Weird, I swear I haven’t ever seen these lines before:
[ 4.178925] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:534: SHADER_COMPILER ERROR 1: 0:2(10): error: GLSL ES 3.10 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
[ 4.178948] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling vertex shader:
0:2(10): error: GLSL ES 3.10 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
[ 4.178997] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:64: Shader source code:
#version 310 es
#if defined(GL_ANDROID_extension_pack_es31a)
#extension GL_ANDROID_extension_pack_es31a : enable
#endif // defined(GL_ANDROID_extension_pack_es31a)
#ifdef GL_ES
#if defined(GL_EXT_clip_cull_distance)
#extension GL_EXT_clip_cull_distance : enable
#endif // defined(GL_EXT_clip_cull_distance)
#endif // GL_ES
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don’t need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to vec3(vert_position.xy, 1.0)
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
[ 4.179127] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:534: SHADER_COMPILER ERROR 2: 0:2(10): error: GLSL ES 3.10 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
[ 4.179140] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:63: Error compiling fragment shader:
0:2(10): error: GLSL ES 3.10 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
[ 4.179145] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadShader:64: Shader source code:
#version 310 es
#if defined(GL_ANDROID_extension_pack_es31a)
#extension GL_ANDROID_extension_pack_es31a : enable
#endif // defined(GL_ANDROID_extension_pack_es31a)
#ifdef GL_ES
#if defined(GL_EXT_clip_cull_distance)
#extension GL_EXT_clip_cull_distance : enable
#endif // defined(GL_EXT_clip_cull_distance)
#endif // GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp samplerBuffer;
#else
precision mediump float;
precision mediump samplerBuffer;
#endif // GL_FRAGMENT_PRECISION_HIGH
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}
[ 4.179197] Render.OpenGL video_core/renderer_opengl/gl_shader_util.cpp:LoadProgram:100: Error linking shader:
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
[ 4.179201] Debug video_core/renderer_opengl/gl_shader_util.cpp:operator():104: Assertion Failed!
Shader not linked
After that, Citra Canary abruptly crashed. So fast that I couldn’t even take screenshots. Also, Nighty works fine despite also got update.