I did an update this morning which installed the following:

    aleph ~ # fgrep '>>> emerge ' emerge.log

    1686579407:  >>> emerge (1 of 11) dev-util/strace-6.3 to /
    1686579455:  >>> emerge (2 of 11) dev-libs/nspr-4.35-r2 to /
    1686579470:  >>> emerge (3 of 11) dev-python/fonttools-4.39.4 to /
    1686579500:  >>> emerge (4 of 11) dev-python/weasyprint-59.0 to /
    1686579507:  >>> emerge (5 of 11) net-print/cups-2.4.4 to /
    1686579541:  >>> emerge (6 of 11) sys-devel/llvm-15.0.7-r3 to /
    1686582174:  >>> emerge (7 of 11) app-portage/gemato-20.4 to /
    1686582180:  >>> emerge (8 of 11) media-libs/gstreamer-1.20.5 to /
    1686582206:  >>> emerge (9 of 11) dev-db/unixODBC-2.3.11 to /
    1686582239:  >>> emerge (10 of 11) media-libs/gst-plugins-base-1.20.5 to /
    1686582282:  >>> emerge (11 of 11) www-client/firefox-bin-114.0.1 to /


Now google-chrome-stable Version 114.0.5735.106 (Official Build)
(64-bit) can lo longer display pages proplerly. It looks like chunks
of the application window are randomly scrambled or shown in the wrong
places. AFIACT, the pages are being parsed/process properly but the
actaul rendering of the X11 window is broken.

You can see examples here:

  https://www.panix.com/~grante/chrome/foo.png
  https://www.panix.com/~grante/chrome/bar.png

None of the other "big" X11 apps seem to be affected (firefox,
thunderbird, libre-office, etc. all work fine).

The console window where I launch chrome now spews almost continuous
errors like those show below.  Has anybody else run into this? I'm
going to start backing out the updates above, but thought I'd check to
see if this was a known problem.  I haven't found anything in buzilla
yet...





    Errors:
    link failed but did not provide an info log
    [7110:7110:0612/103618.780116: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
    const int kFillBW_S1_c0 = 0;
    const int kInverseFillBW_S1_c0 = 2;
    const int kInverseFillAA_S1_c0 = 3;
    uniform float4 urectUniform_S1_c0;uniform sampler2D uTextureSampler_0_S0;
    noperspective in float2 vTextureCoords_S0;flat in float 
vTexIndex_S0;noperspective in half4 vinColor_S0;half4 Rect_S1_c0(half4 _input) {
    half4 _tmp_0_inColor = _input;
    half coverage;
    if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
    coverage = half(all(greaterThan(float4(sk_FragCoord.xy, 
urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    } else {
    half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * 
half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
    half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    coverage = dists2.x * dists2.y;
    }
    if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
    coverage = 1.0 - coverage;
    }
    return half4(half4(coverage));
    }
    
    half4 Blend_S1(half4 _src, half4 _dst) {
    return blend_modulate(Rect_S1_c0(_src), _src);}
    
    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;half4 output_S1;output_S1 = 
Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
    sk_FragColor = outputColor_S0 * output_S1;}}
    // 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
    uniform highp vec2 u_skRTFlip;
    precision mediump float;
    precision mediump sampler2D;
    out mediump vec4 sk_FragColor;
    uniform highp vec4 urectUniform_S1_c0;
    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() {
    highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + 
u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
        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;
        mediump vec4 output_S1;
        mediump float _3_coverage;
        {
            _3_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, 
urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
        }
        {
            _3_coverage = 1.0 - _3_coverage;
        }
        output_S1 = vec4(_3_coverage) * outputCoverage_S0;
        {
            sk_FragColor = outputColor_S0 * output_S1;
        }
    }
    
    
    Errors:
    link failed but did not provide an info log




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