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Old 07-05-2022, 07:15 AM   #91
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I am not able to run the editor from the calibre beta when running from source. I am using the portable version with a bat file wrapper to set the appropriate paths and environment variables. When I try to open the editor, it will flash and disappear. If I run the portable version without source, it works with no issue.

While experimenting, I tried various ways of running the editor. They worked except for running from source with "calibre-debug.exe --edit-book". The below is from the Windows command line. I have added the SET and path display to show where everything is running. I don't think I have missed anything.

Using "calibre-debug.exe -g" starts calibre with no issues, but the editor will not work.


Spoiler:
E:\CalibrePortable599\Calibre Portable\Calibre>calibre-debug.exe --paths
CALIBRE_RESOURCES_PATH=E:\CalibrePortable599\Calib re Portable\Calibre\app\resources
CALIBRE_EXTENSIONS_PATH=E:\CalibrePortable599\Cali bre Portable\Calibre\app\bin
CALIBRE_PYTHON_PATH=

E:\CalibrePortable599\Calibre Portable\Calibre>SET CALIBRE_DEVELOP_FROM=E:\Development\GitHub\calibre Qt6\calibre\src

E:\CalibrePortable599\Calibre Portable\Calibre>calibre-debug.exe --edit-book
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

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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Old 07-05-2022, 07:37 AM   #92
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Under KDE Plasma 5.25 and Wayland I cannot select a row in the book table with the mouse. Context menu with right mouse button works though. Selecting with keyboard (arrow keys) also works. If I force X11 in Wayland (QT_QPA_PLATFORM="xcb") everything works as usual.
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Old 07-05-2022, 09:06 AM   #93
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@beedaddy: that looks like a bug in kwin. Basically, if you right click in the book list *before* left clicking then from then on left click in the book list doesn't work until kwin is restarted. You should report the bug to KDE, though if I were you I'd just turn off Wayland, it's a shitshow.
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Old 07-05-2022, 09:09 AM   #94
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@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?
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Old 07-05-2022, 09:39 AM   #95
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Quote:
Originally Posted by JSWolf View Post
You can uninstall DeDRM (7, 0, 0) as it will not work with Calibre 6.
Thanks, good to know.
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Old 07-05-2022, 10:41 AM   #96
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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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Old 07-05-2022, 10:45 AM   #97
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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.
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Old 07-05-2022, 11:10 AM   #98
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Quote:
Originally Posted by JSWolf View Post
What you could try is downloading DeDRM 10.0.2 and then updating the code from the repository and see if it works.
Using DeDRM 10.0.2 & DeACSM (ACSM input), loaded the ascm for a DRM'd book from Kobo. DRM removal worked.

Last edited by ownedbycats; 07-05-2022 at 11:13 AM.
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Old 07-05-2022, 11:13 AM   #99
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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.
Power came back. Here is the log.
Spoiler:
c:\...>"C:\...\Calibre-Qt6\Calibre Portable\Calibre\calibre-debug.exe" --edit-book
devicePixelRatio: 1.0
logicalDpi: 96.0 x 96.0
physicalDpi: 86.46808510638297 x 86.41063122923588
Using calibre Qt style: True
qt.webenginecontext:

GL Type: desktop
Surface Type: OpenGL
Surface Profile: CompatibilityProfile
Surface Version: 4.6
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 C:\CBH_Data\calibre.git\Calibre-Qt6\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
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Old 07-05-2022, 11:57 AM   #100
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definitely looks like an opengl driver issue, though why Qt WebEngine is recompiling shaders only in when running from source, I dont know. @davidfor: Try updating your GPU drivers.
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Old 07-05-2022, 12:20 PM   #101
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quick question: Is it intended that the full-text search results only display one result per book?
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Old 07-05-2022, 12:25 PM   #102
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yes, this has been discussed before in this thread, read near the beginning
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Old 07-05-2022, 02:01 PM   #103
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That makes sense - my workflow wouldn't be too different from the one I used with the Power Search plugin: select all the results, then send the paths to Agent Ransack (using Action Chains) to do further searches.
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Old 07-05-2022, 02:09 PM   #104
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Also, I came across what seems to be a mild font rendering glitch with Calibri. Downloading metadata with bold text shows what seems to be a different font:

Click image for larger version

Name:	2022-07-05 15_04_54-Diving Into the Wreck.jpg
Views:	522
Size:	137.8 KB
ID:	194754

The HTML shows a font-weight of 600:

Code:
<p align="justify" style="font-weight: 600">Asimov Science Fiction Readers' Choice, and RT Reviewers' Choice.</p>
But selecting the text in the MDE and clicking 'bold' again changes the font-weight to 700 and fixes it:

Click image for larger version

Name:	2022-07-05 15_07_45-Edit metadata - Diving Into the Wreck -  [3 of 14].png
Views:	286
Size:	652.1 KB
ID:	194755

All my previous books have font-weight of 600 for bold.

ANOTHER EDIT: I'll make a ticket.

Last edited by ownedbycats; 07-05-2022 at 10:10 PM.
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Old 07-06-2022, 01:44 AM   #105
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Quote:
Originally Posted by kovidgoyal View Post
definitely looks like an opengl driver issue, though why Qt WebEngine is recompiling shaders only in when running from source, I dont know. @davidfor: Try updating your GPU drivers.
Unfortunately, that didn't help. The driver I was using was about 2 years old and is whatever MS or HP (it is a 7 year old HP laptop) were offering. I did find a driver about a month old on the NVIDIA site, but, the behaviour is unchanged. And I still have "Surface Version: 4.4".

To add another weirdness, the above attempts were from the Windows command-line. If I start it from PowerShell, it runs. The same shader compile message is shown, but, the editor stays open and can be used with no obvious problems. And if I start the GUI in debug mode from PowerShell, the editor and viewer both open correctly.
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