dEQP Core 2014.x (0xcafebabe) starting.. target implementation = 'X11 EGL' Test case 'dEQP-GLES3.functional.shaders.conversions.scalar_to_scalar.int_to_bool_vertex'.. GLSL IR for native fragment shader 0: ( (declare (shader_in ) vec4 gl_Color) (declare (shader_out ) vec4 gl_FragColor) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref gl_Color) ) )) ) ) Native code for unnamed fragment shader 0 (SIMD8 dispatch): SIMD8 shader: 5 instructions. 0 loops. Compacted 80 to 48 bytes (40%) START B0 (declare (shader_in ) vec4 gl_Color) pln(8) g124<1>F g4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; pln(8) g125<1>F g4.4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; pln(8) g126<1>F g5<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; pln(8) g127<1>F g5.4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; FB write header sendc(8) null g124<8,8,1>F render RT write SIMD8 LastRT Surface = 0 mlen 4 rlen 0 { align1 1Q EOT }; END B0 Native code for unnamed fragment shader 0 (SIMD16 dispatch): SIMD16 shader: 5 instructions. 0 loops. Compacted 80 to 48 bytes (40%) START B0 (declare (shader_in ) vec4 gl_Color) pln(16) g120<1>F g6<0,1,0>F g2<8,8,1>F { align1 1H compacted }; pln(16) g122<1>F g6.4<0,1,0>F g2<8,8,1>F { align1 1H compacted }; pln(16) g124<1>F g7<0,1,0>F g2<8,8,1>F { align1 1H compacted }; pln(16) g126<1>F g7.4<0,1,0>F g2<8,8,1>F { align1 1H compacted }; FB write header sendc(16) null g120<8,8,1>F render RT write SIMD16 LastRT Surface = 0 mlen 8 rlen 0 { align1 1H EOT }; END B0 GLSL IR for native fragment shader 3: ( (declare (shader_out ) vec4 gl_FragColor) (declare (uniform ) vec4 color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref color) ) )) ) ) Native code for meta clear fragment shader 3 (SIMD16 dispatch): SIMD16 shader: 2 instructions. 0 loops. Compacted 32 to 32 bytes (0%) START B0 mov(4) g115<1>F g2<4,4,1>F { align1 WE_all compacted }; nop ; sendc(16) null g115<8,8,1>F render RT write SIMD16/RepData LastRT Surface = 0 mlen 1 rlen 0 { align1 1H EOT }; END B0 GLSL IR for native vertex shader 3: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_out ) int gl_Layer) (declare (sys ) int gl_InstanceID) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (x) (var_ref gl_Layer) (var_ref gl_InstanceID) ) (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) vec4 estimated execution time: 30 cycles Native code for meta clear vertex shader 3: vec4 shader: 6 instructions. 0 loops. Compacted 96 to 96 bytes (0%) START B0 indices, point width, clip flags mov(8) g114<1>UD 0x00000000UD { align16 1Q compacted }; gl_Position mov(8) g115<1>F g1<4,4,1>F { align16 1Q }; indices, point width, clip flags mov(8) g114<1>.yD g2<4,4,1>.wD { align16 1Q }; URB write mov(8) g113<1>UD g0<4,4,1>UD { align16 WE_all 1Q }; or(1) g113.5<1>UD g0.5<0,1,0>UD 0x0000ff00UD { align1 WE_all }; nop ; send(8) null g113<4,4,1>F urb 0 write HWord interleave complete mlen 3 rlen 0 { align16 1Q EOT }; END B0 GLSL IR for native fragment shader 4: ( (declare (shader_in ) vec4 packed:v_out0) (declare (shader_out ) vec4 dEQP_FragColor) (declare (uniform ) bool ref_out0) (function main (signature void (parameters ) ( (declare (temporary ) bool compiler_temp) (assign (x) (var_ref compiler_temp) (expression bool == (expression bool > (swiz x (var_ref packed:v_out0) )(constant float (0.500000)) ) (var_ref ref_out0) ) ) (assign (x) (var_ref dEQP_FragColor) (expression float b2f (var_ref compiler_temp) ) ) (assign (y) (var_ref dEQP_FragColor) (expression float b2f (var_ref compiler_temp) ) ) (assign (z) (var_ref dEQP_FragColor) (expression float b2f (var_ref compiler_temp) ) ) (assign (w) (var_ref dEQP_FragColor) (constant float (1.000000)) ) )) ) ) Native code for unnamed fragment shader 4 (SIMD8 dispatch): SIMD8 shader: 8 instructions. 0 loops. Compacted 128 to 96 bytes (25%) START B0 (declare (shader_in ) vec4 packed:v_out0) pln(8) g7<1>F g5<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; (assign (x) (var_ref compiler_temp) (expression bool == (expression bool > (swiz x (var_ref packed:v_out0) )(constant float (0.500000)) ) (var_ref ref_out0) ) ) cmp.g.f0(8) g3<1>D g7<8,8,1>F 0.5F { align1 1Q }; cmp.z.f0(8) g2<1>D g3<8,8,1>D g4<0,1,0>D { align1 1Q compacted }; (assign (x) (var_ref dEQP_FragColor) (expression float b2f (var_ref compiler_temp) ) ) and(8) g126<1>D g2<8,8,1>D 0x3f800000UD { align1 1Q }; mov(8) g124<1>F g126<8,8,1>F { align1 1Q compacted }; mov(8) g125<1>F g126<8,8,1>F { align1 1Q compacted }; mov(8) g127<1>F 1F { align1 1Q }; FB write header sendc(8) null g124<8,8,1>F render RT write SIMD8 LastRT Surface = 0 mlen 4 rlen 0 { align1 1Q EOT }; END B0 Native code for unnamed fragment shader 4 (SIMD16 dispatch): SIMD16 shader: 8 instructions. 0 loops. Compacted 128 to 96 bytes (25%) START B0 (declare (shader_in ) vec4 packed:v_out0) pln(16) g10<1>F g7<0,1,0>F g2<8,8,1>F { align1 1H compacted }; (assign (x) (var_ref compiler_temp) (expression bool == (expression bool > (swiz x (var_ref packed:v_out0) )(constant float (0.500000)) ) (var_ref ref_out0) ) ) cmp.g.f0(16) g4<1>D g10<8,8,1>F 0.5F { align1 1H }; cmp.z.f0(16) g2<1>D g4<8,8,1>D g6<0,1,0>D { align1 1H compacted }; (assign (x) (var_ref dEQP_FragColor) (expression float b2f (var_ref compiler_temp) ) ) and(16) g124<1>D g2<8,8,1>D 0x3f800000UD { align1 1H }; mov(16) g120<1>F g124<8,8,1>F { align1 1H compacted }; mov(16) g122<1>F g124<8,8,1>F { align1 1H compacted }; mov(16) g126<1>F 1F { align1 1H }; FB write header sendc(16) null g120<8,8,1>F render RT write SIMD16 LastRT Surface = 0 mlen 8 rlen 0 { align1 1H EOT }; END B0 GLSL IR for native vertex shader 4: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_out ) vec4 packed:v_out0) (declare (shader_in ) vec4 dEQP_Position) (declare (shader_in ) float a_in0) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref dEQP_Position) ) (assign (x) (var_ref packed:v_out0) (expression float b2f (expression bool i2b (expression int f2i (var_ref a_in0) ) ) ) ) )) ) ) vec4 estimated execution time: 58 cycles Native code for unnamed vertex shader 4: vec4 shader: 9 instructions. 0 loops. Compacted 144 to 128 bytes (11%) START B0 (assign (x) (var_ref packed:v_out0) (expression float b2f (expression bool i2b (expression int f2i (var_ref a_in0) ) ) ) ) mov(8) g7<1>.xD g2<4,4,1>.xF { align16 1Q compacted }; indices, point width, clip flags mov(8) g114<1>UD 0x00000000UD { align16 1Q compacted }; gl_Position mov(8) g115<1>F g1<4,4,1>F { align16 1Q }; (assign (x) (var_ref packed:v_out0) (expression float b2f (expression bool i2b (expression int f2i (var_ref a_in0) ) ) ) ) cmp.nz.f0(8) g6<1>.xD g7<4,4,1>.xD 0F { align16 1Q }; and(8) g4<1>.xD g6<4,4,1>.xD 0x3f800000UD { align16 1Q }; packed:v_out0 mov(8) g116<1>F g4<4,4,1>F { align16 1Q }; URB write mov(8) g113<1>UD g0<4,4,1>UD { align16 WE_all 1Q }; or(1) g113.5<1>UD g0.5<0,1,0>UD 0x0000ff00UD { align1 WE_all }; send(8) null g113<4,4,1>F urb 0 write HWord interleave complete mlen 5 rlen 0 { align16 1Q EOT }; END B0 Vertex shader compile time = 0.200000 ms Fragment shader compile time = 0.257000 ms Link time = 2.807000 ms Pass (Pass) Test case duration in microseconds = 14696 us DONE! Test run totals: Passed: 1/1 (100.0%) Failed: 0/1 (0.0%) Not supported: 0/1 (0.0%) Warnings: 0/1 (0.0%)