brave / brave-browser

Brave browser for Android, iOS, Linux, macOS, Windows.
https://brave.com
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Render error draws browser completely useless #31626

Open doebi opened 1 year ago

doebi commented 1 year ago

image image

Description

I sm on my phone so pleae excusr any typing or spelling errors. I just found my notebook like this after a regular uodate. I am running ubuntu jammy with stable releasrs and never haf such a severe problem. My browser is completely useless, snd since ubuntu decided to force firefox and chromium with snapd this is my only available browser.

Plese help me.

Steps to Reproduce

Actual result:

Expected result:

Reproduces how often:

Desktop Brave version:

Android Device details:

Version/Channel Information:

Other Additional Information:

Miscellaneous Information:

doebi commented 1 year ago

UPDATE: Managed to install chromium and run brave from commandline just to find a bunch of GLSL errors:

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.092083:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // 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;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.093305: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 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) {
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);}

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 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 _0_input = outputColor_S0;
    _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5);
    output_S1 = _0_input;
    {
        sk_FragColor = output_S1;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.094613: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 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) {
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);}

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 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 _0_input = outputColor_S0;
    _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5);
    output_S1 = _0_input;
    {
        sk_FragColor = output_S1;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.097270:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // 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;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.098307: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 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) {
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);}

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 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 _0_input = outputColor_S0;
    _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5);
    output_S1 = _0_input;
    {
        sk_FragColor = output_S1;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.099273: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 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) {
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);}

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 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 _0_input = outputColor_S0;
    _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5);
    output_S1 = _0_input;
    {
        sk_FragColor = output_S1;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.100873:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // 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;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.101804:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_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;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vcolor_S0 = color;
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.102712:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_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;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vcolor_S0 = color;
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.103610:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_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;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vcolor_S0 = color;
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.104566:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_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;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vcolor_S0 = color;
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.105380:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_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;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vcolor_S0 = color;
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.106898:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.337634:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224234.843447:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224235.102922:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224235.106131:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224235.117888:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
[13239:13239:0713/224237.380015:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation : require
in half2 a_vertex;uniform half4 u_texCoordXform;uniform half4 u_posXform;noperspective out half2 v_texCoord;void main() {v_texCoord = half2(a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw);sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;sk_Position.zw = half2(0, 1);}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation : require
noperspective in half2 v_texCoord;uniform sampler2D u_texture;void main() {sk_FragColor = sample(u_texture, v_texCoord);}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
in mediump vec2 a_vertex;
uniform mediump vec4 u_texCoordXform;
uniform mediump vec4 u_posXform;
noperspective out mediump vec2 v_texCoord;
void main() {
    v_texCoord = a_vertex * u_texCoordXform.xy + u_texCoordXform.zw;
    gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;
    gl_Position.zw = vec2(0.0, 1.0);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
    sk_FragColor = texture(u_texture, v_texCoord);
}

Errors:
link failed but did not provide an info log
doebi commented 1 year ago

UPDATE: Found https://community.brave.com/t/latest-brave-update-fails-to-render-any-webpage-correctly/485593/2

and this is a temporary workaround: brave-browser -use-gl=egl

doebi commented 1 year ago

UPDATE: my current mesa driver packages installed:

mesa-utils-bin/jammy,now 8.4.0-1ubuntu1 amd64 [installed,automatic]
mesa-utils/jammy,now 8.4.0-1ubuntu1 amd64 [installed]
mesa-va-drivers/jammy-updates,now 22.2.5-0ubuntu0.1~22.04.3 amd64 [installed,automatic]
mesa-va-drivers/jammy-updates,now 22.2.5-0ubuntu0.1~22.04.3 i386 [installed,automatic]
mesa-vdpau-drivers/jammy-updates,now 22.2.5-0ubuntu0.1~22.04.3 amd64 [installed,automatic]
mesa-vulkan-drivers/jammy-updates,now 22.2.5-0ubuntu0.1~22.04.3 amd64 [installed,automatic]
mesa-vulkan-drivers/jammy-updates,now 22.2.5-0ubuntu0.1~22.04.3 i386 [installed,automatic]
doebi commented 1 year ago

UPDATE: running rm -rf .config/BraveSoftware/Brave-Browser/Default/GPUCache fixed it (for now)

metal3d commented 1 year ago

Exactly the same error here. Removing the cache after closing the browser fixed the behavior.

mikachiari commented 1 year ago

Thx, man. Works also for Yandex Browser (actually, Chrome-based). You saved me )