Bug 500637 - "About this System" Crashes on Wayland Without NVIDIA Driver Installed (Optimus Laptop - Intel GPU)
Summary: "About this System" Crashes on Wayland Without NVIDIA Driver Installed (Optim...
Status: ASSIGNED
Alias: None
Product: kinfocenter
Classification: Applications
Component: general (other bugs)
Version First Reported In: 6.3.1
Platform: Compiled Sources Linux
: NOR crash
Target Milestone: ---
Assignee: Plasma Bugs List
URL:
Keywords: drkonqi, regression, wayland-only
Depends on:
Blocks:
 
Reported: 2025-02-23 20:50 UTC by Yiannis
Modified: 2025-07-11 14:10 UTC (History)
6 users (show)

See Also:
Latest Commit:
Version Fixed In:
Sentry Crash Report:


Attachments

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Description Yiannis 2025-02-23 20:50:40 UTC
Application: systemsettings (6.3.1)
 (Compiled from sources)
ApplicationNotResponding [ANR]: false
Qt Version: 6.8.2
Frameworks Version: 6.11.0
Operating System: Linux 6.12.16 x86_64
Windowing System: Wayland
Distribution: Slackware 15.0 x86_64 (post 15.0 -current)
DrKonqi: 6.3.1 [KCrashBackend]

-- Information about the crash:
15/20 times I m trying to open "About this system"  system settings crash. 
Desktop: KDE Plasma v: 6.3.1 KDE Frameworks 6.11.0 Distro: Slackware 15.0+

The crash can be reproduced every time.

-- Backtrace:
Application: System Settings (systemsettings), signal: Segmentation fault

[KCrash Handler]
#6  0x00007f9404fea9a0 in ??? () at /usr/lib64/libgallium-24.3.4.so
#7  0x00007f9404feb0fa in ??? () at /usr/lib64/libgallium-24.3.4.so
#8  0x00007f9404eec5e4 in ??? () at /usr/lib64/libgallium-24.3.4.so
#9  0x00007f9404eed8c6 in ??? () at /usr/lib64/libgallium-24.3.4.so
#10 0x00007f94223af9ee in ??? () at /usr/lib64/libQt6Gui.so.6
#11 0x00007f94223b0b7f in ??? () at /usr/lib64/libQt6Gui.so.6
#12 0x00007f94222156ed in QRhi::endOffscreenFrame(QFlags<QRhi::EndFrameFlag>) () at /usr/lib64/libQt6Gui.so.6
#13 0x00007f94249d85a3 in QQuickRenderControl::endFrame() () at /usr/lib64/libQt6Quick.so.6
#14 0x00007f9424fd4b42 in ??? () at /usr/lib64/libQt6QuickWidgets.so.6
#15 0x00007f94217a5165 in QObject::event(QEvent*) () at /usr/lib64/libQt6Core.so.6
#16 0x00007f9422b040b5 in QApplicationPrivate::notify_helper(QObject*, QEvent*) () at /usr/lib64/libQt6Widgets.so.6
#17 0x00007f942173acc8 in QCoreApplication::sendEvent(QObject*, QEvent*) () at /usr/lib64/libQt6Core.so.6
#18 0x00007f94219308ef in QTimerInfoList::activateTimers() () at /usr/lib64/libQt6Core.so.6
#19 0x00007f9421a93f1c in ??? () at /usr/lib64/libQt6Core.so.6
#20 0x00007f941ebf6fef in ??? () at /usr/lib64/libglib-2.0.so.0
#21 0x00007f941ebf9007 in ??? () at /usr/lib64/libglib-2.0.so.0
#22 0x00007f941ebf970c in g_main_context_iteration () at /usr/lib64/libglib-2.0.so.0
#23 0x00007f9421a94153 in QEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) () at /usr/lib64/libQt6Core.so.6
#24 0x00007f94217496c5 in QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) () at /usr/lib64/libQt6Core.so.6
#25 0x00007f9421743e31 in QCoreApplication::exec() () at /usr/lib64/libQt6Core.so.6
#26 0x0000000000416f47 in ??? ()
#27 0x00007f9420c2ab17 in __libc_start_call_main () at /lib64/libc.so.6
#28 0x00007f9420c2abd5 in __libc_start_main_impl () at /lib64/libc.so.6
#29 0x0000000000417ac1 in ??? ()
[Inferior 1 (process 19373) detached]

Reported using DrKonqi
Comment 1 Yiannis 2025-02-23 21:24:59 UTC
If I start plasma-settings from terminal and try to open About this System:
Unknown module "kcm_about-distro" requested
qml: load new module QModelIndex(36,0,0x2b96e660,ModulesProxyModel(0x2b753b30))


kcmshell6 --list  | grep kcm_about-distro
kcm_about-distro             - Information About This System
Comment 2 Yiannis 2025-02-23 22:40:46 UTC
systemsettings kcm_about-distro or kinfocenter from terminal
works fine ! 

if I run systemsettings and then try to open About this system crash:

Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float opacity;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float matrixScale;
    float opacity;
    float reserved2;
    float reserved3;
    vec4 strokeColor;
    float strokeWidth;
    float debug;
    float reserved5;
    float reserved6;
};

uniform buf ubuf;

out vec4 P;
in vec4 vertexCoord;
in vec2 normalVector;
out vec2 A;
in vec2 inA;
out vec2 B;
in vec2 inB;
out vec2 C;
in vec2 inC;
out vec2 HG;
out float offset;

float qdot(vec2 a, vec2 b)
{
    return (a.x * b.x) + (a.y * b.y);
}

void main()
{
    P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale));
    A = inA;
    B = inB;
    C = inC;
    vec2 param = A;
    vec2 param_1 = A;
    float a = (-2.0) * qdot(param, param_1);
    vec2 param_2 = A;
    vec2 param_3 = B;
    float b = (-3.0) * qdot(param_2, param_3);
    vec2 param_4 = A;
    vec2 param_5 = P.xy;
    vec2 param_6 = B;
    vec2 param_7 = B;
    vec2 param_8 = A;
    vec2 param_9 = C;
    float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9));
    vec2 param_10 = B;
    vec2 param_11 = P.xy;
    vec2 param_12 = B;
    vec2 param_13 = C;
    float d = qdot(param_10, param_11) - qdot(param_12, param_13);
    float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a);
    float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a);
    HG = vec2(H, G);
    offset = b / (3.0 * a);
    gl_Position = ubuf.qt_Matrix * P;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 pixelSize;
    float opacity;
};

uniform buf _14;

in vec4 vertex;
in vec4 vertexOffset;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    vec4 pos = _14.matrix * vertex;
    vec4 m0 = _14.matrix[0];
    vec4 m1 = _14.matrix[1];
    gl_Position = pos;
    if (vertexOffset.x != 0.0)
    {
        vec4 delta = m0 * vertexOffset.x;
        vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w);
        vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize);
        dir -= ((ndir * delta.w) * pos.w);
        float numerator = dot(dir, (ndir * pos.w) * pos.w);
        float scale = 0.0;
        if (numerator < 0.0)
        {
            scale = 1.0;
        }
        else
        {
            scale = min(1.0, numerator / dot(dir, dir));
        }
        gl_Position += (delta * scale);
    }
    if (vertexOffset.y != 0.0)
    {
        vec4 delta_1 = m1 * vertexOffset.y;
        vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w);
        vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize);
        dir_1 -= ((ndir_1 * delta_1.w) * pos.w);
        float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w);
        float scale_1 = 0.0;
        if (numerator_1 < 0.0)
        {
            scale_1 = 1.0;
        }
        else
        {
            scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1));
        }
        gl_Position += (delta_1 * scale_1);
    }
    color = vertexColor * _14.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float opacity;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float matrixScale;
    float opacity;
    float reserved2;
    float reserved3;
    vec4 strokeColor;
    float strokeWidth;
    float debug;
    float reserved5;
    float reserved6;
};

uniform buf ubuf;

out vec4 P;
in vec4 vertexCoord;
in vec2 normalVector;
out vec2 A;
in vec2 inA;
out vec2 B;
in vec2 inB;
out vec2 C;
in vec2 inC;
out vec2 HG;
out float offset;

float qdot(vec2 a, vec2 b)
{
    return (a.x * b.x) + (a.y * b.y);
}

void main()
{
    P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale));
    A = inA;
    B = inB;
    C = inC;
    vec2 param = A;
    vec2 param_1 = A;
    float a = (-2.0) * qdot(param, param_1);
    vec2 param_2 = A;
    vec2 param_3 = B;
    float b = (-3.0) * qdot(param_2, param_3);
    vec2 param_4 = A;
    vec2 param_5 = P.xy;
    vec2 param_6 = B;
    vec2 param_7 = B;
    vec2 param_8 = A;
    vec2 param_9 = C;
    float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9));
    vec2 param_10 = B;
    vec2 param_11 = P.xy;
    vec2 param_12 = B;
    vec2 param_13 = C;
    float d = qdot(param_10, param_11) - qdot(param_12, param_13);
    float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a);
    float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a);
    HG = vec2(H, G);
    offset = b / (3.0 * a);
    gl_Position = ubuf.qt_Matrix * P;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 pixelSize;
    float opacity;
};

uniform buf _14;

in vec4 vertex;
in vec4 vertexOffset;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    vec4 pos = _14.matrix * vertex;
    vec4 m0 = _14.matrix[0];
    vec4 m1 = _14.matrix[1];
    gl_Position = pos;
    if (vertexOffset.x != 0.0)
    {
        vec4 delta = m0 * vertexOffset.x;
        vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w);
        vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize);
        dir -= ((ndir * delta.w) * pos.w);
        float numerator = dot(dir, (ndir * pos.w) * pos.w);
        float scale = 0.0;
        if (numerator < 0.0)
        {
            scale = 1.0;
        }
        else
        {
            scale = min(1.0, numerator / dot(dir, dir));
        }
        gl_Position += (delta * scale);
    }
    if (vertexOffset.y != 0.0)
    {
        vec4 delta_1 = m1 * vertexOffset.y;
        vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w);
        vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize);
        dir_1 -= ((ndir_1 * delta_1.w) * pos.w);
        float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w);
        float scale_1 = 0.0;
        if (numerator_1 < 0.0)
        {
            scale_1 = 1.0;
        }
        else
        {
            scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1));
        }
        gl_Position += (delta_1 * scale_1);
    }
    color = vertexColor * _14.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    float opacity;
};

uniform buf _19;

in vec4 vertexCoord;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    gl_Position = _19.matrix * vertexCoord;
    color = vertexColor * _19.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float opacity;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
};

uniform buf _25;

out vec2 qt_TexCoord;
in vec2 qt_VertexTexCoord;
in vec4 qt_VertexPosition;
in float _qt_order;

void main()
{
    qt_TexCoord = qt_VertexTexCoord;
    gl_Position = _25.qt_Matrix * qt_VertexPosition;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 qt_Matrix;
    float matrixScale;
    float opacity;
    float reserved2;
    float reserved3;
    vec4 strokeColor;
    float strokeWidth;
    float debug;
    float reserved5;
    float reserved6;
};

uniform buf ubuf;

out vec4 P;
in vec4 vertexCoord;
in vec2 normalVector;
out vec2 A;
in vec2 inA;
out vec2 B;
in vec2 inB;
out vec2 C;
in vec2 inC;
out vec2 HG;
out float offset;

float qdot(vec2 a, vec2 b)
{
    return (a.x * b.x) + (a.y * b.y);
}

void main()
{
    P = vertexCoord + ((vec4(normalVector, 0.0, 0.0) * 1.41421353816986083984375) / vec4(ubuf.matrixScale));
    A = inA;
    B = inB;
    C = inC;
    vec2 param = A;
    vec2 param_1 = A;
    float a = (-2.0) * qdot(param, param_1);
    vec2 param_2 = A;
    vec2 param_3 = B;
    float b = (-3.0) * qdot(param_2, param_3);
    vec2 param_4 = A;
    vec2 param_5 = P.xy;
    vec2 param_6 = B;
    vec2 param_7 = B;
    vec2 param_8 = A;
    vec2 param_9 = C;
    float c = ((2.0 * qdot(param_4, param_5)) - qdot(param_6, param_7)) - (2.0 * qdot(param_8, param_9));
    vec2 param_10 = B;
    vec2 param_11 = P.xy;
    vec2 param_12 = B;
    vec2 param_13 = C;
    float d = qdot(param_10, param_11) - qdot(param_12, param_13);
    float H = (((3.0 * a) * c) - (b * b)) / ((3.0 * a) * a);
    float G = (((((2.0 * b) * b) * b) - (((9.0 * a) * b) * c)) + (((27.0 * a) * a) * d)) / (((27.0 * a) * a) * a);
    HG = vec2(H, G);
    offset = b / (3.0 * a);
    gl_Position = ubuf.qt_Matrix * P;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 pixelSize;
    float opacity;
};

uniform buf _14;

in vec4 vertex;
in vec4 vertexOffset;
out vec4 color;
in vec4 vertexColor;
in float _qt_order;

void main()
{
    vec4 pos = _14.matrix * vertex;
    vec4 m0 = _14.matrix[0];
    vec4 m1 = _14.matrix[1];
    gl_Position = pos;
    if (vertexOffset.x != 0.0)
    {
        vec4 delta = m0 * vertexOffset.x;
        vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w);
        vec2 ndir = (_14.pixelSize * 0.5) * normalize(dir / _14.pixelSize);
        dir -= ((ndir * delta.w) * pos.w);
        float numerator = dot(dir, (ndir * pos.w) * pos.w);
        float scale = 0.0;
        if (numerator < 0.0)
        {
            scale = 1.0;
        }
        else
        {
            scale = min(1.0, numerator / dot(dir, dir));
        }
        gl_Position += (delta * scale);
    }
    if (vertexOffset.y != 0.0)
    {
        vec4 delta_1 = m1 * vertexOffset.y;
        vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w);
        vec2 ndir_1 = (_14.pixelSize * 0.5) * normalize(dir_1 / _14.pixelSize);
        dir_1 -= ((ndir_1 * delta_1.w) * pos.w);
        float numerator_1 = dot(dir_1, (ndir_1 * pos.w) * pos.w);
        float scale_1 = 0.0;
        if (numerator_1 < 0.0)
        {
            scale_1 = 1.0;
        }
        else
        {
            scale_1 = min(1.0, numerator_1 / dot(dir_1, dir_1));
        }
        gl_Position += (delta_1 * scale_1);
    }
    color = vertexColor * _14.opacity;
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
Failed to compile shader: 
Source was:
#version 150

struct buf
{
    mat4 matrix;
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    float fontScale;
    vec4 vecDelta;
};

uniform buf _17;

out vec2 sampleCoord;
in vec2 tCoord;
in vec4 vCoord;
out vec3 sampleFarLeft;
out vec3 sampleNearLeft;
out vec3 sampleNearRight;
out vec3 sampleFarRight;
in float _qt_order;

void main()
{
    sampleCoord = tCoord * _17.textureScale;
    gl_Position = _17.matrix * vCoord;
    vec3 wDelta = _17.vecDelta.xyw * gl_Position.w;
    vec3 farLeft = vCoord.xyw - (wDelta * 0.666999995708465576171875);
    vec3 nearLeft = vCoord.xyw - (wDelta * 0.333000004291534423828125);
    vec3 nearRight = vCoord.xyw + (wDelta * 0.333000004291534423828125);
    vec3 farRight = vCoord.xyw + (wDelta * 0.666999995708465576171875);
    vec2 scale = _17.textureScale / vec2(_17.fontScale);
    vec2 base = sampleCoord - (scale * vCoord.xy);
    sampleFarLeft = vec3((base * farLeft.z) + (scale * farLeft.xy), farLeft.z);
    sampleNearLeft = vec3((base * nearLeft.z) + (scale * nearLeft.xy), nearLeft.z);
    sampleNearRight = vec3((base * nearRight.z) + (scale * nearRight.xy), nearRight.z);
    sampleFarRight = vec3((base * farRight.z) + (scale * farRight.xy), farRight.z);
    gl_Position.z = _qt_order * gl_Position.w;
}


Failed to build graphics pipeline state
KCrash: Application 'systemsettings' crashing... crashRecursionCounter = 2
KCrash: Attempting to start /usr/lib64/libexec/drkonqi
void ReportInterface::maybePickUpPostbox()
kf5idletime_wayland: This plugin does not support polling idle time
QSocketNotifier: Invalid socket 6 and type 'Read', disabling...
QSocketNotifier: Invalid socket 13 and type 'Read', disabling...
QSocketNotifier: Invalid socket 35 and type 'Read', disabling...
org.kde.drkonqi: Could not open sentry payload file "/tmp/drkonqi-tnraww/sentry_payload.json"
void ReportInterface::maybePickUpPostbox()

[1]+  Stopped                 systemsettings kinfocenter
Comment 3 Yiannis 2025-02-24 10:33:57 UTC
Update: issue is only for  wayland, X11 works fine.
Also in wayland if
export QT_QUICK_BACKEND=software
systemsettings 
Not reproduce issue. 

glxinfo | grep "OpenGL renderer string"
OpenGL renderer string: Mesa Intel(R) Iris(R) Xe Graphics (ADL GT2)

inxi -GSC -xx
System:
  Host: hackbox.omen.rtz Kernel: 6.12.16 arch: x86_64 bits: 64 compiler: gcc
    v: 14.2.0
  Desktop: KDE Plasma v: 6.3.1 tk: Qt v: N/A wm: kwin_wayland dm: SDDM
    Distro: Slackware 15.0+
CPU:
  Info: 14-core (6-mt/8-st) model: 12th Gen Intel Core i7-12700H bits: 64
    type: MST AMCP arch: Alder Lake rev: 3 cache: L1: 1.2 MiB L2: 11.5 MiB
    L3: 24 MiB
  Speed (MHz): avg: 400 min/max: 400/4600:4700:3500 cores: 1: 400 2: 400
    3: 400 4: 400 5: 400 6: 400 7: 400 8: 400 9: 400 10: 400 11: 400 12: 400
    13: 400 14: 400 15: 400 16: 400 17: 400 18: 400 19: 400 20: 400
    bogomips: 107520
  Flags: avx avx2 ht lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx
Graphics:
  Device-1: Intel Alder Lake-P GT2 [Iris Xe Graphics] vendor: Hewlett-Packard
    driver: i915 v: kernel arch: Xe ports: active: eDP-1 empty: DP-1,DP-2
    bus-ID: 00:02.0 chip-ID: 8086:46a6
  Device-2: NVIDIA GA107M [GeForce RTX 3050 Ti Mobile]
    vendor: Hewlett-Packard driver: N/A arch: Ampere pcie: speed: 16 GT/s
    lanes: 8 bus-ID: 01:00.0 chip-ID: 10de:25a0
  Device-3: Luxvisions Innotech HP Wide Vision HD Camera driver: uvcvideo
    type: USB rev: 2.0 speed: 480 Mb/s lanes: 1 bus-ID: 3-6:3 chip-ID: 30c9:0065
  Display: wayland server: X.org v: 1.21.1.15 with: Xwayland v: 24.1.5
    compositor: kwin_wayland driver: X: loaded: modesetting unloaded: vesa
    alternate: fbdev dri: iris gpu: i915 display-ID: 0
  Monitor-1: eDP-1 model: BOE Display 0x0aad res: 1920x1080 hz: 144 dpi: 137
    diag: 407mm (16")
  API: EGL v: 1.5 platforms: device: 0 drv: iris device: 1 drv: swrast gbm:
    drv: iris surfaceless: drv: iris wayland: drv: iris x11: drv: iris
  API: OpenGL v: 4.6 compat-v: 4.5 vendor: intel mesa v: 24.3.4 glx-v: 1.4
    direct-render: yes renderer: Mesa Intel Iris Xe Graphics (ADL GT2)
    device-ID: 8086:46a6 display-ID: :1.0
  API: Vulkan v: 1.4.304 surfaces: xcb,xlib,wayland device: 0
    type: integrated-gpu driver: N/A device-ID: 8086:46a6 device: 1 type: cpu
    driver: N/A device-ID: 10005:0000
  Info: Tools: api: clinfo, eglinfo, glxinfo, vulkaninfo de: kscreen-console,
    kscreen-doctor, xfce4-display-settings gpu: gputop, intel_gpu_top, lsgpu,
    nvidia-settings, nvidia-smi wl: wayland-info x11: xdriinfo, xdpyinfo,
    xprop, xrandr
Comment 4 Yiannis 2025-02-24 10:37:18 UTC
Steps to Reproduce:

    Run Wayland session on Intel Iris Xe without NVIDIA driver installed
    Open System Settings > About this System
    Crash occurs with shader compilation errors (Failed to build graphics pipeline state)
    X11 session works fine, only Wayland crashes
    Setting QT_QUICK_BACKEND=software fixes the crash
    Installing the NVIDIA driver (even though Intel is the main GPU) fixes the issue

Before installing NVIDIA drivers:

    vulkaninfo logs show NVIDIA Vulkan ICD errors:

ERROR: [Loader Message] Could not get 'vkCreateInstance' via 'vk_icdGetInstanceProcAddr' for ICD libGLX_nvidia.so.0


After installing NVIDIA drivers:

    Everything works fine, even when Intel is still the active GPU
    No more crashes in "About this System"

Expected Behavior:

    If the system is using Intel GPU only, KDE should not require the NVIDIA driver to function properly in Wayland
    The session should not crash due to missing NVIDIA Vulkan components

QT_QUICK_BACKEND=software worked, but performance was bad
Installing NVIDIA drivers (even though Intel is used) fixed the issue completely

Summary:

    Wayland session crashes if NVIDIA driver is not installed, even though the system runs on Intel
    X11 works fine without NVIDIA drivers
    Installing NVIDIA drivers fixes the issue, but this should not be required for Intel-only users
    Possible KDE bug in how it handles hybrid graphics without NVIDIA drivers
Comment 5 Harald Sitter 2025-02-24 21:40:43 UTC
Well, we need to talk to the driver to figure out what the device is called.
Comment 6 Yiannis 2025-02-25 07:23:50 UTC
If you need any testers for patches, I would be happy to help out and assist in testing them. Please feel free to reach out if you need any support!
Comment 7 evgeniyharchenko.dev 2025-03-05 20:17:31 UTC
Same here. After Manjaro 2025-03-05 update.
Comment 8 evgeniyharchenko.dev 2025-04-12 21:02:52 UTC
Additional info. I have Nvidia drivers. But I also have this crash. I use Bumblebee. And there is no crash if I launch systemsettings with VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/intel_icd.x86_64.json or VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.json, but the second one works only with optirun (primusrun and pvkrun don't work) or when GPU is turned on. Also there is no crash if bumblebeed is stopped.
Comment 9 evgeniyharchenko.dev 2025-04-13 17:08:11 UTC
Hmm. Also there is no crash if I do this: systemsettings kcm_about-distro 

But if I click on other kcm and return to "About this system" I get crash.
Comment 10 Bug Janitor Service 2025-04-16 20:00:34 UTC
A possibly relevant merge request was started @ https://invent.kde.org/plasma/kinfocenter/-/merge_requests/242
Comment 11 Yiannis 2025-04-16 21:27:28 UTC
> A possibly relevant merge request was started @
> https://invent.kde.org/plasma/kinfocenter/-/merge_requests/242

Without installed nvidia driver:
Operating System: Slackware 15.0+
KDE Plasma Version: 6.3.4
KDE Frameworks Version: 6.13.0
Qt Version: 6.8.3
Kernel Version: 6.14.2 (64-bit)
Graphics Platform: Wayland
Processors: 20 × 12th Gen Intel® Core™ i7-12700H
Memory: 62.5 GiB of RAM
Graphics Processor: Intel® Iris® Xe Graphics
Manufacturer: HP
Product Name: OMEN by HP Laptop 16-b1xxx



After install nvidia driver:
Operating System: Slackware 15.0
KDE Plasma Version: 6.3.4
KDE Frameworks Version: 6.13.0
Qt Version: 6.8.3
Kernel Version: 6.12.23 (64-bit)
Graphics Platform: Wayland
Processors: 20 × 12th Gen Intel® Core™ i7-12700H
Memory: 62.5 GiB of RAM
Graphics Processor 1: Intel® Iris® Xe Graphics
Graphics Processor 2: NVIDIA GeForce RTX 3050 Ti Laptop GPU
Manufacturer: HP
Product Name: OMEN by HP Laptop 16-b1xxx

No crashes at all in both cases 
I can confirm it works: https://invent.kde.org/plasma/kinfocenter/-/commit/eae91088179e3052794f506e84830d1f629e5077#9f8de55bffaf4a56a7da3407075d125314d5ec6e(In reply to Bug Janitor Service from comment #10)
Comment 12 Oleg Gorobets 2025-07-11 09:08:33 UTC
If this helps, I don't see this crash on a similar setup on Arch Linux: laptop with hybrid Intel/Nvidia graphics, Plasma 6.3.5 on Wayland.

I did a quick test removing Nvidia drivers from Linux and System Settings work just fine. "About this system" screen correctly shows only integrated graphics card. This is assuming Vulkan drivers for Intel are installed ('vulkan-intel' package).
Comment 13 evgeniyharchenko.dev 2025-07-11 11:13:45 UTC
(In reply to Oleg Gorobets from comment #12)
> If this helps, I don't see this crash on a similar setup on Arch Linux:
> laptop with hybrid Intel/Nvidia graphics, Plasma 6.3.5 on Wayland.
> 
> I did a quick test removing Nvidia drivers from Linux and System Settings
> work just fine. "About this system" screen correctly shows only integrated
> graphics card. This is assuming Vulkan drivers for Intel are installed
> ('vulkan-intel' package).

Do you use Bumblebee?
Comment 14 Oleg Gorobets 2025-07-11 14:10:11 UTC
(In reply to evgeniyharchenko.dev from comment #13)

> Do you use Bumblebee?

No, I use PRIME https://wiki.archlinux.org/title/PRIME