Description of the issue:
Brave browser fails to render any web-page correctly (including pages such as about:brave) with Skia shader compilation errors.
How can this issue be reproduced?
- Install Brave on Fedora 38
- Run Brave and browse to any web-site
- Page fails to render correctly (example screenshot of failure in additional information section below).
Expected result:
Pages render correctly.
Brave Version( check About Brave
):
1.51.110
Additional Information:
System in use if Fedora 38 x64 with all the latest updates applied.
All pages fail to render as shown by the example image below:
These errors are repeated in the terminal:
Errors:
link failed but did not provide an info log
[16556:16556:0505/094229.951917:ERROR:shared_context_state.cc(77)] Skia shader compilation error// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * 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;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vcolor_S0 = color;
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 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;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0;
outputColor_S0 = vcolor_S0;
highp vec2 texCoord;
texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
{
sk_FragColor = outputColor_S0;
}
}Errors:
link failed but did not provide an info log
[16556:16556:0505/094229.968781:ERROR:shared_context_state.cc(77)] Skia shader compilation error// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
flat in half4 vcolor_S0;noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), outputColor_S0));const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * 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;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
vcolor_S0 = color;
vlocalCoord_S0 = localCoord;
gl_Position = vec4(position, 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;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
mediump vec4 outputColor_S0;
outputColor_S0 = vcolor_S0;
highp vec2 texCoord;
texCoord = vlocalCoord_S0;
outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5) * outputColor_S0;
{
sk_FragColor = outputColor_S0;
}
}Errors:
link failed but did not provide an info log