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
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
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
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
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
Well, we need to talk to the driver to figure out what the device is called.
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!
Same here. After Manjaro 2025-03-05 update.
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.
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.
A possibly relevant merge request was started @ https://invent.kde.org/plasma/kinfocenter/-/merge_requests/242
> 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)
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).
(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?
(In reply to evgeniyharchenko.dev from comment #13) > Do you use Bumblebee? No, I use PRIME https://wiki.archlinux.org/title/PRIME