[請問] Google Chrome /flags

作者: a2914436 (K)   2026-03-01 21:47:34
因為是Windows 7所以Chrome瀏覽器最後更新版本為109.0.5414.149
以下先分享//gpu資料,請教的問題則打在最下面~因為圖鴨開不了只好刪除連結。
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
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
disable_accelerated_vp8_decode
disable_accelerated_vp9_decode
disable_delayed_copy_nv12
disable_direct_composition
disable_dxgi_zero_copy_video
disable_vp_super_resolution
enable_webgl_timer_query_extensions
exit_on_context_lost
disabled_extension_GL_KHR_blend_equation_advanced
disabled_extension_GL_KHR_blend_equation_advanced_coherent
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
Direct composition flashes black initially on Win <10: 588588
Applied Workarounds: disable_direct_composition
Zero copy DXGI video hangs on shutdown on Win < 8.1: 621190
Applied Workarounds: disable_dxgi_zero_copy_video
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
VPx decoding isn't supported well before Windows 10 creators update.: 616318,
667532
Applied Workarounds: disable_accelerated_vp8_decode,
disable_accelerated_vp9_decode
Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
Applied Workarounds: disable_delayed_copy_nv12
Expose WebGL's disjoint_timer_query extensions on platforms with site
isolation: 808744, 870491
Applied Workarounds: enable_webgl_timer_query_extensions
VP8 decoding crashes before Windows 10 Fall Creators Update.: 1094840
Applied Workarounds: disable_accelerated_vp8_decode
Only enable video processor super resolution on Intel Gen10+ GPUs and NVIDIA
GPUs with 530+ drivers: 1318380
Applied Workarounds: disable_vp_super_resolution
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
disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled
On some GPUs, program binaries don't contain transform feedback varyings
emulatePixelLocalStorage (Frontend features) anglebug:7279: Disabled: false
Emulate ANGLE_shader_pixel_local_storage using shader images
enableCaptureLimits (Frontend features) anglebug:5750: Disabled
Set the context limits like frame capturing was enabled
enableCompressingPipelineCacheInThreadPool (Frontend workarounds)
anglebug:4722: Disabled: false
Enable compressing pipeline cache in thread pool.
enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled
Even if FrameCapture is enabled, enable GL_OES_get_program_binary
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
scalarizeVecAndMatConstructorArgs (Frontend workarounds) 1165751: Disabled:
false
Always rewrite vec/mat constructors to be consistent
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:
Disabled: 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.
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
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): Enabled:
!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> Vulkan backend - NVIDIA GeForce GTX 1650
[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.
disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on
API entry points or parameter combinations that aren't considered secure yet.
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
pipeline-statistics-query
timestamp-query
timestamp-query-inside-passes
depth-clip-control
depth32float-stencil8
indirect-first-instance
rg11b10ufloat-renderable
dawn-internal-usages
dawn-native
<CPU> Vulkan backend - SwiftShader Device (Subzero)
[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.
disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on
API entry points or parameter combinations that aren't considered secure yet.
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
dawn-internal-usages
dawn-native
Version Information
Data exported
2026-03-01T03:15:36.432Z
Chrome version
Chrome/109.0.5414.149
Operating system
Windows NT 6.1.7601 SP1
Software rendering list URL
https://chromium.googlesource.com/chromium/src/+/410553390b8f73c1e108d520f518b
54
Driver bug list URL
https://chromium.googlesource.com/chromium/src/+/410553390b8f73c1e108d520f518b
54
ANGLE commit id
aa63ea230e0c
2D graphics backend
Skia/109 cb1329a7ab0fa07ff2d9e85a51af8578a1db0e9a
Command Line
"C:\Users\admin\AppData\Local\Google\Chrome\Application\chrome.exe"
作者: shokotan (しょこたん)   2026-03-02 06:00:00
電腦系統可以先升級安裝成Windows 11
作者: yeeouo (林翔)   2026-03-02 08:34:00
升win10吧 別升win11

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