Description
Describe the problem
Application window renders with the logo in centre but then hangs.
To reproduce
Using any method (GUI or shell) invoke arduino-ide
.
I tried latest zip, AppImage and overnight zip/AppImage builds
Expected behavior
I'd expect the ide to open and load the last opened code
Arduino IDE version
2.3.2
Operating system
Linux
Operating system version
Operating System: openSUSE Tumbleweed 20240823 KDE Plasma Version: 6.1.4 KDE Frameworks Version: 6.5.0 Qt Version: 6.7.2 Kernel Version: 6.10.5-1-default (64-bit) Graphics Platform: Wayland Processors: 32 × 13th Gen Intel® Core™ i9-13900K Memory: 62.6 GiB of RAM Graphics Processor: AMD Radeon RX 6650 XT Manufacturer: Gigabyte Technology Co., Ltd. Product Name: Z790 AORUS ELITE AX
Additional context
Looks like someone has a similar issue on Fedora in #2458
The fault does not occur if Arduino IDE is invoked with the --disable-gpu
flag.
The following is from bash stdOut - it's probably truncated by the line buffer size (attached file seems different but it's stdOut, piped to a text file (could just be the truncated start of stdOut)
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.520762:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.521005:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.521200:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.537301:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.537547:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.537821:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.538066:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.554180:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.554398:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.554629:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.554823:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.570869:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.571081:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.571315:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.571514:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.588621:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.588857:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195547.589110:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
^CisTempSketch: false. Input was /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
Marking workspace as a closed sketch. Workspace URI: file:///home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving. Date: 1724784948113.
isTempSketch: false. Input was /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
Marking workspace as a closed sketch. Workspace URI: file:///home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving. Date: 1724784948147.
Update for version 2.3.2 is not available (latest version: 2.3.2, downgrade is allowed).
[168820:0827/195548.151248:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
Closing channel on service path '/services/electron-window'.
Closing channel on service path '/services/ide-updater'.
[168820:0827/195548.151716:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
mediump vec4 outputColor_S0 = vcolor_S0;
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
[168820:0827/195548.152161:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
// Fragment GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0 = vec4(1.0);
highp vec2 texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
{
sk_FragColor = outputColor_S0;
}
}
Errors:
link failed but did not provide an info log
Storing the sketch as a workspace root: </home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving>.
Skipped storing sketch as workspace root. Already visited: </home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving>.
Stored workspaces roots: /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
No sketches were scheduled for deletion.
Forum discussion: https://forum.arduino.cc/t/opensuse-tumbleweed-kde-wayland-plasma6-ide2-fails-to-start/1295045
Additional reports
- Arduino IDE launches blank, reports Skia shader compilation error #2630
- IDE window only contains flashing black and white rectangles #2652
- IDE starts but windows is flashing white and black flathub/cc.arduino.IDE2#100
- Does not open, flickering flathub/cc.arduino.IDE2#106
- https://forum.arduino.cc/t/arduino-ide-2-3-2-blank-window-after-linux-os-update/1238705
- https://forum.arduino.cc/t/chromebook-linux-crostini-window-flickers-no-image/1257333
- https://forum.arduino.cc/t/arduino-ide-2-3-3-blank-screen/1310824/14
- https://forum.arduino.cc/t/arduino-ide-2-3-3-blank-window-after-linux-os-update/1311246
- https://forum.arduino.cc/t/huge-problem-with-ide-flickering-arduino-is-unusable/1357249
Related
- Window goes blank, sometime becomes white with no text with the exception of the window pane flathub/cc.arduino.IDE2#102
- Arduino IDE v2.3.4 Linux Mint 22 after upgarde doesn't starting anymore... #2610
Issue checklist
- I searched for previous reports in the issue tracker
- I verified the problem still occurs when using the latest nightly build
- My report contains all necessary details