Might actually be Mesa, not sure. I'm on an AMD GPU. Errors: link failed but did not provide an info log [513432:513432:0518/093249.126185:ERROR:shared_context_state.cc(77)] Skia shader compilation error ------------------------ // Vertex SKSL uniform float4 sk_RTAdjust;uniform float2 uatlas_adjust_S0;in float4 fillBounds;in half4 color;in float4 locations;out float2 vatlasCoord_S0;flat out half4 vcolor_S0;void main() {// Primitive Processor DrawAtlasPathShader float2 unitCoord = float2(sk_VertexID & 1, sk_VertexID >> 1); float2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord);float2 atlasTopLeft = float2(abs(locations.x) - 1, locations.y);float2 devTopLeft = locations.zw;bool transposed = locations.x < 0;float2 atlasCoord = devCoord - devTopLeft;if (transposed) {atlasCoord = atlasCoord.yx;}atlasCoord += atlasTopLeft;vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0;vcolor_S0 = color;sk_Position = devCoord.xy01;} // Fragment SKSL uniform sampler2D uTextureSampler_0_S0; in float2 vatlasCoord_S0;flat in half4 vcolor_S0;void main() {// Stage 0, DrawAtlasPathShader half4 outputCoverage_S0 = half4(1);half atlasCoverage = sample(uTextureSampler_0_S0, vatlasCoord_S0).000r.a;outputCoverage_S0 *= atlasCoverage;half4 outputColor_S0;outputColor_S0 = vcolor_S0;{ // Xfer Processor: Porter Duff sk_FragColor = outputColor_S0 * outputCoverage_S0;}} // Vertex GLSL #version 300 es precision mediump float; precision mediump sampler2D; uniform highp vec4 sk_RTAdjust; uniform highp vec2 uatlas_adjust_S0; in highp vec4 fillBounds; in mediump vec4 color; in highp vec4 locations; out highp vec2 vatlasCoord_S0; flat out mediump vec4 vcolor_S0; void main() { highp vec2 unitCoord = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); highp vec2 devCoord = mix(fillBounds.xy, fillBounds.zw, unitCoord); highp vec2 atlasTopLeft = vec2(abs(locations.x) - 1.0, locations.y); highp vec2 devTopLeft = locations.zw; bool transposed = locations.x < 0.0; highp vec2 atlasCoord = devCoord - devTopLeft; if (transposed) { atlasCoord = atlasCoord.yx; } atlasCoord += atlasTopLeft; vatlasCoord_S0 = atlasCoord * uatlas_adjust_S0; vcolor_S0 = color; gl_Position = vec4(devCoord, 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 precision mediump float; precision mediump sampler2D; out mediump vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_S0; in highp vec2 vatlasCoord_S0; flat in mediump vec4 vcolor_S0; void main() { mediump vec4 outputCoverage_S0 = vec4(1.0); mediump float atlasCoverage = texture(uTextureSampler_0_S0, vatlasCoord_S0, -0.5).x; outputCoverage_S0 *= atlasCoverage; mediump vec4 outputColor_S0; outputColor_S0 = vcolor_S0; { sk_FragColor = outputColor_S0 * outputCoverage_S0; } } Reproducible: Always Steps to Reproduce: 1. Enable Wayland and GPU support (can't test right now without them) 2. Start it from a terminal chromium-common-113.0.5672.92-1.fc38.x86_64 chromium-113.0.5672.92-1.fc38.x86_64 mesa-libGLU-9.0.1-8.fc38.x86_64 mesa-va-drivers-freeworld-23.0.3-1.fc38.x86_64 mesa-libGLU-devel-9.0.1-8.fc38.x86_64 mesa-libglapi-23.0.3-3.fc38.x86_64 mesa-filesystem-23.0.3-3.fc38.x86_64 mesa-dri-drivers-23.0.3-3.fc38.x86_64 mesa-libgbm-23.0.3-3.fc38.x86_64 mesa-libEGL-23.0.3-3.fc38.x86_64 mesa-libGL-23.0.3-3.fc38.x86_64 mesa-vulkan-drivers-23.0.3-3.fc38.x86_64
Created attachment 1965350 [details] Google Search results page
perhaps try removing ~/.config/chromium/Default/GPUCache ? see bug 2193335
Yeah, that fixes it for me. I missed the other bug, thanks. *** This bug has been marked as a duplicate of bug 2193335 ***