Description of the issue:
When loading Candy Crush (all three separate games) it shows “We cannot run WebGL, please make sure that you have the latest drivers for your graphics card. Please visit WebGL (link) to get more information on how to enable it.”
Steps to Reproduce (add as many as necessary): 1. 2. 3.
*Open Brave browser
*Go to facebook.com
*Start Candy Crush (Saga, Soda Saga, Jelly Saga)
*See notification that WebGL cannot be run.
Actual Result (gifs and screenshots are welcome!):
Expected result:
For the game to run / WebGL to be available
Reproduces how often:
Every time I try to launch the game
Operating System and Brave Version(See the About Brave page in the main menu):
Windows 10 pro version 1909 build 18363.535
Brave version 1.1.23 Chromium: 79.0.3945.88 (Official Build) (64-bit)
Just to be clear: I’ve tried searching for the issue, tried enabling WebGL under brave://flags etc. , enabled WebGL in Chrome and Vivaldi as well just to be sure, nothing.
Updated my system, checked for latest graphics card drivers, didn’t make a difference.
Games do work in Chrome and Vivaldi, it’s only a problem in Brave.
Accelerated video decode interferes with GPU sandbox on certain AMD drivers: [298968] Disabled Features: accelerated_video_decode
GPU rasterization should only be enabled on NVIDIA and Intel and AMD RX-R2 GPUs with DX11+ or any GPU using ANGLE’s GL backend.: [643850] Disabled Features: gpu_rasterization
Protected video decoding with swap chain is for Windows and Intel only Disabled Features: protected_video_decode
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
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
Framebuffer discarding can hurt performance on non-tilers: [570897] Applied Workarounds: disable_discard_framebuffer
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
Zero-copy DXGI video hangs or displays incorrect colors on AMD drivers: [623029] Applied Workarounds: disable_dxgi_zero_copy_video
NV12 DXGI video displays incorrect colors on older AMD drivers: [644293] Applied Workarounds: disable_nv12_dxgi_video
Direct composition path is buggy on certain AMD devices/drivers: [800950] Applied Workarounds: disable_direct_composition
Hardware overlays result in black videos on non-Intel GPUs: [932879] Applied Workarounds: disable_direct_composition_video_overlays
Delayed copy NV12 causes crashes on GPU main thread when DXVA video decoder runs on another thread: [983787] Applied Workarounds: disable_delayed_copy_nv12
Don’t use video processor scaling on non-Intel GPUs.: [993233] Applied Workarounds: disable_vp_scaling
ANGLE Features
disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled On some GPUs, program binaries don’t contain transform feedback varyings
lose_context_on_out_of_memory (Frontend workarounds): Enabled: true Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
scalarize_vec_and_mat_constructor_args (Frontend workarounds) [398694]: Enabled: true Always rewrite vec/mat constructors to be consistent
sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled On some drivers TexImage sometimes seems to interact with the Framebuffer
add_dummy_texture_no_render_target (D3D workarounds) [anglebug:2152]: Disabled: isIntel && capsVersion < IntelDriverVersion(4815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior
allow_clear_for_robust_resource_init (D3D workarounds) [941620]: Disabled: false Some drivers corrupt texture data when clearing for robust resource initialization.
call_clear_twice (D3D workarounds) [655534]: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4771) Using clear() may not take effect
depth_stencil_blit_extra_copy (D3D workarounds) [anglebug:1452]: Disabled Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
disable_b5g6r5_support (D3D workarounds): Enabled: (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
emulate_isnan_float (D3D workarounds) [650547]: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4542) Using isnan() on highp float will get wrong answer
emulate_tiny_stencil_textures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren’t sampled correctly
expand_integer_pow_expressions (D3D workarounds): Enabled: true The HLSL optimizer has a bug with optimizing ‘pow’ in certain integer-valued expressions
flush_after_ending_transform_feedback (D3D workarounds): Disabled: 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
force_atomic_value_resolution (D3D workarounds) [anglebug:3246]: Disabled: isNvidia On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
get_dimensions_ignores_base_level (D3D workarounds): Disabled: isNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
mrt_perf_workaround (D3D workarounds): Enabled: true Some drivers have a bug where they ignore null render targets
pre_add_texel_fetch_offsets (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
rewrite_unary_minus_operator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders
select_view_in_geometry_shader (D3D workarounds): Enabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
set_data_faster_than_image_upload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell) Set data faster than image upload
skip_vs_constant_register_zero (D3D workarounds): Disabled: isNvidia In specific cases the driver doesn’t handle constant register zero correctly
use_instanced_point_sprite_emulation (D3D workarounds): Disabled: isFeatureLevel9_3 Some D3D11 renderers do not support geometry shaders for pointsprite emulation
use_system_memory_for_constant_buffers (D3D workarounds) [593024]: Disabled: isIntel Copying from staging storage to constant buffer storage does not work
zero_max_lod (D3D workarounds): Disabled: isFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture
gfx::BufferFormats supported for allocation and texturing
R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRX_1010102: not supported, RGBX_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported
The Radeon 3000 graphics are quite old, and do not meet the minimum requirements for Windows 10. There are avilable drivers from Microsoft that will provide basic web surfing...these must be obtained through Windows Update
Looking at the Problems Detected Seems Chrome/Brave has issues trying to do hardware rendering.
Just to confirm, you have “Hardware Rendering” in the Brave Settings?
I know I don’t have the newest of the new when it comes to my pc, but up until a week ago everything worked fine, and in my other browsers (Chrome, Vivaldi - I even downloaded Edge and FireFox to check and they also work fine) there is no problem whatsoever with playing the games or the other sites to see if WebGL works. It’s literally only in Brave.
I don’t know where to look for ‘Hardware Rendering’ in the Brave settings, sorry. I found hardware acceleration, which is on.
I’ll go check the links you provided, thank you!!
I already enabled both flags for WebGL, that didn’t make a difference.
The problem I’m having with installing drivers for the graphics card specifically is that that caused a problem in the past: pc would randomly shut down or reboot because the drivers for the card from the manufacturer conflicted with the Windows 10 drivers. So I guess my graphics card runs on just the Windows drivers?
I appreciate all the help, it’s not the worst thing in the world if I can’t play certain games anymore (I mean it’s Candy Crush ffs haha) but would this also cause other problems eventually? I don’t do a whole lot with my computer, just work on a website which doesn’t use graphics and on a website where Flash is used (soon changing to something else) but from what I understand this WebGL issue wouldn’t affect that, right?
Again, thank you for all the help; it’s sincerely appreciated!