sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Minimized terminal without explorer is not interactable
Labels: Issue-Bug,Needs-Tag-Fix,Priority-3,Area-Windowing

### Windows Terminal version

1.18.3181.0

### Windows build number

10.0.22631.3085

### Other Software

_No response_

### Steps to reproduce

1. Open WT
2. Kill explorer.exe (`taskkill -f -im explorer.exe`)
3. Minimize the window
4. Try interacting with the maximize, restore and close buttons

### Expected Behavior

The buttons work. The window is draggable, as with other apps.

### Actual Behavior

The buttons don't work. The window isn't draggable.
The window *is* restorable by Alt+Tab or enabling quake mode, for instance, though, as expected.
Repository: flutter
Issue: Go router is bringing in unused cupertino libraries through its `CupertinoErrorScreen`
Labels: f: cupertino,platform-web,package,P2,p: go_router,team-go_router,triaged-go_router

Production web builds are failing to eliminate some cupertino related code from an app that as far as I can tell doesn't use the library. It seems the entry point is go_router's error screen handling: https://github.com/flutter/packages/blob/main/packages/go_router/lib/src/pages/cupertino.dart.

It should be restructured in a way that can be reliably tree shaken without extra configuration. Or if a optional named parameter somewhere is necessary to do so, it should be documented.

I don't yet have a focused reproduction, but you can reproduce this with the project at https://github.com/dart-lang/dart-pad/tree/main/pkgs/sketch_pad.

Tested with `flutter build web` and version:
```
Flutter 3.19.0-14.0.pre.5 • channel main • https://github.com/flutter/flutter
Framework • revision 75a2e5b493 (28 hours ago) • 2024-01-31 00:04:15 +0800
Engine • revision f02a4a80a7
Tools • Dart 3.4.0 (build 3.4.0-82.0.dev) • DevTools 2.31.0
```
Repository: godot
Issue: Animation Dock doesn't open when switching from AnimationTree node to AnimationPlayer node
Labels: enhancement,topic:editor,usability

### Tested versions

4.2.1 stable

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.5123) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

Normally, in the Scene tree, when you click on the AnimationPlayer node, the Animation dock at the bottom of the screen pops open. However, if you previously were clicked on an AnimationTree node, then click on the AnimationPlayer, the Animation dock does not open until you manually open it. This is just tedious extra clicking that I can't imagine is intentional as there's no benefit to it.

### Steps to reproduce

Create an AnimationTree node and AnimationPlayer node. Click on AnimationTree, then click on AnimationPlayer.

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: runtime: array index not starting at 0 in memstats.PauseNs on windows
Labels: NeedsFix,compiler/runtime

### Go version

1.21.5

### Output of `go env` in your module/workspace:

```shell
set GO111MODULE=auto
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\M\AppData\Local\go-build
set GOENV=C:\Users\M\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\Malle\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\Malle\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.5
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=C:\Users\M\AppData\Local\Temp\go-build808946283=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

collected runtime.Memstats on Windows

### What did you see happen?


There have been 9 garbage collections according to NumGC and also the PauseEnd array; However, the PauseNs array only shows two pause times, and they are incorrectly positioned in the array (the first time is logged at PauseNs[4] rather than PauseNs[0])
,"PauseTotalNs":1999400,"PauseNs":[0,0,0,0,1000100,999300,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"PauseEnd":[1706534601618276400,1706534601625558600,1706534601643261400,1706534601677238900,1706534601781174700,1706534602022683900,1706534602465533900,1706534603516006900,1706534604837389800,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"NumGC":9,

### What did you expect to see?

9 PauseNs times (the same as PauseEnd)
Repository: go
Issue: cmd/go: crash during loading in dirAndRoot (vendor-related)
Labels: NeedsInvestigation,GoCommand

@samthanawalla encountered this crash while using the web-based VS Code with a Google VM as the  backend.

![image](https://github.com/golang/go/assets/5658175/d4f87765-7c16-4508-8ede-16d87b7c19b3)

 The error indicates a crash propagated via gopls and go/packages up from the go command, specifically the dirAndRoot function:
```
// dirAndRoot returns the source directory and workspace root
// for the package p, guaranteeing that root is a path prefix of dir.
func dirAndRoot(path string, dir, root string) (string, string) {
	origDir, origRoot := dir, root
	dir = filepath.Clean(dir)
	root = filepath.Join(root, "src")
	if !str.HasFilePathPrefix(dir, root) || path != "command-line-arguments" && filepath.Join(root, path) != dir {
		// Look for symlinks before reporting error.
		dir = expandPath(dir)
		root = expandPath(root)
	}

	if !str.HasFilePathPrefix(dir, root) || len(dir) <= len(root) || dir[len(root)] != filepath.Separator || path != "command-line-arguments" && !build.IsLocalImport(path) && filepath.Join(root, path) != dir {
		debug.PrintStack()
		base.Fatalf("unexpected directory layout:\n"+
			"	import path: %s\n"+
			"	root: %s\n"+
			"	dir: %s\n"+
			"	expand root: %s\n"+
			"	expand dir: %s\n"+
			"	separator: %s",
			path,
			filepath.Join(origRoot, "src"),
			filepath.Clean(origDir),
			origRoot,
			origDir,
			string(filepath.Separator))
	}

	return dir, root
}
```

In addition the VS Code UI showed this truncated error:
```
Failed to run "go env env, -json, GOMOD": Command failed: /usr/lib/go...
```

Sorry there's not much to go on yet. I wonder whether the remote machine has as GOPACKAGESDRIVER env var (or $PATH executable).
Repository: pytorch
Issue: 22 Dynamo test are failing with "Failed running call_method expand_as(*(FakeTensor(..., size=(2, 1, 2, 1)), FakeTensor(..., size=(1,))), **{}):".
Labels: triaged,oncall: pt2,module: dynamo,dynamo-must-fix

22 Dynamo test are failing with "Failed running call_method expand_as(*(FakeTensor(..., size=(2, 1, 2, 1)), FakeTensor(..., size=(1,))), **{}):".

## Repro

`PYTORCH_TEST_WITH_DYNAMO=1 pytest test_torch.py -v -k test_broadcast_fn_add_cpu`

You will need to remove the skip or expectedFailure before running the repro command.
This may be just removing a line in
[dynamo_test_failures.py](https://github.com/pytorch/pytorch/blob/main/torch/testing/_internal/dynamo_test_failures.py)

## Failing tests

Here's a comprehensive list of tests that fail (as of this issue) with the above message:
<details>
<summary>Click me</summary>
```
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_add_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_addcdiv_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_addcmul_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_atan2_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_copy_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_div_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_eq_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_fmod_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_ge_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_gt_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_le_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_lerp_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_lt_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_map2_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_map_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_masked_fill_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_masked_scatter_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_mul_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_ne_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_pow_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_remainder_cpu
test_torch.py::TestTorchDeviceTypeCPU.test_broadcast_fn_sub_cpu
```
</details>

cc @ezyang @msaroufim @bdhirsh @anijain2305 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: flutter
Issue: [Impeller] OpenGLES goldens are failing to produce output
Labels: P2,e: impeller,team-engine,triaged-engine

The following tests are generating incorrect blank images:
- [x] impeller_Play_AiksTest_CanDrawPaint_OpenGLES
- [x] impeller_Play_AiksTest_CanDrawPaintMultipleTimes_OpenGLES
- [x] impeller_Play_AiksTest_CanDrawPaintWithAdvancedBlend_OpenGLES
- [ ] impeller_Play_AiksTest_CanRenderBackdropBlurHugeSigma_OpenGLES
- [ ] impeller_Play_AiksTest_CanRenderClippedBlur_OpenGLES
- [ ] impeller_Play_AiksTest_CanRenderClippedLayers_OpenGLES
- [ ] impeller_Play_AiksTest_CanRenderColorFilterWithInvertColorsDrawPaint_OpenGLES
- [ ] impeller_Play_AiksTest_CanRenderLinearGradientMaskBlur_OpenGLES
- [ ] impeller_Play_AiksTest_ClippedBlurFilterRendersCorrectly_OpenGLES
- [ ] impeller_Play_AiksTest_CollapsedDrawPaintInSubpass_OpenGLES
- [ ] impeller_Play_AiksTest_GaussianBlurOneDimension_OpenGLES
- [ ] impeller_Play_AiksTest_GaussianBlurRotatedAndClipped_OpenGLES
- [ ] impeller_Play_AiksTest_GaussianBlurScaledAndClipped_OpenGLES
- [ ] impeller_Play_AiksTest_ImageFilteredUnboundedSaveLayerWithUnboundedContents_OpenGLES

The ones related to blur will probably be fixed by https://github.com/flutter/flutter/issues/142355

Bug discovered as a result of https://github.com/flutter/engine/pull/50146

cc @jonahwilliams
Repository: flutter
Issue: [Impeller] perform golden texture flip on the GPU
Labels: P3,e: impeller,team-engine,triaged-engine

In https://github.com/flutter/engine/pull/50146 OpenGLES goldens were introduced, but the OpenGLES renderer holds textures with the Y flipped.  In order to account for this we flip the textures upside down on the CPU before writing the png files.  In theory that flipping should be able to be performed by the blit pass for better performance.

In Vulkans case the destination rect for the blit can have negative y coordinates, which should flip the texture.
Repository: pytorch
Issue: Automatic dynamic shapes should give up if a symbolic variable has too many guards on it
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Looking at https://github.com/pytorch/pytorch/issues/118492 and https://github.com/pytorch/pytorch/issues/118213 it occurs to me that if we are generating hundreds of guards involving a single symbolic variable, we probably should just give up and force the variable to be static.

I don't think this is too much of an ask for automatic dynamic, since the assessment on whether or not the tensor should be dynamic is based off of a heuristic anyway. I'm less sure if we should apply this for things the user explicitly asked to be dynamic e.g., via mark_dynamic; maybe it is better to error than it is to infinitely compile.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: flutter
Issue: [Impeller] `impeller_dart_unittests` fail with opengles on macos
Labels: P2,e: impeller,team-engine,triaged-engine

https://github.com/flutter/engine/pull/50146 started linking in OpenGLES on CI so that it is available for the goldens.  That caused `impeller_dart_unittests` to start failing inside OpenGLES tests.  Ideally these tests would run correctly on top of ANGLE like the golden tests do.
Repository: flutter
Issue: upgrade needed to our X509 related salt code
Labels: team-infra,P2,infra: device lab,triaged-infra

### Type of Request

infra task

### Infrastructure Environment

devicelab

### What is happening?

See https://github.com/flutter/flutter/issues/142627 for context.

We need to update our code and move to the new X509 v2 modules in salt.

This issue is meant to track the work for the upgrades.

### Steps to reproduce

Step 1:
Step 2:
..
Step n:


### Expected results

I expect to see X when Y is finished.
Repository: angular
Issue: Devtools tab not showing
Labels: area: devtools

### Is this a bug report or a feature request?

- [X] Bug Report
- [ ] Feature Request

### Please provide the steps to reproduce the issue [Bug Report only]

I can't see the tab in chrome devtools..
I even assigned a shortcut for it and when I use it I get a dialog that says
```
Angular application running development mode.
Open developer tools, and select the Angular tab.
```

But it's still not there

### Please provide the expected behavior vs the actual behavior you encountered [Bug Report only]

the tab should show :P
Repository: PowerToys
Issue: [Color Picker]:  bug(hue exceeds 240) + feat(add transparency & allow format of non-RGBA components) + enhance(compatibility with comdlg32.dll color-dialog) 
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

![image](https://github.com/microsoft/PowerToys/assets/7283693/5b8c63c2-a0e2-4ac0-96b0-eec8a9e2d73c)

## BUG(s):
  - Hue Exceeds 240 for some reason

## Enhancements:
  - Make it possible to create a format that can match with the hsl values of `comdlg32`
     - Need to be able to format params arbitrarily as natural (0-240) or byte instead of forcing percent %. 
  - Make it possible to create a format that can match with VisualStudio's Decimal hex values.
     - Need a Transparency param & need to be able to arbitrarily choose the format as HEX.
     - Need to be able to arbitrarily format `%Dv decimal value (BGR)` as HEX. 

## Feature Requests:
  - Format specifiers should work with components other than red, green, blue, alpha
  - Make `%` an actual format specifier rather than a character inserted to make more sense of the value.
  - Make format specifiers work for all values. Where `b` gives the unsigned byte value
  - When there's no specifier, do what's natural. For example: hue, saturation,  luminosity should go 0-240. 
  - Add a Luminosity parameter. 
  - Add a Transparency parameter that's the inverse of Alpha, ie: `Trans = 0xFF - Alpha`.
  - Allow us to type a color into a format & get it back reformatted in the other formats in addition to showing the color. 

## _(other)_
  - Allow us to set whitespace and text sizes so we can fit more stuff on screen. The spacing of things is ridiculous.  
  I can't even use the KeyboardManager RemapShortcuts on my 16:10 1920x1200 vertical screens because they're not wide enough. I pity the modern windows users with mere 1080 screens. https://github.com/microsoft/PowerToys/assets/7283693/105d6c62-a479-4f6e-8cb7-11bbebef8dd7




### Scenario when this would be used?

See Screenshot. 

### Supporting information

* PowerToys v0.78.0 running as admin
* Win11 Education 22H2 22621.3007
Repository: godot
Issue: Basis.Rotated doesnt give the same value between GDScript and C#
Labels: topic:core,topic:gdscript,needs testing,topic:dotnet

### Tested versions

This was tested in godot 4.2.1 mono and standard build (for GDScript)

### System information

Windows 11, 4.2.1 stable, Vulkan Forward+

### Issue description


I am creating two vectors, one for pos, one for rotation. And i'm getting the transform out of that pair.
The resulting transform is correct on GDScript, and Incorrect on C# for some reason.

Outputs are
```
C#: [X: (1,1046701E-06, -0,99999994, 0), Y: (0,99999994, 1,1046701E-06, 0), Z: (0, 0, 1)]
GDScript: [X: (0.000001, -1, 0), Y: (1, 0.000001, 0), Z: (0, 0, 1)]
```

I think it all comes down to underlying types (I read somewhere that GDScript floats are 64 bits, whereas C# floats are 32),
or I might have missed something in my examples.
Please provide my poor brain with answers
Best regards
I attached a MRP.

### Steps to reproduce

Just run the MRP to get a perfect repro

### Additional insights

Just for going further, I put the code that transform two Vector3 given in params and outputs a transform in gdscript, that i called from C#, and interestingly, the result was similar to the one i got in native C#. Which definitely goes in the direction of wrong underlying types.

### Minimal reproduction project (MRP)

[GDBUG.zip](https://github.com/godotengine/godot/files/14117864/GDBUG.zip)
Repository: flutter
Issue: Swarming task panics and cancels build
Labels: team-infra,P2,triaged-infra

### Type of Request

bug

### Infrastructure Environment

LUCI

### What is happening?

Occasionally, the swarming task panics with an out of range error

```
panic: runtime error: slice bounds out of range [33554436:16406]
```

I've only seen this on https://chromium-swarm.appspot.com/bot?id=flutter-devicelab-mac-26.

See Raw Output of these tasks:
https://chromium-swarm.appspot.com/task?id=6779820e086f0e10
https://chromium-swarm.appspot.com/task?id=677660c60af4dd10
https://chromium-swarm.appspot.com/task?id=67732f3234e9fd10
https://chromium-swarm.appspot.com/task?id=67731ed09eaa5110

Note: Rich Output does not show the step it actually stopped on or the error. It only says "Build infra failed"

### Steps to reproduce

_No response_

### Expected results

I expect builds to complete
Repository: flutter
Issue: Activate error versions for Gradle, Java, AGP, and KGP
Labels: t: gradle,P2,team-android,triaged-android

When https://github.com/flutter/flutter/pull/142000 lands, we will have warning versions enabled for each of these dependencies. This is a tracking issue for activating the corresponding "error" version for each dependency, which should be done after the warnings have been active for a full release.
Repository: flutter
Issue: Add a `flutter create` template for creating a DevTools extension
Labels: c: new feature,tool,will need additional triage,c: proposal,d: devtools

Create a new template (`flutter create --template=devtools-extension some_cool_tool`) that would create a package  that is a standalone DevTools extension. This should be similar to the `package` [template](https://docs.flutter.dev/packages-and-plugins/developing-packages#step-1-create-the-package), but with the bare bones implementation of a DevTools extension. 


The template should create the initial bones for a DevTools extension, including adding the `devtools_extension` and `devtools_app_shared` dependencies to the `pubspec.yaml` file and the initial main.dart file:

```dart
import 'package:devtools_app_shared/ui.dart';
import 'package:devtools_extensions/devtools_extensions.dart';
import 'package:flutter/material.dart';

void main() {
  runApp(const SomeCoolToolExtension());
}

class SomeCoolToolExtension extends StatelessWidget {
  const SomeCoolToolExtension({super.key});

  @override
  Widget build(BuildContext context) {
    return const DevToolsExtension(
      child: Placeholder(),
    );
  }
}
```

The readme should also document how to build the extension for publishing.
Repository: pytorch
Issue: Add MPS support for upsampling
Labels: feature,triaged,module: mps

### 🚀 The feature, motivation and pitch

Upsampling has performed better than average adaptive pooling and allows for adaptive upsampling unlike convolutional upsampling.

### Alternatives

_No response_

### Additional context

NotImplementedError: The operator 'aten::upsample_linear1d.out' is not currently implemented for the MPS device. If you want this op to be added in priority during the prototype phase of this feature, please comment on https://github.com/pytorch/pytorch/issues/77764. As a temporary fix, you can set the environment variable `PYTORCH_ENABLE_MPS_FALLBACK=1` to use the CPU as a fallback for this op. WARNING: this will be slower than running natively on MPS.

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr
Repository: godot
Issue: Meshes and gizmos are not rendered on Android when using Mobile renderer
Labels: bug,platform:android,topic:rendering,topic:thirdparty,topic:3d

### Tested versions

- Godot 4.0.alpha6, Godot v4.2.1.stable, Godot 4.3.dev2.mono

### System information

Godot v4.2.1.stable - Android Custom ROM RROS-Q-8.7.3-20211222-m1872-Unofficial - Vulkan (Mobile) - integrated Adreno (TM) 616 - SD710 (8 Threads)

### Issue description

Godot 4 Mobile renderer seems to not render 3D objects and gizmos for me. Debugger output gets flooded with:
```
E 0:00:03:0294   render_pipeline_create: vkCreateGraphicsPipelines failed with error 5.
  <C++ Error>    Condition "err" is true. Returning: PipelineID()
  <C++ Source>   drivers/vulkan/rendering_device_driver_vulkan.cpp:2921 @ render_pipeline_create()
E 0:00:03:0294   render_pipeline_create: Condition "!pipeline.driver_id" is true. Returning: RID()
  <C++ Source>   servers/rendering/rendering_device.cpp:2977 @ render_pipeline_create()
E 0:00:03:0295   _generate_version: Condition "pipeline.is_null()" is true. Returning: RID()
  <C++ Source>   servers/rendering/renderer_rd/pipeline_cache_rd.cpp:61 @ _generate_version()
E 0:00:03:0295   draw_list_set_push_constant: This render pipeline requires (0) bytes of push constant data, supplied: (16)
  <C++ Error>    Condition "p_data_size != dl->validation.pipeline_push_constant_size" is true.
  <C++ Source>   servers/rendering/rendering_device.cpp:3590 @ draw_list_set_push_constant()
E 0:00:03:0295   draw_list_draw: No render pipeline was set before attempting to draw.
  <C++ Error>    Condition "!dl->validation.pipeline_active" is true.
  <C++ Source>   servers/rendering/rendering_device.cpp:3609 @ draw_list_draw()
```

![Screenshot_20240201-013103127](https://github.com/godotengine/godot/assets/35270005/7833d9a7-9f04-4919-8587-704216212646)
![Screenshot_20240201-000906825](https://github.com/godotengine/godot/assets/35270005/80a8972b-ee41-4813-94e1-e6e25f8a17dd)

When comparing RenderDoc captures to PC (both using Mobile renderer), the first render pass is empty on Android, while the rest seems to be fine:
![image](https://github.com/godotengine/godot/assets/35270005/2536abc8-ce97-4380-9ed7-27f898732c24)

Mobile:
![Screenshot_20240131-231522760](https://github.com/godotengine/godot/assets/35270005/5d06de22-fa2e-4014-93a1-0b83fd8aeeff)
PC:
![image](https://github.com/godotengine/godot/assets/35270005/4a8d5a0d-f5ab-463f-a0f2-c8fd6fc05340)



### Steps to reproduce

Launch any Godot game or editor

### Minimal reproduction project (MRP)

N/A