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Black screen after connecting to the phone #1064

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zyn110123 opened this issue Nov 20, 2024 · 1 comment
Open

Black screen after connecting to the phone #1064

zyn110123 opened this issue Nov 20, 2024 · 1 comment

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@zyn110123
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AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

start server...
AdbProcessImpl::out:C:/Users/Administrator/Desktop/QtScrcpy-win-x64-v2.2.1/scrcpy-server: 1 file pushed, 0 skipped. 107.1 MB/s (69007 bytes in 0.001s)

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

AdbProcessImpl::out:[server] INFO: Device: [Google] google sdk_gphone_x86_64 (Android 11)

server start finish in 0.489s

AdbProcessImpl::out:[server] DEBUG: Using video encoder: 'OMX.google.h264.encoder'
[server] DEBUG: Display: using SurfaceControl API

QOpenGLShader::compile(Fragment): ERROR: 0:2: '' : No precision specified for (float)
ERROR: 0:8: '' : No precision specified for (float)
ERROR: 0:9: '' : No precision specified for (float)
ERROR: 0:13: '' : No precision specified for (float)
ERROR: 0:14: '' : No precision specified for (float)
ERROR: 0:15: '' : No precision specified for (float)

*** Problematic Fragment shader source code ***
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#line 1

varying vec2 textureOut;        // ???????????????
uniform sampler2D textureY;     // uniform ???????????????????
uniform sampler2D textureU;     // sampler2D?2D???
uniform sampler2D textureV;     // ??yuv??????
void main(void)
{
    vec3 yuv;
    vec3 rgb;

    // SDL2 BT709_SHADER_CONSTANTS
    // https://github.com/spurious/SDL-mirror/blob/4ddd4c445aa059bb127e101b74a8c5b59257fbe2/src/render/opengl/SDL_shaders_gl.c#L102
    const vec3 Rcoeff = vec3(1.1644,  0.000,  1.7927);
    const vec3 Gcoeff = vec3(1.1644, -0.2132, -0.5329);
    const vec3 Bcoeff = vec3(1.1644,  2.1124,  0.000);

    // ???????textureY???textureOut???
    yuv.x = texture2D(textureY, textureOut).r;
    yuv.y = texture2D(textureU, textureOut).r - 0.5;
    yuv.z = texture2D(textureV, textureOut).r - 0.5;

    // ?????rgb
    // ??????
    yuv.x = yuv.x - 0.0625;
    rgb.r = dot(yuv, Rcoeff);
    rgb.g = dot(yuv, Gcoeff);
    rgb.b = dot(yuv, Bcoeff);
    // ?????
    gl_FragColor = vec4(rgb, 1.0);
}

QOpenGLShaderProgram::attributeLocation(vertexIn): shader program is not linked

QOpenGLShaderProgram::attributeLocation(vertexIn): shader program is not linked

QOpenGLShaderProgram::attributeLocation(textureIn): shader program is not linked

QOpenGLShaderProgram::attributeLocation(textureIn): shader program is not linked

QOpenGLShaderProgram::uniformLocation(textureY): shader program is not linked

QOpenGLShaderProgram::uniformLocation(textureU): shader program is not linked

QOpenGLShaderProgram::uniformLocation(textureV): shader program is not linked

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

update devices...
adb run
AdbProcessImpl::out:List of devices attached
172.17.0.2:5555 device

@oflodac
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oflodac commented Dec 9, 2024

Same problem for me

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