WebGL disabled or unavailable

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!):


On the WebGL page:

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)

Additional Information:

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.

Does this work? https://webglsamples.org/blob/blob.html

What graphics card are you using @Merilicious ? also what does brave://gpu show?

I have an ATI Radeon 3000, this is the copy of brave://gpu

Graphics Feature Status

  • Canvas: Hardware accelerated
  • Flash: Hardware accelerated
  • Flash Stage3D: Hardware accelerated
  • Flash Stage3D Baseline profile: Hardware accelerated
  • Compositing: Hardware accelerated
  • Multiple Raster Threads: Enabled
  • Out-of-process Rasterization: Unavailable
  • Hardware Protected Video Decode: Unavailable
  • Rasterization: Unavailable
  • Skia Renderer: Disabled
  • Video Decode: Unavailable
  • Viz Display Compositor: Enabled
  • Viz Hit-test Surface Layer: Enabled
  • WebGL: Hardware accelerated
  • WebGL2: Hardware accelerated

Driver Bug Workarounds

  • clear_uniforms_before_first_program_use
  • decode_encode_srgb_for_generatemipmap
  • disable_delayed_copy_nv12
  • disable_direct_composition
  • disable_direct_composition_video_overlays
  • disable_discard_framebuffer
  • disable_dxgi_zero_copy_video
  • disable_nv12_dxgi_video
  • disable_vp_scaling
  • exit_on_context_lost
  • force_cube_complete
  • scalarize_vec_and_mat_constructor_args
  • disabled_extension_GL_KHR_blend_equation_advanced
  • disabled_extension_GL_KHR_blend_equation_advanced_coherent

Problems Detected

  • 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

Version Information

Data exported 2020-01-06T10:37:29.005Z
Chrome version Chrome/79.0.3945.88
Operating system Windows NT 10.0.18363
Software rendering list URL https://chromium.googlesource.com/chromium/src/+/c2a58a36b9411c80829b4b154bfcab97e581f1f3/gpu/config/software_rendering_list.json
Driver bug list URL https://chromium.googlesource.com/chromium/src/+/c2a58a36b9411c80829b4b154bfcab97e581f1f3/gpu/config/gpu_driver_bug_list.json
ANGLE commit id 48aa52f7305a
2D graphics backend Skia/79 64f0af0f6548f7b8c45e7e3b2630e34deb04c1aa
Command Line “C:\Program Files (x86)\BraveSoftware\Brave-Browser\Application\brave.exe” --enable-dom-distiller --disable-domain-reliability --no-pings --extension-content-verification=enforce_strict --extensions-install-verification=enforce --enable-oop-rasterization=Enabled --sync-url=https://no-thanks.invalid --enable-features=PasswordImport,SimplifyHttpsIndicator,WebUIDarkMode --disable-features=AutofillServerCommunication,WebXR,NotificationTriggers,LookalikeUrlNavigationSuggestionsUI,AudioServiceOutOfProcess,SmsReceiver,UnifiedConsent,WebXrGamepadModule,AllowPopupsDuringPageUnload,SyncUSSBookmarks --flag-switches-begin --enable-webgl-draft-extensions --enable-webgl2-compute-context --flag-switches-end --enable-audio-service-sandbox --disable-webrtc-apm-in-audio-service

Driver Information

Initialization time 30502
In-process GPU false
Passthrough Command Decoder true
Sandboxed true
GPU0 VENDOR= 0x1002, DEVICE=0x9616, SUBSYS=0x83881043, REV=0 ACTIVE
GPU1 VENDOR= 0x1414, DEVICE=0x008c
Optimus false
AMD switchable false
Desktop compositing Aero Glass
Direct composition false
Supports overlays false
YUY2 overlay support NONE
NV12 overlay support NONE
Diagonal Monitor Size of \.\DISPLAY1 21.9"
Driver D3D12 feature level Not supported
Driver Vulkan API version Not supported
Driver vendor ANGLE
Driver version 8.17.10.1129
GPU CUDA compute capability major version 0
Pixel shader version 4.0
Vertex shader version 4.0
Max. MSAA samples 4
Machine model name
Machine model version
GL_VENDOR Google Inc.
GL_RENDERER ANGLE (ATI Radeon 3000 Graphics Direct3D11 vs_4_0 ps_4_0)
GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.0.48aa52f7305a)
GL_EXTENSIONS GL_ANGLE_base_vertex_base_instance 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_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_lose_context 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_multisampled_render_to_texture 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_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_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_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_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_3D 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
Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
Disabled WebGL Extensions
Window system binding vendor Google Inc. (adapter LUID: 0000000000007954)
Window system binding version 1.4 (ANGLE 2.1.0.48aa52f7305a)
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_ANGLE_windows_ui_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_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible
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, 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

Compositor Information

Tile Update Mode One-copy
Partial Raster Enabled

GpuMemoryBuffers Status

R_8 Software only
R_16 Software only
RG_88 Software only
BGR_565 Software only
RGBA_4444 Software only
RGBX_8888 GPU_READ, SCANOUT
RGBA_8888 GPU_READ, SCANOUT
BGRX_8888 Software only
BGRX_1010102 Software only
RGBX_1010102 Software only
BGRA_8888 Software only
RGBA_F16 Software only
YVU_420 Software only
YUV_420_BIPLANAR Software only
P010 Software only

Display(s) Information

Info Display[2528732444] bounds=[0,0 1680x1050], workarea=[0,0 1680x1010], scale=1, external.
Color space information {primaries_d50_referred: [[0.6469, 0.3373], [0.2889, 0.5932], [0.1478, 0.0912]], transfer:IEC61966_2_1, matrix:RGB, range:FULL}
SDR white level in nits 80
Bits per color component 8
Bits per pixel 24
Refresh Rate in Hz 59

Video Acceleration Information

Encode h264 baseline 0x0 to 3840x2176 pixels, and/or 30.000 fps
Encode h264 main 0x0 to 3840x2176 pixels, and/or 30.000 fps
Encode h264 high 0x0 to 3840x2176 pixels, and/or 30.000 fps

Diagnostics

0

b3DAccelerationEnabled true


b3DAccelerationExists true
bAGPEnabled true
bAGPExistenceValid true
bAGPExists true
bCanRenderWindow true
bDDAccelerationEnabled true
bDriverBeta false
bDriverDebug false
bDriverSigned false
bDriverSignedValid false
bNoHardware false
dwBpp 32
dwDDIVersion 10
dwHeight 1050
dwRefreshRate 59
dwWHQLLevel 0
dwWidth 1680
iAdapter 0
lDriverSize 1094024
lMiniVddSize 0
szAGPStatusEnglish Enabled
szAGPStatusLocalized Ingeschakeld
szChipType ATI display adapter (0x9616)
szD3DStatusEnglish Enabled
szD3DStatusLocalized Ingeschakeld
szDACType Internal DAC(400MHz)
szDDIVersionEnglish 10
szDDIVersionLocalized 10
szDDStatusEnglish Enabled
szDDStatusLocalized Ingeschakeld
szDXVAHDEnglish Not Supported
szDXVAModes ModeMPEG2_A ModeMPEG2_C
szDescription ATI Radeon 3000 Graphics
szDeviceId 0x9616
szDeviceIdentifier {D7B71EE2-D556-11CF-9A77-82A3BEC2C535}
szDeviceName \.\DISPLAY1
szDisplayMemoryEnglish 3063 MB
szDisplayMemoryLocalized 3063 MB
szDisplayModeEnglish 1680 x 1050 (32 bit) (59Hz)
szDisplayModeLocalized 1680 x 1050 (32 bit) (59Hz)
szDriverAssemblyVersion 8.970.100.9001
szDriverAttributes Final Retail
szDriverDateEnglish 13-1-2015 01:00:00
szDriverDateLocalized 1/13/2015 01:00:00
szDriverLanguageEnglish English
szDriverLanguageLocalized Engels
szDriverModelEnglish WDDM 1.1
szDriverModelLocalized WDDM 1.1
szDriverName aticfx64.dll,aticfx64.dll
szDriverNodeStrongName oem19.inf:cb0ae414ef000d8d:ati2mtag_RS780:8.970.100.9001:pci\ven_1002&dev_9616
szDriverSignDate Unknown
szDriverVersion 8.17.0010.1129
szKeyDeviceID Enum\PCI\VEN_1002&DEV_9616&SUBSYS_83881043&REV_00
szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video{783AE0EA-C912-11E9-A26C-F373580315EC}\0000
szManufacturer Advanced Micro Devices, Inc.
szMiniVdd Onbekend
szMiniVddDateEnglish Unknown
szMiniVddDateLocalized Onbekend
szMonitorMaxRes Unknown
szMonitorName Dell 2208WFP(Analog)
szNotesEnglish No problems found.
szNotesLocalized Geen problemen gevonden.
szOverlayEnglish Not Supported
szRankOfInstalledDriver 00D72001
szRegHelpText Unknown
szRevision Unknown
szRevisionId 0x0000
szSubSysId 0x83881043
szTestResultD3D7English Not run
szTestResultD3D7Localized Niet uitgevoerd
szTestResultD3D8English Not run
szTestResultD3D8Localized Niet uitgevoerd
szTestResultD3D9English Not run
szTestResultD3D9Localized Niet uitgevoerd
szTestResultDDEnglish Not run
szTestResultDDLocalized Niet uitgevoerd
szVdd Onbekend
szVendorId 0x1002

Log Messages

  • GpuProcessHost: The unsandboxed GPU process exited normally. Everything is okay.
  • [9320:5520:0106/110400.409:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.409:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.410:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.410:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.410:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.410:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.411:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.411:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.411:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.411:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.412:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.412:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.413:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.413:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.413:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.413:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.419:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.419:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.420:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.420:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.439:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.439:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.440:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.440:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.440:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.440:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.441:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.441:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.441:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.441:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.442:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.442:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.443:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.443:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.443:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.443:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.444:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.444:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.444:WARNING:angle_platform_impl.cc(52)] : insertMessage(180): GL error: HIGH: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/110400.444:ERROR:gl_utils.cc(325)] : [.WebGL-0000029EB82EAB80] GL_INVALID_OPERATION: Internal D3D11 error: HRESULT: 0x80070057: Error allocating Texture2D
  • [9320:5520:0106/113640.433:WARNING:ipc_message_attachment_set.cc(49)] : MessageAttachmentSet destroyed with unconsumed attachments: 0/1
  • GpuProcessHost: The unsandboxed GPU process exited normally. Everything is okay.

Looking at this: https://community.amd.com/thread/195729

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?

This might help: https://forums.sketchup.com/t/sorry-we-encountered-a-problem-with-your-web-browsers-webgl-support/46024

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 would try installing the latest gfx drivers.

Also enable brave://flags/ search for webgl and click enable. re-launch the browser.

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?

Maybe see https://windowsreport.com/browser-doesnt-support-webgl/ (see point 5.) Though I’m running out of ideas…

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!

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Quick update: WebGL in Chrome just stopped working for me as well so I guess I’m up for a new(er) graphics card :slight_smile:
Thanks again for your help!!

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