coslyk / moonplayer

Video player that can play online videos from youtube, bilibili etc.
https://coslyk.github.io/moonplayer.html
GNU General Public License v3.0
631 stars 93 forks source link

Crash with hybrid graphics with nvidia driver offload #129

Open Flashwalker opened 1 year ago

Flashwalker commented 1 year ago

Describe the bug Crash with hybrid graphics with nvidia driver offload If i'm using:

__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia PW_PRIME_RENDER_OFFLOAD=1

it crash.

Error output

>>> Error output: <<< ``` $ firejail \ --env=__NV_PRIME_RENDER_OFFLOAD=1 \ --env=__GLX_VENDOR_LIBRARY_NAME=nvidia \ --env=PW_PRIME_RENDER_OFFLOAD=1 \ --env=DESKTOPINTEGRATION=appimaged \ --noprofile \ --appimage MoonPlayer-4.1-x86_64.AppImage Parent pid 102664, child pid 102665 ** Warning: dropping all Linux capabilities and setting NO_NEW_PRIVS prctl ** Mounting appimage type 2 Warning: NVIDIA card detected, nogroups command ignored Child process initialized in 65.37 ms QQmlEngine::setContextForObject(): Object already has a QQmlContext qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qt.gui.imageio: libpng warning: iCCP: known incorrect sRGB profile qrc:/moonplayer_qml/qml/main.qml:159:9: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } qrc:/moonplayer_qml/qml/OpenUrlDialog.qml:37:5: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } qrc:/moonplayer_qml/qml/TextInputDialog.qml:34:5: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } qrc:/moonplayer_qml/qml/main.qml:111:9: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } qrc:/moonplayer_qml/qml/MessageDialog.qml:36:5: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } qrc:/moonplayer_qml/qml/ConsoleDialog.qml:66:5: QML Connections: Implicitly defined onFoo properties in Connections are deprecated. Use this syntax instead: function onFoo() { ... } libva info: VA-API version 1.1.0 libva info: va_getDriverName() returns 0 libva info: Trying to open /usr/lib/x86_64-linux-gnu/dri/iris_drv_video.so libva info: va_openDriver() returns -1 Failed to compile shader: Source was: #version 150 struct buf { mat4 qt_Matrix; }; uniform buf ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.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; float opacity; }; uniform buf ubuf; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = ubuf.matrix * vertexCoord; color = vertexColor * ubuf.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 pixelSize; float opacity; }; uniform buf ubuf; in vec4 vertex; in vec4 vertexOffset; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { vec4 pos = ubuf.matrix * vertex; gl_Position = pos; if (!(vertexOffset.x == 0.0)) { vec4 delta = ubuf.matrix[0] * vertexOffset.x; vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w); vec2 ndir = (ubuf.pixelSize * 0.5) * normalize(dir / ubuf.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 = ubuf.matrix[1] * vertexOffset.y; vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w); vec2 ndir_1 = (ubuf.pixelSize * 0.5) * normalize(dir_1 / ubuf.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 * ubuf.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 qt_Matrix; }; uniform buf ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.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 ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.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 ubuf; 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 * ubuf.textureScale; gl_Position = ubuf.matrix * vCoord; vec3 wDelta = ubuf.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 = ubuf.textureScale / vec2(ubuf.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 ubuf; in vec4 vertexCoord; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { gl_Position = ubuf.matrix * vertexCoord; color = vertexColor * ubuf.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 pixelSize; float opacity; }; uniform buf ubuf; in vec4 vertex; in vec4 vertexOffset; out vec4 color; in vec4 vertexColor; in float _qt_order; void main() { vec4 pos = ubuf.matrix * vertex; gl_Position = pos; if (!(vertexOffset.x == 0.0)) { vec4 delta = ubuf.matrix[0] * vertexOffset.x; vec2 dir = (delta.xy * pos.w) - (pos.xy * delta.w); vec2 ndir = (ubuf.pixelSize * 0.5) * normalize(dir / ubuf.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 = ubuf.matrix[1] * vertexOffset.y; vec2 dir_1 = (delta_1.xy * pos.w) - (pos.xy * delta_1.w); vec2 ndir_1 = (ubuf.pixelSize * 0.5) * normalize(dir_1 / ubuf.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 * ubuf.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 qt_Matrix; }; uniform buf ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.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 ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.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 ubuf; out vec2 qt_TexCoord; in vec2 qt_VertexTexCoord; in vec4 qt_VertexPosition; in float _qt_order; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.qt_Matrix * qt_VertexPosition; gl_Position.z = _qt_order * gl_Position.w; } Failed to build graphics pipeline state Parent is shutting down, bye... AppImage detached ```

To Reproduce Steps to reproduce the behavior:

  1. boot in hybrid graphics mode
  2. start firejail --env=__NV_PRIME_RENDER_OFFLOAD=1 --env=__GLX_VENDOR_LIBRARY_NAME=nvidia --env=PW_PRIME_RENDER_OFFLOAD=1 --env=DESKTOPINTEGRATION=appimaged --noprofile --appimage MoonPlayer-4.1-x86_64.AppImage

System information (please complete the following information):

Additional context v3.7 not crash