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Black screen in Version 1.1.1 in Windows 7 Professional 64bit #1201

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mpolavieja opened this issue Mar 1, 2019 · 32 comments · Fixed by #1812
Closed

Black screen in Version 1.1.1 in Windows 7 Professional 64bit #1201

mpolavieja opened this issue Mar 1, 2019 · 32 comments · Fixed by #1812
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@mpolavieja
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General Description

After installing desktop wasabi version 1.1.1 for windows, the wasabi window is completely black. It is responsive (I can drag the window around, and I can close / minimize / maximize it by guessing where to click) but it is completely black (it flashes in blue for less than a second when starting up).

How To Reproduce?

  1. Install version 1.1.1
  2. Launch wasabi

Operating System

Windows 7 Professional 64 bit

@mpolavieja
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I rolled back to version 1.1.0

@mpolavieja mpolavieja changed the title Version 1.1.1 in Windows 7 Professional 64bit Black screen in Version 1.1.1 in Windows 7 Professional 64bit Mar 1, 2019
@molnard
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molnard commented Mar 1, 2019

We have upgraded the GUI engine since then. Compiling from source will solve it. I will check that on my VM and let you know.

@nopara73 nopara73 added the debug label Mar 1, 2019
@nopara73
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nopara73 commented Mar 1, 2019

I cannot reproduce it. It works properly for me on Windows 7 Professional.

image

@nopara73
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nopara73 commented Mar 1, 2019

I also want to test it with doing it from source, because that may fix it. If I remember well, @danwalmsley's magic UI engine change happened after 1.1.1 was released, so that may fix it, but also I never made sure it works on win7. So anyway, to progress further on this issue, Wasabi must be compiled from code on your local machine, but for that the restore issue must be fixed: #1202

@nopara73
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nopara73 commented Mar 1, 2019

Restore issue fixed, I didn't try it on win7 yet. Will comment when I did. #1203

@mpolavieja
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I've tried to build from source but got too many errors :( I am not used to build from source.

@nopara73
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nopara73 commented Mar 4, 2019

Tested current master on win7. It works well. @mpolavieja I create a release for you now with the current master so you can test it.

@nopara73
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nopara73 commented Mar 4, 2019

@mpolavieja I created a release for you and uploaded it to google drive.

https://drive.google.com/file/d/1K3ja9SAqfk-p8u_BpaGbruXNRRhF0q_a/view?usp=sharing

Just to be sure, at installing make sure when the popup comes it does say it was signed by zksnacks and it doesn't say something like "unknown publisher."

Wrong example:

image

@mpolavieja
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I´ve tried current master on another win7 professional 64bit machine and it works well. I´ll try the release you´ve created for me in my other computer this evening. Thank you very much.

@mpolavieja
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I´ve tried the special release and I got the same result (black screen). Maybe this is a problem on my home computer.

@nopara73
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nopara73 commented Mar 5, 2019

Could you run the version from command line with wassabee --loglevel=debug? Maybe you see some error?

@mpolavieja
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mpolavieja commented Mar 5, 2019

These are the logs from running on command line:

FS:
SKSL:
   1    #version 100
   2    in half4 vcolor_Stage0;
   3    void main()
   4    {
   5            half4 outputColor_Stage0;
   6            half4 outputCoverage_Stage0;
   7            {
   8                    // Stage 0, DefaultGeometryProcessor
   9                    outputColor_Stage0 = vcolor_Stage0;
  10                    outputCoverage_Stage0 = half4(1);
  11            }
  12            {
  13                    // Xfer Processor: Porter Duff
  14                    sk_FragColor = outputColor_Stage0 * outputCoverage_Stage
0;
  15            }
  16    }
  17
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    varying mediump vec4 vcolor_Stage0;
   5    void main() {
   6        mediump vec4 outputColor_Stage0;
   7        {
   8            outputColor_Stage0 = vcolor_Stage0;
   9        }
  10        {
  11            gl_FragColor = outputColor_Stage0;
  12        }
  13    }
  14
Program linking failed.
VS:
SKSL:
   1    #version 100
   2    uniform float4 sk_RTAdjust;
   3    in float2 inPosition;
   4    in half4 inColor;
   5    out half4 vcolor_Stage0;
   6    void main()
   7    {
   8            // Primitive Processor DefaultGeometryProcessor
   9            half4 color = inColor;
  10            vcolor_Stage0 = color;
  11            float2 pos2 = inPosition;
  12            sk_Position = float4(pos2.x , pos2.y, 0, 1);
  13    }
  14
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    uniform highp vec4 sk_RTAdjust;
   5    attribute highp vec2 inPosition;
   6    attribute mediump vec4 inColor;
   7    varying mediump vec4 vcolor_Stage0;
   8    void main() {
   9        mediump vec4 color = inColor;
  10        vcolor_Stage0 = color;
  11        highp vec2 pos2 = inPosition;
  12        gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
  13        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww
* sk_RTAdjust.yw, 0.0, gl_Position.w);
  14    }
  15

FS:
SKSL:
   1    #version 100
   2    in half4 vcolor_Stage0;
   3    void main()
   4    {
   5            half4 outputColor_Stage0;
   6            half4 outputCoverage_Stage0;
   7            {
   8                    // Stage 0, DefaultGeometryProcessor
   9                    outputColor_Stage0 = vcolor_Stage0;
  10                    outputCoverage_Stage0 = half4(1);
  11            }
  12            {
  13                    // Xfer Processor: Porter Duff
  14                    sk_FragColor = outputColor_Stage0 * outputCoverage_Stage
0;
  15            }
  16    }
  17
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    varying mediump vec4 vcolor_Stage0;
   5    void main() {
   6        mediump vec4 outputColor_Stage0;
   7        {
   8            outputColor_Stage0 = vcolor_Stage0;
   9        }
  10        {
  11            gl_FragColor = outputColor_Stage0;
  12        }
  13    }
  14
Program linking failed.
VS:
SKSL:
   1    #version 100
   2    uniform float4 sk_RTAdjust;
   3    uniform float2 uAtlasSizeInv_Stage0;
   4    in float2 inPosition;
   5    in half4 inColor;
   6    in float2 inTextureCoords;
   7    out float2 vTextureCoords_Stage0;
   8    out float vTexIndex_Stage0;
   9    out half4 vinColor_Stage0;
  10    void main()
  11    {
  12            // Primitive Processor Texture
  13            float2 indexTexCoords = float2(inTextureCoords.x, inTextureCoord
s.y);
  14            float2 unormTexCoords = floor(0.5*indexTexCoords);
  15            float2 diff = indexTexCoords - 2.0*unormTexCoords;
  16            float texIdx = 2.0*diff.x + diff.y;
  17            vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
  18            vTexIndex_Stage0 = texIdx;
  19            vinColor_Stage0 = inColor;
  20            float2 pos2 = inPosition;
  21            sk_Position = float4(pos2.x , pos2.y, 0, 1);
  22    }
  23
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    uniform highp vec4 sk_RTAdjust;
   5    uniform highp vec2 uAtlasSizeInv_Stage0;
   6    attribute highp vec2 inPosition;
   7    attribute mediump vec4 inColor;
   8    attribute highp vec2 inTextureCoords;
   9    varying highp vec2 vTextureCoords_Stage0;
  10    varying highp float vTexIndex_Stage0;
  11    varying mediump vec4 vinColor_Stage0;
  12    void main() {
  13        highp vec2 indexTexCoords = vec2(inTextureCoords.x, inTextureCoords.
y);
  14        highp vec2 unormTexCoords = floor(0.5 * indexTexCoords);
  15        highp vec2 diff = indexTexCoords - 2.0 * unormTexCoords;
  16        highp float texIdx = 2.0 * diff.x + diff.y;
  17        vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
  18        vTexIndex_Stage0 = texIdx;
  19        vinColor_Stage0 = inColor;
  20        highp vec2 pos2 = inPosition;
  21        gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
  22        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww
* sk_RTAdjust.yw, 0.0, gl_Position.w);
  23    }
  24

FS:
SKSL:
   1    #version 100
   2    uniform lowp sampler2D uTextureSampler_0_Stage0;
   3    in float2 vTextureCoords_Stage0;
   4    in float vTexIndex_Stage0;
   5    in half4 vinColor_Stage0;
   6    void main()
   7    {
   8            half4 outputColor_Stage0;
   9            half4 outputCoverage_Stage0;
  10            {
  11                    // Stage 0, Texture
  12                    outputColor_Stage0 = vinColor_Stage0;
  13                    half4 texColor;
  14                    {
  15                            texColor = texture(uTextureSampler_0_Stage0, vTe
xtureCoords_Stage0).rrrr;
  16                    }
  17                    outputCoverage_Stage0 = texColor;
  18            }
  19            {
  20                    // Xfer Processor: Porter Duff
  21                    sk_FragColor = outputColor_Stage0 * outputCoverage_Stage
0;
  22            }
  23    }
  24
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    uniform lowp sampler2D uTextureSampler_0_Stage0;
   5    varying highp vec2 vTextureCoords_Stage0;
   6    varying highp float vTexIndex_Stage0;
   7    varying mediump vec4 vinColor_Stage0;
   8    void main() {
   9        mediump vec4 outputColor_Stage0;
  10        mediump vec4 outputCoverage_Stage0;
  11        {
  12            outputColor_Stage0 = vinColor_Stage0;
  13            mediump vec4 texColor;
  14            {
  15                texColor = texture2D(uTextureSampler_0_Stage0, vTextureCoord
s_Stage0).xxxx;
  16            }
  17            outputCoverage_Stage0 = texColor;
  18        }
  19        {
  20            gl_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
  21        }
  22    }
  23
Program linking failed.
VS:
SKSL:
   1    #version 100
   2    uniform float4 sk_RTAdjust;
   3    in float2 position;
   4    in half4 color;
   5    in float2 textureCoords;
   6    out half4 vcolor_Stage0;
   7    out float2 vtextureCoords_Stage0;
   8    void main()
   9    {
  10            // Primitive Processor TextureGeometryProcessor
  11            vcolor_Stage0 = color;
  12            vtextureCoords_Stage0 = textureCoords;
  13            sk_Position = float4(position.x , position.y, 0, 1);
  14    }
  15
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    uniform highp vec4 sk_RTAdjust;
   5    attribute highp vec2 position;
   6    attribute mediump vec4 color;
   7    attribute highp vec2 textureCoords;
   8    varying mediump vec4 vcolor_Stage0;
   9    varying highp vec2 vtextureCoords_Stage0;
  10    void main() {
  11        vcolor_Stage0 = color;
  12        vtextureCoords_Stage0 = textureCoords;
  13        gl_Position = vec4(position.x, position.y, 0.0, 1.0);
  14        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww
* sk_RTAdjust.yw, 0.0, gl_Position.w);
  15    }
  16

FS:
SKSL:
   1    #version 100
   2    uniform lowp sampler2D uTextureSampler_0_Stage0;
   3    in half4 vcolor_Stage0;
   4    in float2 vtextureCoords_Stage0;
   5    void main()
   6    {
   7            half4 outputColor_Stage0;
   8            half4 outputCoverage_Stage0;
   9            {
  10                    // Stage 0, TextureGeometryProcessor
  11                    outputColor_Stage0 = vcolor_Stage0;
  12                    float2 texCoord;
  13                    texCoord = vtextureCoords_Stage0;
  14                    outputColor_Stage0 = outputColor_Stage0 * texture(uTextu
reSampler_0_Stage0, texCoord);
  15                    outputCoverage_Stage0 = float4(1);
  16            }
  17            {
  18                    // Xfer Processor: Porter Duff
  19                    sk_FragColor = outputColor_Stage0 * outputCoverage_Stage
0;
  20            }
  21    }
  22
GLSL:
   1    #version 100
   2
   3    precision mediump float;
   4    uniform lowp sampler2D uTextureSampler_0_Stage0;
   5    varying mediump vec4 vcolor_Stage0;
   6    varying highp vec2 vtextureCoords_Stage0;
   7    void main() {
   8        mediump vec4 outputColor_Stage0;
   9        {
  10            outputColor_Stage0 = vcolor_Stage0;
  11            highp vec2 texCoord;
  12            texCoord = vtextureCoords_Stage0;
  13            outputColor_Stage0 = outputColor_Stage0 * texture2D(uTextureSamp
ler_0_Stage0, texCoord);
  14        }
  15        {
  16            gl_FragColor = outputColor_Stage0;
  17        }
  18    }
  19

@nopara73
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nopara73 commented Mar 5, 2019

This is quite strange. @danwalmsley does it tell something to you?

@lontivero
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FYI there is another user reporting the same problem https://www.reddit.com/r/WasabiWallet/comments/axpcgp/black_screen/

@jordankittle
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Same problem here

@danwalmsley
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@kekekeks is this some kind of gpu compatibility issue?

@danwalmsley
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@mpolavieja @jordankittle can you report what gpu you have and what drivers / driver version you have?

@hubnix
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hubnix commented Mar 12, 2019

Hi, I am in the same situation: black screen on Windows 7 professional.
even with the "special release" compiled for mpolavieja

I hope this help you. these are is the infos of my gpu:

gpu

thanks

@mpolavieja
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mpolavieja commented Mar 12, 2019

@mpolavieja @jordankittle can you report what gpu you have and what drivers / driver version you have?

Here is mine

image

@danwalmsley
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@hubnix @mpolavieja thanks that is most helpful. Could you also scan your machines to see if there are any files called:
libEGL.dll or libGLES.dll

and post the location of these files.

@mpolavieja
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I have like 17 different versions of the file libEGL.dll in many different locations. I don´t have the file libGLES.dll

image

@hubnix
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hubnix commented Mar 13, 2019

I have libEGL.dll, but not libGLES.dll:

`Directory di C:\Users\x\AppData\Local\Confide\app-1.5.11
06/05/2018 18:06 87.032 libEGL.dll
1 File 87.032 byte

Directory di C:\Users\x\AppData\Local\exodus\app-1.61.1
09/10/2018 19:28 25.096 libEGL.dll
1 File 25.096 byte

Directory di C:\Users\x\AppData\Local\exodus\app-1.63.1
01/11/2018 02:40 21.304 libEGL.dll
1 File 21.304 byte

Directory di C:\Users\x\AppData\Local\TomTom\HOME3\Updates\InstallTomTomMyDriveConnect_4_2_2_3561\MyDriveConnectUpdater
28/06/2017 05:11 13.312 libEGL.dll
1 File 13.312 byte

Directory di C:\Users\x\AppData\Local\TomTom\HOME3\Updates\InstallTomTomMyDriveConnect_4_2_3_3625\MyDriveConnectUpdater
28/06/2017 05:11 13.312 libEGL.dll
1 File 13.312 byte

Directory di C:\Users\x\Desktop\Tor Browser\Browser
27/02/2019 00:57 26.112 libEGL.dll
1 File 26.112 byte

Directory di C:\Users\x\Downloads\monero-gui-v0.13.0.4
03/05/2018 07:20 22.528 libEGL.dll
1 File 22.528 byte`

@tolerant-fellow
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tolerant-fellow commented Mar 15, 2019

also experiencing same issue on 1.1.3 and have tried all suggestion as above.

C:\Users\x\Desktop\Tor Browser\Browser\libEGL.dll
C:\Users\x\Desktop\Tor Browser\Browser\libGLESv2.dll

image

@danwalmsley
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I got hold of an old gtx1060 and installed it on a windows 7 pc, but with the latest drivers and it works.

@tolerant-fellow can you try updating either using windows update or downloading from nvidia website?

image

@danwalmsley
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@hubnix @mpolavieja can you also run a full windows update installing also optional updates like nvidia graphics or intel hd graphics driver updates and see if it resolves the issue.

@danwalmsley
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Update:

So I have tried 3 different video cards 1 GT640 and 1 GTX1050 ti, and also Intel HD graphics, iv tried oldest nvidia drivers and intel drivers I could find, but couldnt repro.

Please all update nvidia drivers and windows update and if problems still persist we may need to talk about remote debugging with one of you.

@danwalmsley
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@hubnix @mpolavieja @tolerant-fellow @jordankittle or anyone experiencing this please could you get in touch I have a potential fix for you to test, but as im unable to repro it myself I need you to try it for me.

Thanks

@danwalmsley
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you can get in touch on slack here:

https://join.slack.com/t/tumblebit/shared_invite/enQtNjAwMjkyNzkyNTc3LTRmMzUyOGJmNjM3N2JkYWIxYWZlYjQzODU1ODYzYTQ1YjM1MDcwNDVhOTU2ODQyNmYyZmRhOTUxYTJlZDJjYjY

@Denis7771111
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Same problem with last Wasabi release
#2861

@molnard
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molnard commented Dec 18, 2019

@Denis7771111 can u compile from source code?

https://github.com/zkSNACKs/WalletWasabi#build-from-source-code

You can start to play with the parameters in WalletWasabi.Gui / Program.cs

https://github.com/molnard/WalletWasabi/blob/bc86242b207ec0c1c0802cbb35b962df342170ca/WalletWasabi.Gui/Program.cs#L139

For example:
Instead of this:
.With(new AvaloniaNativePlatformOptions { UseDeferredRendering = true, UseGpu = true })
You can write:
.With(new AvaloniaNativePlatformOptions { UseDeferredRendering = true, UseGpu = false })

Or if you are on linux u can try
Instead of this:
.With(new X11PlatformOptions { UseGpu = useGpuLinux, WmClass = "Wasabi Wallet" })
You can write:
.With(new X11PlatformOptions { UseGpu = true, WmClass = "Wasabi Wallet" })
or
.With(new X11PlatformOptions { UseGpu = false, WmClass = "Wasabi Wallet" })

@danwalmsley
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@molnard AvaloniaNativePlatformOptions are OSX only, and X11PlaformOptions are Linux only, he needs to look a Win32PlatformOptions.

@mpolavieja
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I have upgraded my video card to the latest drivers and the problem did not solve. However, I updated Windows 7 through windows update and the problem was solved (my OS was very outdated).

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9 participants