fix: comprehensive boot warnings and exceptions — fixable silenced, unfixable diagnosed

Build system (5 gaps hardened):
- COOKBOOK_OFFLINE defaults to true (fork-mode)
- normalize_patch handles diff -ruN format
- New 'repo validate-patches' command (25/25 relibc patches)
- 14 patched Qt/Wayland/display recipes added to protected list
- relibc archive regenerated with current patch chain

Boot fixes (fixable):
- Full ISO EFI partition: 16 MiB → 1 MiB (matches mini, BIOS hardcoded 2 MiB offset)
- D-Bus system bus: absolute /usr/bin/dbus-daemon path (was skipped)
- redbear-sessiond: absolute /usr/bin/redbear-sessiond path (was skipped)
- daemon framework: silenced spurious INIT_NOTIFY warnings for oneshot_async services (P0-daemon-silence-init-notify.patch)
- udev-shim: demoted INIT_NOTIFY warning to INFO (expected for oneshot_async)
- relibc: comprehensive named semaphores (sem_open/close/unlink) replacing upstream todo!() stubs
- greeterd: Wayland socket timeout 15s → 30s (compositor DRM wait)
- greeter-ui: built and linked (header guard unification, sem_compat stubs removed)
- mc: un-ignored in both configs, fixed glib/libiconv/pcre2 transitive deps
- greeter config: removed stale keymapd dependency from display/greeter services
- prefix toolchain: relibc headers synced, _RELIBC_STDLIB_H guard unified

Unfixable (diagnosed, upstream):
- i2c-hidd: abort on no-I2C-hardware (QEMU) — process::exit → relibc abort
- kded6/greeter-ui: page fault 0x8 — Qt library null deref
- Thread panics fd != -1 — Rust std library on Redox
- DHCP timeout / eth0 MAC — QEMU user-mode networking
- hwrngd/thermald — no hardware RNG/thermal in VM
- live preload allocation — BIOS memory fragmentation, continues on demand
This commit is contained in:
2026-05-05 20:20:37 +01:00
parent a5f97b6632
commit f31522130f
81834 changed files with 11051982 additions and 108 deletions
@@ -0,0 +1,63 @@
// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#version 440
#if defined(TABLE)
layout(location = 0) in vec2 tt;
#endif
#if defined(SPRITE)
layout(location = 1) in vec4 fTexS;
#elif !defined(POINT)
layout(location = 1) in vec2 fTex;
#endif
#if defined(COLOR)
layout(location = 2) in vec4 fColor;
#else
layout(location = 2) in float fFade;
#endif
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
float opacity;
float entry;
float timestamp;
float dpr;
float sizetable[64];
float opacitytable[64];
} ubuf;
layout(binding = 1) uniform sampler2D _qt_texture;
#if defined(TABLE) || defined(SPRITE)
layout(binding = 2) uniform sampler2D colortable;
#endif
void main()
{
#if defined(SPRITE)
fragColor = mix(texture(_qt_texture, fTexS.xy), texture(_qt_texture, fTexS.zw), tt.y)
* fColor
* texture(colortable, tt)
* ubuf.opacity;
#elif defined(TABLE)
fragColor = texture(_qt_texture, fTex)
* fColor
* texture(colortable, tt)
* ubuf.opacity;
#elif !defined(POINT)
fragColor = texture(_qt_texture, fTex) * fColor * ubuf.opacity;
#elif defined(COLOR)
fragColor = texture(_qt_texture, gl_PointCoord) * fColor * ubuf.opacity;
#else // simple point
fragColor = texture(_qt_texture, gl_PointCoord) * fFade * ubuf.opacity;
#endif
}
@@ -0,0 +1,169 @@
#version 440
layout(location = 1) in vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
layout(location = 2) in vec4 vVec; // x,y = constant velocity, z,w = acceleration
#if defined(DEFORM)
layout(location = 0) in vec4 vPosRot; //x = x, y = y, z = radians of rotation, w = rotation velocity
#else
layout(location = 0) in vec2 vPos;
#endif
#if defined(COLOR)
layout(location = 3) in vec4 vColor;
#endif
#if !defined(DEFORM) && !defined(POINT) // Color-level
layout(location = 4) in vec2 vTex; // x = tx, y = ty
#endif
#if defined(DEFORM)
layout(location = 4) in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
layout(location = 5) in vec3 vTex; // x = tx, y = ty, z = bool autoRotate
#endif
#if defined(SPRITE)
layout(location = 6) in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
layout(location = 7) in vec3 vAnimPos; // x, y, x2 (two frames for interpolation)
#endif
#if defined(TABLE)
layout(location = 0) out vec2 tt; //y is progress if Sprite mode
#endif
#if defined(SPRITE)
layout(location = 1) out vec4 fTexS;
#elif !defined(POINT)
layout(location = 1) out vec2 fTex;
#endif
#if defined(COLOR)
layout(location = 2) out vec4 fColor;
#else
layout(location = 2) out float fFade;
#endif
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
float opacity;
float entry;
float timestamp;
float dpr;
float sizetable[64];
float opacitytable[64];
} ubuf;
void main()
{
float t = (ubuf.timestamp - vData.x) / vData.y;
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix = ubuf.matrix[gl_ViewIndex];
#else
mat4 matrix = ubuf.matrix;
#endif
if (t < 0. || t > 1.) {
#if defined(DEFORM)
gl_Position = matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.);
#elif defined(POINT)
gl_PointSize = 0.;
#else
gl_Position = matrix * vec4(vPos.x, vPos.y, 0., 1.);
#endif
} else {
#if defined(SPRITE)
tt.y = vAnimData.z;
// Calculate frame location in texture
fTexS.xy = vAnimPos.xy + vTex.xy * vAnimData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = vAnimPos.zy + vTex.xy * vAnimData.xy;
#elif !defined(POINT)
fTex = vTex.xy;
#endif
float currentSize = mix(vData.z, vData.w, t * t);
float fade = 1.;
float fadeIn = min(t * 10., 1.);
float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
#if defined(TABLE)
currentSize = currentSize * ubuf.sizetable[int(floor(t*64.))];
fade = fade * ubuf.opacitytable[int(floor(t*64.))];
#endif
if (ubuf.entry == 1.)
fade = fade * fadeIn * fadeOut;
else if (ubuf.entry == 2.)
currentSize = currentSize * fadeIn * fadeOut;
if (currentSize <= 0.) {
#if defined(DEFORM)
gl_Position = matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.);
#elif defined(POINT)
gl_PointSize = 0.;
#else
gl_Position = matrix * vec4(vPos.x, vPos.y, 0., 1.);
#endif
} else {
if (currentSize < 3.) // Sizes too small look jittery as they move
currentSize = 3.;
vec2 pos;
#if defined(DEFORM)
float rotation = vPosRot.z + vPosRot.w * t * vData.y;
if (vTex.z > 0.) {
vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
if (length(curVel) > 0.)
rotation += atan(curVel.y, curVel.x);
}
vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5);
vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
/* The readable version:
vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
vec2 xRotatedDeform;
xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
vec2 yRotatedDeform;
yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
*/
pos = vPosRot.xy
+ rotatedDeform.xy
+ rotatedDeform.zw
+ vVec.xy * t * vData.y // apply velocity
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
#elif defined(POINT)
pos = vPos.xy
+ vVec.xy * t * vData.y // apply velocity vector..
+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
gl_PointSize = currentSize * ubuf.dpr;
#else // non point color
vec2 deform = currentSize * (vTex.xy - 0.5);
pos = vPos.xy
+ deform.xy
+ vVec.xy * t * vData.y // apply velocity
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
#endif
gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
#if defined(COLOR)
fColor = vColor * fade;
#else
fFade = fade;
#endif
#if defined(TABLE)
tt.x = t;
#endif
}
}
}