View Single Post
Old 07-05-2022, 10:45 AM   #97
chaley
Grand Sorcerer
chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.chaley ought to be getting tired of karma fortunes by now.
 
Posts: 12,465
Karma: 8025600
Join Date: Jan 2010
Location: Notts, England
Device: Kobo Libra 2
Quote:
Originally Posted by davidfor View Post
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>
I tried it and it works. Unfortunately we just had a power cut and I lost the log. One difference I saw is that I have "Surface version: 4.6" while DavidFor has 4.4. If that is the OpenGL version then that could explain it.
chaley is offline