I have a new Microsoft Surface 4 and I'm struggling to get WebGL to work in Chrome. It works fine in Microsoft Edge or Internet Explorer, but Chrome simply fails.
If I go to http://get.webgl.org, I get this message in Edge:
Your browser supports WebGL
However, it indicates that support is experimental; Not all WebGL functionality may be supported, and content may not run as expected.
I also see the little spinning cube to show that WebGL is working.
If I go to that same page in Chrome, I get this:
Hmm. While your browser seems to support WebGL, it is disabled or unavailable. If possible, please ensure that you are running the latest drivers for your video card
I've scoured the web trying to find out why this would not work in Chrome but I've not had any luck. If I go to chrome://gpu, this is what I see:
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 Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Rasterization: Software only. Hardware acceleration disabled Video Decode: Hardware accelerated Video Encode: Hardware accelerated WebGL: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use disable_discard_framebuffer exit_on_context_lost force_cube_complete msaa_is_slow scalarize_vec_and_mat_constructor_args texsubimage_faster_than_teximage Problems Detected Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost TexSubImage is faster for full uploads on ANGLE Applied Workarounds: texsubimage_faster_than_teximage 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 On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565 Applied Workarounds: msaa_is_slow Framebuffer discarding can hurt performance on non-tilers: 570897 Applied Workarounds: disable_discard_framebuffer Accelerated rasterization has been disabled, either via about:flags or command line. Disabled Features: rasterization Native GpuMemoryBuffers have been disabled, either via about:flags or command line. Disabled Features: native_gpu_memory_buffers Version Information Data exported 6/29/2016, 1:49:01 PM Chrome version Chrome/51.0.2704.106 Operating system Windows NT 10.0 Software rendering list version 10.18 Driver bug list version 8.66 ANGLE commit id 1a1b30c37e13 2D graphics backend Skia Command Line Args --flag-switches-begin --flag-switches-end
Any time I find guides that explain the various flags that need to be set in Chrome to enable WebGL, I find that I already have them all set appropriately.
For reference, here are my versions:
- Edge: 25.10586.0.0
- IE: 11.306.10586.0
- Chrome: 51.0.2704.106 m
My video card is Intel Iris Graphics 540 with up-to-date driver (v18.104.22.16809).
Any bright ideas from the community?