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Old 07-05-2022, 10:41 AM   #96
davidfor
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Join Date: Jul 2011
Location: Sydney, Australia
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Quote:
Originally Posted by kovidgoyal View Post
@davidfor: Strange, I dont see why running from source would cause shader compilation to fail. it doesnt on my windows machine, but that may be because it is running over remote desktop. calibre itself doesnt do any shader compilation. Is it only the editor or the viewer as well?
It looks like it is the viewer as well. The following was in the same command-line window as for the editor.

Spoiler:
E:\CalibrePortable599\Calibre Portable\Calibre>calibre-debug.exe -w
DEBUG: 0.0 GetFileName::__init__.py - loading translations
devicePixelRatio: 1.0
logicalDpi: 96.0 x 96.0
physicalDpi: 127.66492146596858 x 127.59069767441859
Using calibre Qt style: False
qt.webenginecontext:

GL Type: desktop
Surface Type: OpenGL
Surface Profile: CompatibilityProfile
Surface Version: 4.4
QSG RHI Backend: OpenGL
Using Supported QSG Backend: yes
Using Software Dynamic GL: no
Using Multithreaded OpenGL: yes

Init Parameters:
* application-name calibre
* browser-subprocess-path E:\CalibrePortable599\Calibre Portable\Calibre\app\bin\QtWebEngineProcess.exe
* create-default-gl-context
* disable-es3-gl-context
* disable-features ConsolidatedMovementXY,InstalledApp,BackgroundFetc h,WebOTP,WebPayments,WebUSB,PictureInPicture
* disable-speech-api
* enable-features NetworkServiceInProcess,TracingServiceInProcess
* enable-threaded-compositing
* in-process-gpu
* use-gl desktop

Compiling viewer code...
QOpenGLShader::compile(Fragment): ERROR: 4:1: 'textureSampler' : syntax error syntax error


*** Problematic Fragment shader source code ***
#version 110
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
varying highp vec2 uv;uniform sampler2DRect textureSampler;uniform bool swizzle;uniform highp float opacity;void main() { highp vec4 tmpFragColor = texture2DRect(textureSampler,uv); tmpFragColor.a *= opacity; gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;}
***

E:\CalibrePortable599\Calibre Portable\Calibre>
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