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49 Comments
karma

I have a regression with mesa-dri-drivers 12.2.3-1

Using mpv with OpenGL (--vo=gpu) I get the following error:

mpv drama_115846.mp4-720.mp4 21:31:21 Playing: drama_115846.mp4-720.mp4 (+) Video --vid=1 () (h264 1280x720 25.000fps) (+) Audio --aid=1 --alang=eng () (aac 2ch 48000Hz) Cannot load libcuda.so.1 Using hardware decoding (vaapi). VO: [gpu] 1280x720 vaapi[nv12] [vo/gpu/opengl] fragment shader source: [vo/gpu/opengl] [ 1] #version 440 [vo/gpu/opengl] [ 2] #define tex1D texture [vo/gpu/opengl] [ 3] #define tex3D texture [vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x)) [vo/gpu/opengl] [ 5] out vec4 out_color; [vo/gpu/opengl] [ 6] in vec2 texcoord0; [vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO { [vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0; [vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0; [vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0; [vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0; [vo/gpu/opengl] [ 12] }; [vo/gpu/opengl] [ 13] uniform float random;
[vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[vo/gpu/opengl] [ 15] #define HOOKED_raw texture0
[vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0
[vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0
[vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0
[vo/gpu/opengl] [ 19] #define HOOKED_pt pixel_size0
[vo/gpu/opengl] [ 20] #define HOOKED_map texmap0
[vo/gpu/opengl] [ 21] #define HOOKED_mul 1.000000
[vo/gpu/opengl] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[vo/gpu/opengl] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[vo/gpu/opengl] [ 24] #define LUMA_raw texture0
[vo/gpu/opengl] [ 25] #define LUMA_pos texcoord0
[vo/gpu/opengl] [ 26] #define LUMA_size texture_size0
[vo/gpu/opengl] [ 27] #define LUMA_rot texture_rot0
[vo/gpu/opengl] [ 28] #define LUMA_pt pixel_size0
[vo/gpu/opengl] [ 29] #define LUMA_map texmap0
[vo/gpu/opengl] [ 30] #define LUMA_mul 1.000000
[vo/gpu/opengl] [ 31] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[vo/gpu/opengl] [ 32] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[vo/gpu/opengl] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[vo/gpu/opengl] [ 34] float permute(float x) { return mod289((34.0x + 1.0) * x); }
[vo/gpu/opengl] [ 35] float rand(float x) { return fract(x * 1.0/41.0); }
[vo/gpu/opengl] [ 36] vec4 average(float range, inout float h) {
[vo/gpu/opengl] [ 37] float dist = rand(h) * range; h = permute(h);
[vo/gpu/opengl] [ 38] float dir = rand(h) * 6.2831853; h = permute(h);
[vo/gpu/opengl] [ 39] vec2 o = dist * vec2(cos(dir), sin(dir));
[vo/gpu/opengl] [ 40] vec4 ref[4];
[vo/gpu/opengl] [ 41] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[vo/gpu/opengl] [ 42] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[vo/gpu/opengl] [ 43] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[vo/gpu/opengl] [ 44] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[vo/gpu/opengl] [ 45] return (ref[0] + ref[1] + ref[2] + ref[3])
0.25;
[vo/gpu/opengl] [ 46] }
[vo/gpu/opengl] [ 47] void main() {
[vo/gpu/opengl] [ 48] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[vo/gpu/opengl] [ 49] {
[vo/gpu/opengl] [ 50] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[vo/gpu/opengl] [ 51] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[vo/gpu/opengl] [ 52] color = HOOKED_tex(HOOKED_pos);
[vo/gpu/opengl] [ 53] vec4 avg, diff;
[vo/gpu/opengl] [ 54] avg = average(16.000000, h);
[vo/gpu/opengl] [ 55] diff = abs(color - avg);
[vo/gpu/opengl] [ 56] color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
[vo/gpu/opengl] [ 57] vec3 noise;
[vo/gpu/opengl] [ 58] noise.x = rand(h); h = permute(h);
[vo/gpu/opengl] [ 59] noise.y = rand(h); h = permute(h);
[vo/gpu/opengl] [ 60] noise.z = rand(h); h = permute(h);
[vo/gpu/opengl] [ 61] color.xyz += 0.005859 * (noise - vec3(0.5));
[vo/gpu/opengl] [ 62] }
[vo/gpu/opengl] [ 63] color.g = 0.000000;
[vo/gpu/opengl] [ 64] color.b = 0.000000;
[vo/gpu/opengl] [ 65] color.a = 1.000000;
[vo/gpu/opengl] [ 66] out_color = color;
[vo/gpu/opengl] [ 67] }
[vo/gpu/opengl] fragment shader compile log (status=0):
[vo/gpu/opengl] 0:36(27): error: invalid input layout qualifier used
[vo/gpu/opengl]
[vo/gpu/opengl] shader link log (status=0): error: linking with uncompiled/unspecialized shader
[vo/gpu/opengl] fragment shader source:
[vo/gpu/opengl] [ 1] #version 440
[vo/gpu/opengl] [ 2] #define tex1D texture
[vo/gpu/opengl] [ 3] #define tex3D texture
[vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[vo/gpu/opengl] [ 5] out vec4 out_color;
[vo/gpu/opengl] [ 6] in vec2 texcoord0;
[vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO {
[vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0;
[vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0;
[vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0;
[vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0;
[vo/gpu/opengl] [ 12] };
[vo/gpu/opengl] [ 13] uniform float random;
[vo/gpu/opengl] [ 14] uniform sampler2D texture0;
[vo/gpu/opengl] [ 15] #define HOOKED_raw texture0
[vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0
[vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0
[vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0
[vo/gpu/opengl] [ 19] #define HOOKED_pt pixel_size0
[vo/gpu/opengl] [ 20] #define HOOKED_map texmap0
[vo/gpu/opengl] [ 21] #define HOOKED_mul 1.000000
[vo/gpu/opengl] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[vo/gpu/opengl] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[vo/gpu/opengl] [ 24] #define CHROMA_raw texture0
[vo/gpu/opengl] [ 25] #define CHROMA_pos texcoord0
[vo/gpu/opengl] [ 26] #define CHROMA_size texture_size0
[vo/gpu/opengl] [ 27] #define CHROMA_rot texture_rot0
[vo/gpu/opengl] [ 28] #define CHROMA_pt pixel_size0
[vo/gpu/opengl] [ 29] #define CHROMA_map texmap0
[vo/gpu/opengl] [ 30] #define CHROMA_mul 1.000000
[vo/gpu/opengl] [ 31] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[vo/gpu/opengl] [ 32] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[vo/gpu/opengl] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[vo/gpu/opengl] [ 34] float permute(float x) { return mod289((34.0x + 1.0) * x); }
[vo/gpu/opengl] [ 35] float rand(float x) { return fract(x * 1.0/41.0); }
[vo/gpu/opengl] [ 36] vec4 average(float range, inout float h) {
[vo/gpu/opengl] [ 37] float dist = rand(h) * range; h = permute(h);
[vo/gpu/opengl] [ 38] float dir = rand(h) * 6.2831853; h = permute(h);
[vo/gpu/opengl] [ 39] vec2 o = dist * vec2(cos(dir), sin(dir));
[vo/gpu/opengl] [ 40] vec4 ref[4]; [vo/gpu/opengl] [ 41] ref[0] = HOOKED_texOff(vec2( o.x, o.y)); [vo/gpu/opengl] [ 42] ref[1] = HOOKED_texOff(vec2(-o.y, o.x)); [vo/gpu/opengl] [ 43] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y)); [vo/gpu/opengl] [ 44] ref[3] = HOOKED_texOff(vec2( o.y, -o.x)); [vo/gpu/opengl] [ 45] return (ref[0] + ref[1] + ref[2] + ref[3])
0.25; [vo/gpu/opengl] [ 46] } [vo/gpu/opengl] [ 47] void main() { [vo/gpu/opengl] [ 48] vec4 color = vec4(0.0, 0.0, 0.0, 1.0); [vo/gpu/opengl] [ 49] { [vo/gpu/opengl] [ 50] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0); [vo/gpu/opengl] [ 51] float h = permute(permute(permute(_m.x)+_m.y)+_m.z); [vo/gpu/opengl] [ 52] color = HOOKED_tex(HOOKED_pos); [vo/gpu/opengl] [ 53] vec4 avg, diff; [vo/gpu/opengl] [ 54] avg = average(16.000000, h); [vo/gpu/opengl] [ 55] diff = abs(color - avg); [vo/gpu/opengl] [ 56] color = mix(avg, color, greaterThan(diff, vec4(0.003906))); [vo/gpu/opengl] [ 57] vec3 noise; [vo/gpu/opengl] [ 58] noise.x = rand(h); h = permute(h); [vo/gpu/opengl] [ 59] noise.y = rand(h); h = permute(h); [vo/gpu/opengl] [ 60] noise.z = rand(h); h = permute(h); [vo/gpu/opengl] [ 61] color.xyz += 0.005859 * (noise - vec3(0.5)); [vo/gpu/opengl] [ 62] } [vo/gpu/opengl] [ 63] color.b = 0.000000; [vo/gpu/opengl] [ 64] color.a = 1.000000; [vo/gpu/opengl] [ 65] out_color = color; [vo/gpu/opengl] [ 66] } [vo/gpu/opengl] fragment shader compile log (status=0): [vo/gpu/opengl] 0:36(27): error: invalid input layout qualifier used [vo/gpu/opengl] [vo/gpu/opengl] shader link log (status=0): error: linking with uncompiled/unspecialized shader

Downgrading mesa-dri-drivers solve the issue.

I forgot to remove it from my work on Clementine, it has been fixed in strawberry-0.4.1-2.fc28.

@davisclick: I've just tested and it works for me:

Tools → Options → LibreOffice → View → Icon style: Papirus

Works for me.

BZ#1632243 Review Request: shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation
karma

Works.

karma

Works for me.

Everything works well.

No issue, everything works well.

@tis thanks a lot for the heads-up.

It seems it conflicts with this update FEDORA-2018-6729457bc2 which pushed xdg-desktop-portal-kde-5.13.3-4.fc28 at the same time.

karma

Now works for me with Freenode SASL.

I can't connect to Freenode IRC with SASL with this update. I get:

irc: TLS handshake failed

instead of a successful connection. Downgrading the package makes it work again.

This update has been unpushed.