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blank (unrendered) window after the most recent update (1.84.2) #1729

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toudi opened this issue Nov 15, 2023 · 2 comments
Closed
3 tasks done

blank (unrendered) window after the most recent update (1.84.2) #1729

toudi opened this issue Nov 15, 2023 · 2 comments
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bug Something isn't working

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@toudi
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toudi commented Nov 15, 2023

Describe the bug
After updating vscodium to the most recent version (1.84.2, release 23317) I realized that I could no longer see anything inside the window unless I start vscodium with --disable-gpu switch

Please confirm that this problem is VSCodium-specific

  • This bug doesn't happen if I use Microsoft's Visual Studio Code. It only happens in VSCodium.
  • Visual Studio Code version checked: 1.84.2, commit starts with 1a5daa

Please confirm that the issue/resolution isn't already documented

To Reproduce
Steps to reproduce the behavior:

  1. Launch VSCodium
  2. You can see that the cursor changes it's shape sometimes but you cannot see anything

Expected behavior
Icons and components are rendered inside the GUI

Screenshots
codium - default parameters. when I move the cursor to the left (where there usually is a file picker) I can see the cursor change shape to "hand"
codium-default-launch
codium - launched with --disable-gpu switch
codium-disable-gpu
visual studio code (default parameters)
code-default-launch

Desktop (please complete the following information):

  • OS: OpenSUSE Tumbleweed
  • Architecture x64
  • Version [e.g. 1.84.2 # 23317]
  • App Manager zypper
  • Sandboxed no

Additional context
I am using a ryzen CPU:

model name	: AMD Ryzen 5 5600G with Radeon Graphics
@toudi toudi added the bug Something isn't working label Nov 15, 2023
@toudi
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toudi commented Nov 15, 2023

when I launch VSCodium with verbose flag here's a fragment of what I can see in the terminal codium --verbose:

------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[28183:1115/130340.786378:WARNING:angle_platform_impl.cc(48)] ProgramGL.cpp:989 (checkLinkStatus): Program link or binary loading failed with no info log.
[28183:1115/130340.786431:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}

half4 MatrixEffect_S1_c0(half4 _input) {
return TextureEffect_S1_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1(half4 _input) {
_input = MatrixEffect_S1_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_3_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uclamp_S1_c0_c0;
uniform highp mat3 umatrix_S1_c0;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_3_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _8_input = outputColor_S0;
    highp vec2 _9_inCoord = vTransformedCoords_3_S0;
    highp vec2 _10_subsetCoord;
    _10_subsetCoord.x = _9_inCoord.x;
    _10_subsetCoord.y = _9_inCoord.y;
    highp vec2 _11_clampedCoord;
    _11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);
    mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5);
    _8_input = _12_textureColor;
    output_S1 = _8_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[28183:1115/130340.802107:WARNING:angle_platform_impl.cc(48)] ProgramGL.cpp:989 (checkLinkStatus): Program link or binary loading failed with no info log.
[28183:1115/130340.802191:ERROR:shared_context_state.cc(81)] Skia shader compilation error

sadly, I have no idea whether this is relevant or does it usually happen. theoretically it is relevant given that it's about OpenGL and I cannot see any output being rendered so I thought I'd attach it as well

@toudi
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toudi commented Nov 15, 2023

hmm just realized that it is related to PR #1699 . I've removed the cache directory and vscodium is working again. Feel free to close this bug report if you want

@daiyam daiyam closed this as completed Nov 15, 2023
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