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bazecor: 1.3.6 -> 1.3.8 #269513
bazecor: 1.3.6 -> 1.3.8 #269513
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Seems the correct changes.
@amesgen : Do you know how to run this? I am in Wayland Swaz. Do you know if it needs Update: I got it: the user needs to be in the users = {
users.${config.settings.user.name} = {
extraGroups = [
"dialout" # For bazecor and the Dygma keyboard.
];
};
}; |
A guess: Maybe you still need to enable the udev rules? |
It was the |
@amesgen : do you know why lately I get a SKia shader compilation issue when I updated the system? CHECKING BACKUP FOLDER VALUE /home/nixos/Dygma/Backups
[629312:0105/123930.489508:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const float PRECISION = 4.000000;
const float MAX_FIXED_RESOLVE_LEVEL = 5.000000;
const float MAX_FIXED_SEGMENTS = 32.000000;
uniform float4 sk_RTAdjust;uniform float4 uaffineMatrix_S0;uniform float2 utranslate_S0;in float2 resolveLevel_and_idx;in float4 p01;in float4 p23;in float2 fanPointAttrib;float wangs_formula_max_fdiff_p2(float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float2 d0 = matrix * (fma(float2(-2), p1, p2) + p0);float2 d1 = matrix * (fma(float2(-2), p2, p3) + p1);return max(dot(d0,d0), dot(d1,d1));}float wangs_formula_cubic(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return max(ceil(sqrt(0.75 * _precision_ * sqrt(m))), 1.0);}float wangs_formula_cubic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float2 p3,float2x2 matrix) {float m = wangs_formula_max_fdiff_p2(p0, p1, p2, p3, matrix);return ceil(log2(max(0.5625 * _precision_ * _precision_ * m, 1.0)) * .25);}float wangs_formula_conic_p2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;p0 -= C;p1 -= C;p2 -= C;float m = sqrt(max(max(dot(p0,p0), dot(p1,p1)), dot(p2,p2)));float2 dp = fma(float2(-2.0 * w), p1, p0) + p2;float dw = abs(fma(-2.0, w, 2.0));float rp_minus_1 = max(0.0, fma(m, _precision_, -1.0));float numer = length(dp) * _precision_ + rp_minus_1 * dw;float denom = 4 * min(w, 1.0);return numer/denom;}float wangs_formula_conic(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return max(ceil(sqrt(n2)), 1.0);}float wangs_formula_conic_log2(float _precision_, float2 p0, float2 p1, float2 p2, float w) {float n2 = wangs_formula_conic_p2(_precision_, p0, p1, p2, w);return ceil(log2(max(n2, 1.0)) * .5);}bool is_conic_curve() { return isinf(p23.w); }bool is_triangular_conic_curve() { return isinf(p23.z); }float ldexp_portable(float x, float p) {return x * exp2(p);}void main() {// Primitive Processor tessellate_MiddleOutShader
float2x2 AFFINE_MATRIX = float2x2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);float2 TRANSLATE = utranslate_S0;float resolveLevel = resolveLevel_and_idx.x;float idxInResolveLevel = resolveLevel_and_idx.y;float2 localcoord;if (resolveLevel < 0) {localcoord = fanPointAttrib;} else if (is_triangular_conic_curve()) {localcoord = (resolveLevel != 0) ? p01.zw: (idxInResolveLevel != 0) ? p23.xy: p01.xy;} else {float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;float w = -1;float maxResolveLevel;if (is_conic_curve()) {w = p3.x;maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,AFFINE_MATRIX * p1,AFFINE_MATRIX * p2, w);p1 *= w;p3 = p2;} else {maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,AFFINE_MATRIX);}if (resolveLevel > maxResolveLevel) {idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,maxResolveLevel - resolveLevel));resolveLevel = maxResolveLevel;}float fixedVertexID = floor(.5 + ldexp_portable(idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);float2 ab = mix(p0, p1, T);float2 bc = mix(p1, p2, T);float2 cd = mix(p2, p3, T);float2 abc = mix(ab, bc, T);float2 bcd = mix(bc, cd, T);float2 abcd = mix(abc, bcd, T);float u = mix(1.0, w, T);float v = w + 1 - u;float uv = mix(u, v, T);localcoord = (w < 0) ?abcd:abc/uv;} else {localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;}}float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;sk_Position = vertexpos.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ucolor_S0;void main() {// Stage 0, tessellate_MiddleOutShader
half4 outputColor_S0 = ucolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Disable Color
}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
const highp float PRECISION = 4.0;
const highp float MAX_FIXED_RESOLVE_LEVEL = 5.0;
const highp float MAX_FIXED_SEGMENTS = 32.0;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uaffineMatrix_S0;
uniform highp vec2 utranslate_S0;
in highp vec2 resolveLevel_and_idx;
in highp vec4 p01;
in highp vec4 p23;
in highp vec2 fanPointAttrib;
highp float wangs_formula_max_fdiff_p2_ff2f2f2f2f22(highp vec2 p0, highp vec2 p1, highp vec2 p2, highp vec2 p3, highp mat2 matrix) {
highp vec2 d0 = matrix * (((vec2(-2.0)) * (p1) + (p2)) + p0);
highp vec2 d1 = matrix * (((vec2(-2.0)) * (p2) + (p3)) + p1);
return max(dot(d0, d0), dot(d1, d1));
}
highp float wangs_formula_conic_p2_fff2f2f2f(highp float _precision_, highp vec2 p0, highp vec2 p1, highp vec2 p2, highp float w) {
highp vec2 C = (min(min(p0, p1), p2) + max(max(p0, p1), p2)) * 0.5;
p0 -= C;
p1 -= C;
p2 -= C;
highp float m = sqrt(max(max(dot(p0, p0), dot(p1, p1)), dot(p2, p2)));
highp vec2 dp = ((vec2(-2.0 * w)) * (p1) + (p0)) + p2;
highp float dw = abs(((-2.0) * (w) + (2.0)));
highp float rp_minus_1 = max(0.0, ((m) * (_precision_) + (-1.0)));
highp float numer = length(dp) * _precision_ + rp_minus_1 * dw;
highp float denom = 4.0 * min(w, 1.0);
return numer / denom;
}
void main() {
highp mat2 AFFINE_MATRIX = mat2(uaffineMatrix_S0.xy, uaffineMatrix_S0.zw);
highp vec2 TRANSLATE = utranslate_S0;
highp float resolveLevel = resolveLevel_and_idx.x;
highp float idxInResolveLevel = resolveLevel_and_idx.y;
highp vec2 localcoord;
if (resolveLevel < 0.0) {
localcoord = fanPointAttrib;
} else {
if (isinf(p23.z)) {
localcoord = resolveLevel != 0.0 ? p01.zw : (idxInResolveLevel != 0.0 ? p23.xy : p01.xy);
} else {
highp vec2 p0 = p01.xy;
highp vec2 p1 = p01.zw;
highp vec2 p2 = p23.xy;
highp vec2 p3 = p23.zw;
highp float w = -1.0;
highp float maxResolveLevel;
if (isinf(p23.w)) {
w = p3.x;
highp float _0_n2 = wangs_formula_conic_p2_fff2f2f2f(PRECISION, AFFINE_MATRIX * p0, AFFINE_MATRIX * p1, AFFINE_MATRIX * p2, w);
maxResolveLevel = ceil(log2(max(_0_n2, 1.0)) * 0.5);
p1 *= w;
p3 = p2;
} else {
highp float _1_m = wangs_formula_max_fdiff_p2_ff2f2f2f2f22(p0, p1, p2, p3, AFFINE_MATRIX);
maxResolveLevel = ceil(log2(max(9.0 * _1_m, 1.0)) * 0.25);
}
if (resolveLevel > maxResolveLevel) {
idxInResolveLevel = floor(idxInResolveLevel * exp2(maxResolveLevel - resolveLevel));
resolveLevel = maxResolveLevel;
}
highp float fixedVertexID = floor(0.5 + idxInResolveLevel * exp2(MAX_FIXED_RESOLVE_LEVEL - resolveLevel));
if (0.0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {
highp float T = fixedVertexID * 0.03125;
highp vec2 ab = mix(p0, p1, T);
highp vec2 bc = mix(p1, p2, T);
highp vec2 cd = mix(p2, p3, T);
highp vec2 abc = mix(ab, bc, T);
highp vec2 bcd = mix(bc, cd, T);
highp vec2 abcd = mix(abc, bcd, T);
highp float u = mix(1.0, w, T);
highp float v = (w + 1.0) - u;
highp float uv = mix(u, v, T);
localcoord = w < 0.0 ? abcd : abc / uv;
} else {
localcoord = fixedVertexID == 0.0 ? p0 : p3;
}
}
}
highp vec2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;
gl_Position = vec4(vertexpos, 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
precision mediump float;
precision mediump sampler2D;
uniform mediump vec4 ucolor_S0;
void main() {
}
Errors:
link failed but did not provide an info log
[629312:0105/123930.490840:ERROR:shared_context_state.cc(81)] Skia shader compilation error |
Ok a deletion of the ~/config/Bazecor/Cache*** folders worked |
Description of changes
https://github.com/Dygmalab/Bazecor/releases/tag/v1.3.8
Things done
nix.conf
? (See Nix manual)sandbox = relaxed
sandbox = true
nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD"
. Note: all changes have to be committed, also see nixpkgs-review usage./result/bin/
)Priorities
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