0f066de38c1ebff8:Section024:31.0.15.3141:pci\ven_10de&dev_1c03 szDriverSignDate Unknown szDriverVersion 31.00.0015.3141 szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1C03&SUBSYS_11D710DE&REV_A1 szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{2EDA8F50-D488-11ED-AC80-E0D4E8DDA67A}\0000 szManufacturer NVIDIA szMiniVdd Nieznany szMiniVddDateEnglish Unknown szMiniVddDateLocalized Nieznany szMonitorMaxRes Unknown szMonitorName Generic PnP Monitor szNotesEnglish No problems found. szNotesLocalized Nie znaleziono żadnych problemów. szOverlayEnglish Not Supported szRankOfInstalledDriver 00CF2001 szRegHelpText Unknown szRevision Unknown szRevisionId 0x00A1 szSubSysId 0x11D710DE szTestResultD3D7English Not run szTestResultD3D7Localized Nie uruchomiono szTestResultD3D8English Not run szTestResultD3D8Localized Nie uruchomiono szTestResultD3D9English Not run szTestResultD3D9Localized Nie uruchomiono szTestResultDDEnglish Not run szTestResultDDLocalized Nie uruchomiono szVdd Nieznany szVendorId 0x10DE Log Messages [16496:9492:0831/200726.757:WARNING:dxgi_swap_chain_image_backing.cc(205)] : First draw to surface should draw to everything [16496:9492:0831/200727.431:WARNING:dxgi_swap_chain_image_backing.cc(205)] : First draw to surface should draw to everything GpuProcessHost: The info collection GPU process exited normally. Everything is okay. [16496:9492:0831/201416.031:ERROR:shared_image_manager.cc(217)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox. [16496:9492:0831/201416.032:ERROR:shared_image_manager.cc(217)] : SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox. [16496:19264:0831/202423.720:WARNING:angle_platform_impl.cc(49)] : HLSLCompiler.cpp:244 (compileToBinary): C:\fakepath(155,3-70): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll [16496:9492:0831/203818.026:WARNING:dxgi_swap_chain_image_backing.cc(205)] : First draw to surface should draw to everything [16496:9492:0831/203829.064:WARNING:dxgi_swap_chain_image_backing.cc(205)] : First draw to surface should draw to everything GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
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Ok, that's all, and I'll update the GPU driver in the meantime.
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I already have the current GPU driver - it didn't help
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I am having the same exact issue. Notably, when I open it with someone else in the "Who's using Vivaldi?" window or run vivaldi in guest mode, the problem does not occur: it only happens with my own profile. Not been able to figure it out so far, and I've tried disabling all of my extensions, which didn't work.
EDIT: I am on Linux, rather than Windows, but the issue seems to happen on both operating systems.
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Do you use Vivaldi Mail/Calendar/Feeds?
In the past here was a issue with Vivaldi Mail client in 6.1 Stables.
For a test: disabling Vivaldi Mail in settings solved it.But i can not check, i do not use Vivaldi Mail client.
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@DoctorG Disabling Mail/Calender/Feeds fixed the issue, though I had to close and restart Vivaldi in order for the high CPU usage to disappear.
Seeing as the problem seemed to be sucking up all the power on one CPU core, it makes me wonder if the problem was a thread getting caught in an infinite loop or something.
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@zauberin I thought such Vivaldi Mail issue was fixed in a 6.1 Stable before. Strange.
//edit: I tried to ask internally, but it is late and no dev in cat of office anymore.
Sadly you have to wait until the next days. -
@DoctorG said in High CPU usage after update 6.2.3105.45:
Do you use Vivaldi Mail/Calendar/Feeds?
In the past here was a issue with Vivaldi Mail client in 6.1 Stables.
For a test: disabling Vivaldi Mail in settings solved it.But i can not check, i do not use Vivaldi Mail client.
Yes!
Unchecking the checkbox:
"Enable mail, calendar and RSS feeds"
Solved the problem.But it was not known what caused it (email, calendar or RSS feeds). So after deleting the RSS Feed that I had saved, the CPU usage was back to normal
I don't know if it's the fault of too frequent refreshing (I had it set to 5 minutes) or the RSS function at all, but since I don't follow any channel - the problem doesn't occur anymore.
Thank you all for your help
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@Nova1112 Ah, it was a RSS feed causing this and you deleted the feed subscription?
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@Nova1112 Can you tell the URL of the feed, for a test if that happens to me, too? If yes, i would report that as a bug internally.
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@DoctorG It's a personalized link that I don't want to share on the forum, I'll send it to you in chat.
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@Nova1112 The feed is ok and i could not see any issue with Vivaldi Mail in 6.2 Stable. All ok, no high CPU usage.
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I was facing the same problem. I realised that I have a very high CPU usage from Vivaldi. Firstly I though it could be that i have several tabs open, but that wasn't the problem. The problem was that I have a RSS feed. I tried deleting it from Vivaldi's settings and now it works perfectly, as usual.
The RSS feed was this one, but I think the problem would be with any feed: https://stajvalencia.blogspot.com/feeds/posts/default