Falling back to basic compositing on Nightly
Categories
(Core :: Graphics, defect, P3)
Tracking
()
Tracking | Status | |
---|---|---|
firefox70 | --- | wontfix |
People
(Reporter: birtles, Unassigned)
References
Details
Attachments
(1 file)
(deleted),
image/png
|
Details |
I'm not even sure where to begin bisecting this. On current Nightly I get the following situation:
Graphics
--------
Features
Compositing: Basic
Asynchronous Pan/Zoom: wheel input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabled
WebGL 1 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001823d) EGL_VERSION: 1.4 (ANGLE 2.1.0.b0a9c45400d2) EGL_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_EXT_device_query 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_flexible_surface_compatibility 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_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_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context
WebGL 1 Driver Renderer: Google Inc. -- ANGLE (NVIDIA Quadro M2000 Direct3D11 vs_5_0 ps_5_0)
WebGL 1 Driver Version: OpenGL ES 2.0 (ANGLE 2.1.0.b0a9c45400d2)
WebGL 1 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order 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_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_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint 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 OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture
WebGL 1 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_disjoint_timer_query EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_filter_anisotropic OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context
WebGL 2 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001823d) EGL_VERSION: 1.4 (ANGLE 2.1.0.b0a9c45400d2) EGL_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_EXT_device_query 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_flexible_surface_compatibility 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_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_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context
WebGL 2 Driver Renderer: Google Inc. -- ANGLE (NVIDIA Quadro M2000 Direct3D11 vs_5_0 ps_5_0)
WebGL 2 Driver Version: OpenGL ES 3.0 (ANGLE 2.1.0.b0a9c45400d2)
WebGL 2 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_copy_texture_3d GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order 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_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source 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_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint 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_OVR_multiview2 OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture
WebGL 2 Extensions: EXT_color_buffer_float EXT_disjoint_timer_query EXT_float_blend EXT_texture_compression_bptc EXT_texture_filter_anisotropic OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context
Direct2D: true
Off Main Thread Painting Enabled: true
Off Main Thread Painting Worker Count: 4
Target Frame Rate: 60
DirectWrite: true (10.0.18362.239)
GPU #1
Active: Yes
Description: NVIDIA Quadro M2000
Vendor ID: 0x10de
Device ID: 0x1430
Driver Version: 23.21.13.9077
Driver Date: 1-23-2018
Drivers: C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumdx.dll C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumd.dll,C:\Windows\System32\DriverStore\FileRepository\nvlw.inf_amd64_e81fbf92fa4539ee\nvldumd.dll
Subsys ID: 119010de
RAM: 4096
Diagnostics
AzureCanvasBackend: direct2d 1.1
AzureCanvasBackend (UI Process): skia
AzureContentBackend: direct2d 1.1
AzureContentBackend (UI Process): skia
AzureFallbackCanvasBackend (UI Process): none
CMSOutputProfile: [snip]
GPUProcessPid: 4292
GPUProcess: Terminate GPU Process
Device Reset: Trigger Device Reset
ClearType Parameters: Gamma: 1.8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50
Decision Log
WEBRENDER:
opt-in by default: WebRender is an opt-in feature
available by user: Qualified in release
unavailable by runtime: WebRender initialization failed
ADVANCED_LAYERS:
failed by runtime: Failed initializing MLGDeviceD3D11
Failure Log
(#0) Error: Failed to connect WebRenderBridgeChild.
(#4): GP+[GFX1-]: [D3D11] CreateInputLayout failed: 0x887a0005
(#5): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#6): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
(#7): CP+[GFX1-]: Failed to connect WebRenderBridgeChild.
(#8): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#9): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
(#10): CP+[GFX1-]: Failed to connect WebRenderBridgeChild.
(#11): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#12): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
(#13): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#14): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
(#15): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#16): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
(#17): GP+[GFX1-]: [D3D11] failed to get compositor device attachments
(#18): GP+[GFX1-]: [D3D11] Failed to init compositor with reason: FEATURE_FAILURE_D3D11_INPUT_LAYOUT
I went back to the last point where I was getting advanced layers and bisected that regression which pointed to bug 1547775, but apparently that was fixed in bug 1555098.
I thought I'd try to bisect the Failed initializing MLGDeviceD3D11
failure but going back to a build from earlier this month I get errors like the following instead:
Decision Log
HW_COMPOSITING:
blocked by runtime: GPU Process is disabled, fallback to software solution.
D3D11_COMPOSITING:
blocked by runtime: GPU Process is disabled, fallback to software solution.
DIRECT2D:
blocked by runtime: GPU Process is disabled, fallback to software solution.
GPU_PROCESS:
failed by runtime: GPU processed experienced too many device resets
WEBRENDER:
opt-in by default: WebRender is an opt-in feature
available by user: Qualified enabled by pref
unavailable by runtime: WebRender initialization failed
ADVANCED_LAYERS:
broken by env: Failed to render sanity test
unavailable by runtime: Advanced-layers requires a D3D11 device
Failure Log
(#0) Error: Failed to connect WebRenderBridgeChild.
(#19): GP+[GFX1-]: D3D11 swap chain preset failed 0x887a0005
(#20): GP+[GFX1-]: [CompositorD3D11] device removed with error code: 0x887a0005, 0x887a0020, 0
(#21): GP+[GFX1-]: GFX: D3D11 skip BeginFrame with device-removed.
(#22): GP+[GFX1-]: D3D11 swap chain preset failed 0x887a0005
(#23): GP+[GFX1-]: [CompositorD3D11] device removed with error code: 0x887a0005, 0x887a0020, 0
(#24): GP+[GFX1-]: GFX: D3D11 skip BeginFrame with device-removed.
(#25): GP+[GFX1-]: D3D11 swap chain preset failed 0x887a0005
(#26): GP+[GFX1-]: [CompositorD3D11] device removed with error code: 0x887a0005, 0x887a0020, 0
(#27): GP+[GFX1-]: GFX: D3D11 skip BeginFrame with device-removed.
(#28) Error: GPU processed experienced too many device resets
(#29) Error: Compositors might be mixed (3,1)
(#30) Error: Receive IPC close with reason=AbnormalShutdown
(#31): CP+[GFX1-]: Receive IPC close with reason=AbnormalShutdown
(#32): CP+[GFX1-]: Receive IPC close with reason=AbnormalShutdown
(#33): CP+[GFX1-]: Receive IPC close with reason=AbnormalShutdown
When I try to run the ProfileManager to create a clean profile and see if the Failed initializing MLGDeviceD3D11
failure in today's Nightly has something to do with my current profile the ProfileManager window just renders completely blank.
This is on a desktop ThinkStation P710 with NVIDIA Quadro M2000 and external monitor running Win 10 Pro.
At one point Jeff suggested my computer is broken but I haven't experienced any other symptoms like that. Everything renders fine and I have reinstalled Windows from scratch only 3~4 weeks ago.
Maybe when Sotaro comes in next he can help me have a look.
Reporter | ||
Comment 1•5 years ago
|
||
This is what I see when I run c:\Program Files\Firefox Nightly\firefox.exe -ProfileManager
Comment 2•5 years ago
|
||
I went back to the last point where I was getting advanced layers and bisected that regression which pointed to bug 1547775, but apparently that was fixed in bug 1555098.
Yea, it looks very similar to bug 1555098. It seems that graphic driver is more unstable than a PC of bug 1555098.
Updated•5 years ago
|
Comment 3•5 years ago
|
||
:birtles, was the nightly latest one? Bug 1562847 also addressed a similar problem.
Updated•5 years ago
|
Comment 4•5 years ago
|
||
(In reply to Sotaro Ikeda [:sotaro] from comment #3)
:birtles, was the nightly latest one? Bug 1562847 also have a fix for a similar problem.
Sorry, you already uses latest nightly. There was a comment about it.
Updated•5 years ago
|
Updated•5 years ago
|
Reporter | ||
Comment 5•5 years ago
|
||
I looked into this with Sotaro's help it turns out the driver was old since this was a fresh re-install of Windows without also installing the Lenovo support utilities. With the new driver it renders with WebRender without a problem.
Interestingly, prior to updating the driver, if I force disable WebRender then advanced layers works (there is one device reset due to double-buffering failing, but after that it works). I'm not sure if it's expected that for users with old drivers failing WebRender falls back to basic compositing instead of advanced layers? If so, then feel free to close this bug.
Updated•5 years ago
|
Comment 7•5 years ago
|
||
Sotaro, do you know if Brian still has this issue?
Comment 8•5 years ago
|
||
(In reply to Jessie [:jbonisteel] plz needinfo from comment #7)
Sotaro, do you know if Brian still has this issue?
As in Comment 5, since he updated graphic driver, the problem does not happen on his PC.
The bug is kept open by comment 6. It was unexpected that gecko fallback from WR to Basic in an old driver. In this case, it should be fallback to D3D Compositor. From the log, trying WR seemed to make the graphic driver unstable and caused device reset, then the device reset caused to fail D3D compositor. Then only thing that we could do seem like to block WR for the driver.
:jrmuizel, what we want to do in this bug?
Comment 9•3 years ago
|
||
Description
•