https://bugs.kde.org/show_bug.cgi?id=363749
s...@zxc.pp.ua changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |s...@zxc.pp.ua --- Comment #2 from s...@zxc.pp.ua --- I can confirm this bug. It's still appear with kscreenlocker versions 5.8.3 - 5.8.5. Memory leak amount is ~ 250mB per hour. In testing mode it produce: *** QOpenGLShader::link: error: program lacks a fragment shader shader compilation failed: "error: program lacks a fragment shader\n" QOpenGLShader::link: error: program lacks a fragment shader QOpenGLShader::compile(Fragment): 0:6(2): error: No precision specified in this scope for type `vec4' 0:7(2): error: No precision specified in this scope for type `float' 0:8(2): error: No precision specified in this scope for type `float' 0:9(2): error: No precision specified in this scope for type `float' 0:9(22): error: initializer of global variable `outerRadius' must be a constant expression 0:10(2): error: No precision specified in this scope for type `vec4' 0:13(2): error: No precision specified in this scope for type `vec4' 0:15(2): error: No precision specified in this scope for type `vec2' 0:16(2): error: No precision specified in this scope for type `float' *** Problematic Fragment shader source code *** #ifndef GL_FRAGMENT_PRECISION_HIGH #define highp mediump #endif #line 1 varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform vec4 colorBorder; float blend = 0.01; float innerRadius = 0.47; float outerRadius = innerRadius + 0.02; vec4 colorEmpty = vec4(0.0, 0.0, 0.0, 0.0); void main() { vec4 colorSource = texture2D(source, qt_TexCoord0.st); vec2 m = qt_TexCoord0 - vec2(0.5, 0.5); float dist = sqrt(m.x * m.x + m.y * m.y); if (dist < innerRadius) gl_FragColor = colorSource; else if (dist < innerRadius + blend) gl_FragColor = mix(colorSource, colorBorder, ((dist - innerRadius) / blend)); else if (dist < outerRadius) gl_FragColor = colorBorder; else if (dist < outerRadius + blend) gl_FragColor = mix(colorBorder, colorEmpty, ((dist - outerRadius) / blend)); else gl_FragColor = colorEmpty ; gl_FragColor = gl_FragColor * qt_Opacity; } *** -- You are receiving this mail because: You are watching all bug changes.