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Startup hangs at logo screen on openSUSE tumbleweed #2498

Open
3 tasks done
NohWayJose opened this issue Aug 27, 2024 · 0 comments
Open
3 tasks done

Startup hangs at logo screen on openSUSE tumbleweed #2498

NohWayJose opened this issue Aug 27, 2024 · 0 comments
Labels
topic: code Related to content of the project itself type: imperfection Perceived defect in any part of project

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@NohWayJose
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NohWayJose commented Aug 27, 2024

Describe the problem

Application window renders with the logo in centre but then hangs.

To reproduce

Using any method (GUI or shell) invoke arduino-ide.
I tried latest zip, AppImage and overnight zip/AppImage builds

Expected behavior

I'd expect the ide to open and load the last opened code

Arduino IDE version

2.3.2

Operating system

Linux

Operating system version

Operating System: openSUSE Tumbleweed 20240823 KDE Plasma Version: 6.1.4 KDE Frameworks Version: 6.5.0 Qt Version: 6.7.2 Kernel Version: 6.10.5-1-default (64-bit) Graphics Platform: Wayland Processors: 32 × 13th Gen Intel® Core™ i9-13900K Memory: 62.6 GiB of RAM Graphics Processor: AMD Radeon RX 6650 XT Manufacturer: Gigabyte Technology Co., Ltd. Product Name: Z790 AORUS ELITE AX

Additional context

Looks like someone has a similar issue on Fedora in #2458


The following is from bash stdOut - it's probably truncated by the line buffer size (attached file seems different but it's stdOut, piped to a text file (could just be the truncated start of stdOut)

------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.520762:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.521005:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.521200:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.537301:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.537547:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.537821:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.538066:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.554180:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.554398:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.554629:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.554823:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.570869:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.571081:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.571315:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.571514:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.588621:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.588857:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195547.589110:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
^CisTempSketch: false. Input was /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
Marking workspace as a closed sketch. Workspace URI: file:///home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving. Date: 1724784948113.
isTempSketch: false. Input was /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
Marking workspace as a closed sketch. Workspace URI: file:///home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving. Date: 1724784948147.
Update for version 2.3.2 is not available (latest version: 2.3.2, downgrade is allowed).
[168820:0827/195548.151248:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
Closing channel on service path '/services/electron-window'.
Closing channel on service path '/services/ide-updater'.
[168820:0827/195548.151716:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_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;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    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;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[168820:0827/195548.152161:ERROR:shared_context_state.cc(98)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));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 highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    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;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
Storing the sketch as a workspace root: </home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving>.
Skipped storing sketch as workspace root. Already visited: </home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving>.
Stored workspaces roots: /home/greg/Arduino/BathroomMirrorRelay_sketch_Daylight_saving
No sketches were scheduled for deletion.

startup.txt


Forum discussion: https://forum.arduino.cc/t/opensuse-tumbleweed-kde-wayland-plasma6-ide2-fails-to-start/1295045

Issue checklist

  • I searched for previous reports in the issue tracker
  • I verified the problem still occurs when using the latest nightly build
  • My report contains all necessary details
@NohWayJose NohWayJose added the type: imperfection Perceived defect in any part of project label Aug 27, 2024
@per1234 per1234 added the topic: code Related to content of the project itself label Aug 27, 2024
@per1234 per1234 changed the title Arduino 2.3.2 hangs at logo screen on openSUSE tumbleweed Startup hangs at logo screen on openSUSE tumbleweed Aug 27, 2024
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