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Blank screen when opening app #1075

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Grant12311 opened this issue Jul 11, 2023 · 2 comments
Closed

Blank screen when opening app #1075

Grant12311 opened this issue Jul 11, 2023 · 2 comments
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@Grant12311
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Steps to reproduce

  1. Open Element Desktop.
  2. See blank white screen.

Outcome

What did you expect?

For the app to display normally.

What happened instead?

All I see is a blank white screen. It turns black in portions sometimes when resized. My mouse still turns into a hand when hovering over where buttons should be. Below is a small sample of the seemingly endless terminal output I see if I run the app from the terminal. It would seem to me like the shaders aren't compiling, breaking the rendering but keeping at least parts of the general app logic functional.

/home/grant/.config/Element exists: yes
/home/grant/.config/Riot exists: no
Starting auto update with base URL: https://packages.element.io/desktop/update/
Auto update not supported on this platform
Fetching translation json for locale: en_EN
Changing application language to en-us
Fetching translation json for locale: en-us
Resetting the UI components after locale change
Resetting the UI components after locale change
libva error: vaGetDriverNameByIndex() failed with unknown libva error, driver_name = (null)
Changing application language to en-us
Fetching translation json for locale: en-us
Resetting the UI components after locale change
[7499:0711/190738.842843:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 1 times!
[7499:0711/190738.862239:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) {
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);}

half4 MatrixEffect_S1_c0(half4 _input) {
return TextureEffect_S1_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1(half4 _input) {
_input = MatrixEffect_S1_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// 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 mat3 umatrix_S1_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_3_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_3_S0 = mat3x2(umatrix_S1_c0) * vec3(localCoord, 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;
out mediump vec4 sk_FragColor;
uniform highp mat3 umatrix_S1_c0;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_3_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _0_input = outputColor_S0;
    _0_input = texture(uTextureSampler_0_S1, vTransformedCoords_3_S0, -0.5);
    output_S1 = _0_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[7499:0711/190738.863653:ERROR:shared_context_state.cc(81)] Skia shader compilation error

Operating system

Ubuntu 22.04

Application version

1.11.35

How did you install the app?

Offical install instructions on the site. Many moths ago. It just broke today.

Homeserver

matrix.org

Will you send logs?

No

@Grant12311
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I didn't send logs because I don't know how or if it's even possible with the app unusable.

@t3chguy t3chguy transferred this issue from element-hq/element-web Jul 12, 2023
@t3chguy
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t3chguy commented Jul 12, 2023

Duplicate of #1074

@t3chguy t3chguy marked this as a duplicate of #1074 Jul 12, 2023
@t3chguy t3chguy closed this as completed Jul 12, 2023
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