fixme:mixer:ALSA_MixerInit No master control found on HDA ATI HDMI, disabling mixer fixme:win:EnumDisplayDevicesW ((null),0,0x32e9b4,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32d5b8,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32ce8c,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32cf3c,0x00000000), stub! fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb41-f175-11d1-a392-00e0291f3959} not found fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found fixme:thread:SetThreadIdealProcessor (0xe8): stub fixme:thread:SetThreadIdealProcessor (0x19c): stub fixme:thread:SetThreadIdealProcessor (0x1a8): stub fixme:xinput:XInputGetState (0 0x32f01c) fixme:xinput:XInputGetState (1 0x32f01c) fixme:xinput:XInputGetState (2 0x32f01c) fixme:xinput:XInputGetState (3 0x32f01c) fixme:system:SystemParametersInfoW Unimplemented action: 94 (SPI_GETMOUSETRAILS) fixme:system:SystemParametersInfoW Unimplemented action: 4124 (SPI_GETMOUSESONAR) fixme:d3d:query_init Event query: Unimplemented, but pretending to be supported. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:d3d_shader:vertexshader_init The difference between the minimum and maximum relative offset is > 127. fixme:d3d_shader:vertexshader_init Which this OpenGL implementation does not support. Try using GLSL. fixme:d3d_shader:vertexshader_init Min: 0, Max: 132. fixme:thread:SetThreadIdealProcessor (0x1fc): stub fixme:thread:SetThreadIdealProcessor (0x218): stub fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x3fecbd8,0x3fecad8): stub fixme:thread:SetThreadIdealProcessor (0x21c): stub fixme:thread:SetThreadIdealProcessor (0x220): stub fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x3fecd78,0x3fecaa0): stub err:xvidmode:ComputeGammaFromRamp ramp not uniform (max=0.749709, min=0.314809, avg=0.396214), rejected fixme:xinput:XInputGetState (1 0x32fc58) fixme:thread:SetThreadIdealProcessor (0x27c): stub fixme:thread:SetThreadIdealProcessor (0x264): stub fixme:imm:ImmGetOpenStatus (0x1581d0): semi-stub fixme:imm:ImmReleaseContext (0x70034, 0x1581d0): stub fixme:d3d_shader:shader_glsl_validate_link Program 3 link status invalid. fixme:d3d_shader:shader_glsl_dump_program_source Object 1: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source void main(void) fixme:d3d_shader:shader_glsl_dump_program_source { fixme:d3d_shader:shader_glsl_dump_program_source gl_Position = gl_Vertex; fixme:d3d_shader:shader_glsl_dump_program_source gl_FrontColor = vec4(1.0); fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[0] = gl_MultiTexCoord0; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 2: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source #extension GL_ARB_texture_rectangle : enable fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2DRect sampler; fixme:d3d_shader:shader_glsl_dump_program_source void main(void) fixme:d3d_shader:shader_glsl_dump_program_source { fixme:d3d_shader:shader_glsl_dump_program_source gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #3: fixme:d3d_shader:print_glsl_info_log linking with uncompiled shader fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_validate_link Program 4 link status invalid. fixme:d3d_shader:shader_glsl_dump_program_source Object 6: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input() { /* do nothing */ } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 5: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 VC[256]; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 posFixup; fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input(); fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib0; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib1; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source const float FLT_MAX = 1e38; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.xyzw = (attrib0.xyzw + VC[0].xyzw); fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[0].xy = ((attrib1.xy * VC[1].xy) + VC[1].zw); fixme:d3d_shader:shader_glsl_dump_program_source order_ps_input(); fixme:d3d_shader:shader_glsl_dump_program_source gl_FogFragCoord = 0.0; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.y = gl_Position.y * posFixup.y; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.xy += posFixup.zw * gl_Position.ww; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 7: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source #extension GL_ARB_texture_rectangle : enable fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 PC[32]; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler0; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler1; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler2; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T0 = gl_TexCoord[0]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R1; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R2; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 PLC4; fixme:d3d_shader:shader_glsl_dump_program_source const float FLT_MAX = 1e38; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source R0.xyzw = (texture2D(Psampler0, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R2.xyzw = (texture2D(Psampler1, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyzw = (texture2D(Psampler2, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R0.y = (R2.x); fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (R1.x); fixme:d3d_shader:shader_glsl_dump_program_source R1.xyz = (R0.xyz + PC[3].xyz); fixme:d3d_shader:shader_glsl_dump_program_source R0.x = (dot(R1.xyz, PC[0].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.y = (dot(R1.xyz, PC[1].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (dot(R1.xyz, PC[2].xyz)); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (PLC4.x); fixme:d3d_shader:shader_glsl_dump_program_source gl_FragData[0].xyzw = (R0.xyzw); fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #4: fixme:d3d_shader:print_glsl_info_log linking with uncompiled shader fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 4414 fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 4428 fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants @ glsl_shader.c / 3932 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (2 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_validate_link Program 8 link status invalid. fixme:d3d_shader:shader_glsl_dump_program_source Object 10: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input() { /* do nothing */ } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 9: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 VC[256]; fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 posFixup; fixme:d3d_shader:shader_glsl_dump_program_source void order_ps_input(); fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib0; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib1; fixme:d3d_shader:shader_glsl_dump_program_source attribute vec4 attrib2; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source const float FLT_MAX = 1e38; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.x = (dot(attrib0.xyzw, VC[0].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.y = (dot(attrib0.xyzw, VC[1].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.z = (dot(attrib0.xyzw, VC[2].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.w = (dot(attrib0.xyzw, VC[3].xyzw)); fixme:d3d_shader:shader_glsl_dump_program_source gl_FrontColor.xyzw = (attrib1.xyzw); fixme:d3d_shader:shader_glsl_dump_program_source gl_TexCoord[0].xy = (attrib2.xy); fixme:d3d_shader:shader_glsl_dump_program_source order_ps_input(); fixme:d3d_shader:shader_glsl_dump_program_source gl_FogFragCoord = 0.0; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.y = gl_Position.y * posFixup.y; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.xy += posFixup.zw * gl_Position.ww; fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source Object 11: fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB. fixme:d3d_shader:shader_glsl_dump_program_source GL_OBJECT_COMPILE_STATUS_ARB: 0. fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:shader_glsl_dump_program_source #version 120 fixme:d3d_shader:shader_glsl_dump_program_source #extension GL_ARB_texture_rectangle : enable fixme:d3d_shader:shader_glsl_dump_program_source uniform vec4 PC[32]; fixme:d3d_shader:shader_glsl_dump_program_source uniform sampler2D Psampler0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 T0 = gl_TexCoord[0]; fixme:d3d_shader:shader_glsl_dump_program_source vec4 R0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp0; fixme:d3d_shader:shader_glsl_dump_program_source vec4 tmp1; fixme:d3d_shader:shader_glsl_dump_program_source const float FLT_MAX = 1e38; fixme:d3d_shader:shader_glsl_dump_program_source void main() { fixme:d3d_shader:shader_glsl_dump_program_source R0.xyzw = (texture2D(Psampler0, T0.xy).xyzw); fixme:d3d_shader:shader_glsl_dump_program_source R0.xyzw = (R0.xyzw * gl_Color.xyzw); fixme:d3d_shader:shader_glsl_dump_program_source gl_FragData[0].xyzw = (R0.xyzw); fixme:d3d_shader:shader_glsl_dump_program_source } fixme:d3d_shader:shader_glsl_dump_program_source fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #8: fixme:d3d_shader:print_glsl_info_log linking with uncompiled shader fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 4414 fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 4428 fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants @ glsl_shader.c / 3932 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (3 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (0 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:imm:ImmGetOpenStatus (0x1581d0): semi-stub fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (1 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (2 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (3 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (0 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (1 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (2 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (3 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (0 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:imm:ImmGetOpenStatus (0x1581d0): semi-stub fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (1 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (2 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (3 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:xinput:XInputGetState (0 0x32fc58) fixme:d3d_shader:shader_glsl_deselect_depth_blt >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4602 fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4562 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756 fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 756