dEQP Core GL-CTS-2.0 (0x0052484b) starting.. target implementation = 'X11' Mesa warning: couldn't open libtxc_dxtn.so, software DXTn compression/decompression unavailable Test case 'ES2-CTS.gtf.GL.exp.exp_float_vert_xvaryneg'.. NIR (SSA form) for vertex shader: decl_var shader_in vec4 position (17, 0) decl_var shader_out vec4 gl_Position (0, 0) decl_overload main returning void impl main { block block_0: /* preds: */ vec4 ssa_0 = intrinsic load_input () () (0) intrinsic store_output (ssa_0) () (0) /* succs: block_1 */ block block_1: } NIR (final form) for vertex shader: decl_var shader_in vec4 position (17, 0) decl_var shader_out vec4 gl_Position (0, 0) decl_overload main returning void impl main { block block_0: /* preds: */ vec4 ssa_0 = intrinsic load_input () () (0) intrinsic store_output (ssa_0) () (0) /* succs: block_1 */ block block_1: } GLSL IR for native vertex shader 3: ( (declare (location=0 shader_out ) vec4 gl_Position) (declare (location=17 shader_in ) vec4 position) ( function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) VS estimated execution time: 190 cycles Native code for meta clear vertex shader 3: VS vec4 shader: 10 instructions. 0 loops. Compacted 160 to 160 bytes (0%) START B0 send(8) 1 g3<1>.wF g2<4,4,1>.wF math inv mlen 1 rlen 1 { align16 }; mov(8) g4<1>UD 0x00000000UD { align16 }; mov(8) m4<1>F g2<4,4,1>F { align16 }; mul(8) g3<1>.xyzF g2<4,4,1>.xyzzF g3<4,4,1>.wF { align16 }; cmp.l.f0(8) null g3<4,4,1>.wF 0F { align16 }; (+f0) or(8) g4<1>.wUD g4<4,4,1>.wUD 0x00000040UD { align16 }; (+f0) mov(8) g3<1>F [0F, 0F, 0F, 0F]VF { align16 }; mov(8) m2<1>UD g4<4,4,1>UD { align16 }; mov(8) m3<1>F g3<4,4,1>F { align16 }; send(8) 1 null g0<4,4,1>F urb 0 interleave used complete mlen 4 rlen 0 { align16 EOT }; END B0 NIR (SSA form) for vertex shader: decl_var uniform mat4 gtf_ModelViewProjectionMatrix (4294967295, 0) decl_var shader_in vec4 gtf_Color (17, 0) decl_var shader_in vec4 gtf_Vertex (18, 1) decl_var shader_out vec4 gl_Position (0, 0) decl_var shader_out vec4 color (26, 26) decl_overload main returning void impl main { block block_0: /* preds: */ vec1 ssa_0 = load_const (0x408a7fac /* 4.328085 */) vec3 ssa_1 = load_const (0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */) vec4 ssa_2 = intrinsic load_input () () (0) vec1 ssa_3 = fmul ssa_0, -ssa_2 vec1 ssa_4 = fexp2 ssa_3 vec4 ssa_5 = vec4 ssa_4, ssa_1, ssa_1.y, ssa_1.z vec4 ssa_6 = intrinsic load_uniform () () (0, 0) vec4 ssa_7 = intrinsic load_input () () (1) vec4 ssa_8 = fmul ssa_6, ssa_7.xxxx vec4 ssa_9 = intrinsic load_uniform () () (0, 1) vec4 ssa_10 = fmul ssa_9, ssa_7.yyyy vec4 ssa_11 = fadd ssa_8, ssa_10 vec4 ssa_12 = intrinsic load_uniform () () (0, 2) vec4 ssa_13 = fmul ssa_12, ssa_7.zzzz vec4 ssa_14 = fadd ssa_11, ssa_13 vec4 ssa_15 = intrinsic load_uniform () () (0, 3) vec4 ssa_16 = fmul ssa_15, ssa_7.wwww vec4 ssa_17 = fadd ssa_14, ssa_16 intrinsic store_output (ssa_17) () (0) intrinsic store_output (ssa_5) () (26) /* succs: block_1 */ block block_1: } NIR (final form) for vertex shader: decl_var uniform mat4 gtf_ModelViewProjectionMatrix (4294967295, 0) decl_var shader_in vec4 gtf_Color (17, 0) decl_var shader_in vec4 gtf_Vertex (18, 1) decl_var shader_out vec4 gl_Position (0, 0) decl_var shader_out vec4 color (26, 26) decl_overload main returning void impl main { decl_reg vec4 r0 block block_0: /* preds: */ vec1 ssa_0 = load_const (0x408a7fac /* 4.328085 */) vec3 ssa_1 = load_const (0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */) vec4 ssa_2 = intrinsic load_input () () (0) vec1 ssa_3 = fmul ssa_0, -ssa_2 r0.x = fexp2 ssa_3 r0.yzw = imov ssa_1.xyz vec4 ssa_6 = intrinsic load_uniform () () (0, 0) vec4 ssa_7 = intrinsic load_input () () (1) vec4 ssa_8 = fmul ssa_6, ssa_7.xxxx vec4 ssa_9 = intrinsic load_uniform () () (0, 1) vec4 ssa_10 = fmul ssa_9, ssa_7.yyyy vec4 ssa_11 = fadd ssa_8, ssa_10 vec4 ssa_12 = intrinsic load_uniform () () (0, 2) vec4 ssa_13 = fmul ssa_12, ssa_7.zzzz vec4 ssa_14 = fadd ssa_11, ssa_13 vec4 ssa_15 = intrinsic load_uniform () () (0, 3) vec4 ssa_16 = fmul ssa_15, ssa_7.wwww vec4 ssa_17 = fadd ssa_14, ssa_16 intrinsic store_output (ssa_17) () (0) intrinsic store_output (r0) () (26) /* succs: block_1 */ block block_1: } GLSL IR for native vertex shader 4: ( (declare (location=0 shader_out ) vec4 gl_Position) (declare (location=26 shader_out ) vec4 color) (declare (location=17 shader_in ) vec4 gtf_Color) (declare (location=18 shader_in ) vec4 gtf_Vertex) (declare (uniform ) mat4 gtf_ModelViewProjectionMatrix) ( function main (signature void (parameters ) ( (declare (temporary ) vec4 vec_ctor) (assign (yzw) (var_ref vec_ctor) (constant vec3 (0.000000 0.000000 1.000000)) ) (assign (x) (var_ref vec_ctor) (expression float exp2 (expression float * (constant float (4.328085)) (expression float neg (swiz x (var_ref gtf_Color) )) ) ) ) (assign (xyzw) (var_ref color) (var_ref vec_ctor) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref gtf_Vertex) )) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref gtf_Vertex) )) ) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref gtf_Vertex) )) ) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (3)) ) (swiz w (var_ref gtf_Vertex) )) ) ) )) ) ) VS estimated execution time: 918 cycles Native code for unnamed vertex shader 4: VS vec4 shader: 22 instructions. 0 loops. Compacted 352 to 352 bytes (0%) START B0 mov(8) g5<1>.yzUD 0x00000000UD { align16 }; mul(8) g6<1>.xF -g3<4,4,1>.xF 4.32808F { align16 }; mov(8) g8<1>UD 0x00000000UD { align16 }; mov(8) g5<1>.wD 1065353216D { align16 }; send(8) 1 g5<1>.xF g6<4,4,1>.xF math exp mlen 1 rlen 1 { align16 }; mov(8) m5<1>F g5<4,4,1>F { align16 }; mul(8) g6<1>F g1<0,4,1>F g4<4,4,1>.xF { align16 }; mul(8) g7<1>F g1.4<0,4,1>F g4<4,4,1>.yF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; mul(8) g7<1>F g2<0,4,1>F g4<4,4,1>.zF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; mul(8) g7<1>F g2.4<0,4,1>F g4<4,4,1>.wF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; send(8) 1 g7<1>.wF g6<4,4,1>.wF math inv mlen 1 rlen 1 { align16 }; mov(8) m4<1>F g6<4,4,1>F { align16 }; mul(8) g7<1>.xyzF g6<4,4,1>.xyzzF g7<4,4,1>.wF { align16 }; cmp.l.f0(8) null g7<4,4,1>.wF 0F { align16 }; (+f0) or(8) g8<1>.wUD g8<4,4,1>.wUD 0x00000040UD { align16 }; (+f0) mov(8) g7<1>F [0F, 0F, 0F, 0F]VF { align16 }; mov(8) m2<1>UD g8<4,4,1>UD { align16 }; mov(8) m3<1>F g7<4,4,1>F { align16 }; send(8) 1 null g0<4,4,1>F urb 0 interleave used complete mlen 5 rlen 0 { align16 EOT }; END B0 NIR (SSA form) for vertex shader: decl_var uniform mat4 gtf_ModelViewProjectionMatrix (4294967295, 0) decl_var shader_in vec4 gtf_Color (17, 0) decl_var shader_in vec4 gtf_Vertex (18, 1) decl_var shader_out vec4 gl_Position (0, 0) decl_var shader_out vec4 color (26, 26) decl_overload main returning void impl main { block block_0: /* preds: */ vec1 ssa_0 = load_const (0x40400000 /* 3.000000 */) vec1 ssa_1 = load_const (0x402df8a1 /* 2.718300 */) vec3 ssa_2 = load_const (0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */) vec4 ssa_3 = intrinsic load_input () () (0) vec1 ssa_4 = fmul ssa_0, ssa_3 vec1 ssa_5 = fpow ssa_1, ssa_4 vec1 ssa_6 = frcp ssa_5 vec4 ssa_7 = vec4 ssa_6, ssa_2, ssa_2.y, ssa_2.z vec4 ssa_8 = intrinsic load_uniform () () (0, 0) vec4 ssa_9 = intrinsic load_input () () (1) vec4 ssa_10 = fmul ssa_8, ssa_9.xxxx vec4 ssa_11 = intrinsic load_uniform () () (0, 1) vec4 ssa_12 = fmul ssa_11, ssa_9.yyyy vec4 ssa_13 = fadd ssa_10, ssa_12 vec4 ssa_14 = intrinsic load_uniform () () (0, 2) vec4 ssa_15 = fmul ssa_14, ssa_9.zzzz vec4 ssa_16 = fadd ssa_13, ssa_15 vec4 ssa_17 = intrinsic load_uniform () () (0, 3) vec4 ssa_18 = fmul ssa_17, ssa_9.wwww vec4 ssa_19 = fadd ssa_16, ssa_18 intrinsic store_output (ssa_19) () (0) intrinsic store_output (ssa_7) () (26) /* succs: block_1 */ block block_1: } NIR (final form) for vertex shader: decl_var uniform mat4 gtf_ModelViewProjectionMatrix (4294967295, 0) decl_var shader_in vec4 gtf_Color (17, 0) decl_var shader_in vec4 gtf_Vertex (18, 1) decl_var shader_out vec4 gl_Position (0, 0) decl_var shader_out vec4 color (26, 26) decl_overload main returning void impl main { decl_reg vec4 r0 block block_0: /* preds: */ vec1 ssa_0 = load_const (0x40400000 /* 3.000000 */) vec1 ssa_1 = load_const (0x402df8a1 /* 2.718300 */) vec3 ssa_2 = load_const (0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */) vec4 ssa_3 = intrinsic load_input () () (0) vec1 ssa_4 = fmul ssa_0, ssa_3 vec1 ssa_5 = fpow ssa_1, ssa_4 r0.x = frcp ssa_5 r0.yzw = imov ssa_2.xyz vec4 ssa_8 = intrinsic load_uniform () () (0, 0) vec4 ssa_9 = intrinsic load_input () () (1) vec4 ssa_10 = fmul ssa_8, ssa_9.xxxx vec4 ssa_11 = intrinsic load_uniform () () (0, 1) vec4 ssa_12 = fmul ssa_11, ssa_9.yyyy vec4 ssa_13 = fadd ssa_10, ssa_12 vec4 ssa_14 = intrinsic load_uniform () () (0, 2) vec4 ssa_15 = fmul ssa_14, ssa_9.zzzz vec4 ssa_16 = fadd ssa_13, ssa_15 vec4 ssa_17 = intrinsic load_uniform () () (0, 3) vec4 ssa_18 = fmul ssa_17, ssa_9.wwww vec4 ssa_19 = fadd ssa_16, ssa_18 intrinsic store_output (ssa_19) () (0) intrinsic store_output (r0) () (26) /* succs: block_1 */ block block_1: } GLSL IR for native vertex shader 7: ( (declare (location=0 shader_out ) vec4 gl_Position) (declare (location=26 shader_out ) vec4 color) (declare (location=17 shader_in ) vec4 gtf_Color) (declare (location=18 shader_in ) vec4 gtf_Vertex) (declare (uniform ) mat4 gtf_ModelViewProjectionMatrix) ( function main (signature void (parameters ) ( (declare (temporary ) vec4 vec_ctor) (assign (yzw) (var_ref vec_ctor) (constant vec3 (0.000000 0.000000 1.000000)) ) (assign (x) (var_ref vec_ctor) (expression float rcp (expression float pow (constant float (2.718300)) (expression float * (constant float (3.000000)) (swiz x (var_ref gtf_Color) )) ) ) ) (assign (xyzw) (var_ref color) (var_ref vec_ctor) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (0)) ) (swiz x (var_ref gtf_Vertex) )) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (1)) ) (swiz y (var_ref gtf_Vertex) )) ) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (2)) ) (swiz z (var_ref gtf_Vertex) )) ) (expression vec4 * (array_ref (var_ref gtf_ModelViewProjectionMatrix) (constant int (3)) ) (swiz w (var_ref gtf_Vertex) )) ) ) )) ) ) VS estimated execution time: 1800 cycles Native code for unnamed vertex shader 7: VS vec4 shader: 25 instructions. 0 loops. Compacted 400 to 400 bytes (0%) START B0 mov(8) g6<1>.xD 1076754593D { align16 }; mov(8) g5<1>.yzUD 0x00000000UD { align16 }; mul(8) g7<1>.xF g3<4,4,1>.xF 3F { align16 }; mov(8) g8<1>UD 0x00000000UD { align16 }; mov(8) g5<1>.wD 1065353216D { align16 }; mov(8) m2<1>F g7<4,4,1>.xF { align16 }; send(8) 1 g6<1>.xF g6<4,4,1>.xF math pow mlen 2 rlen 1 { align16 }; send(8) 1 g5<1>.xF g6<4,4,1>.xF math inv mlen 1 rlen 1 { align16 }; mov(8) m5<1>F g5<4,4,1>F { align16 }; mul(8) g6<1>F g1<0,4,1>F g4<4,4,1>.xF { align16 }; mul(8) g7<1>F g1.4<0,4,1>F g4<4,4,1>.yF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; mul(8) g7<1>F g2<0,4,1>F g4<4,4,1>.zF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; mul(8) g7<1>F g2.4<0,4,1>F g4<4,4,1>.wF { align16 }; add(8) g6<1>F g6<4,4,1>F g7<4,4,1>F { align16 }; send(8) 1 g7<1>.wF g6<4,4,1>.wF math inv mlen 1 rlen 1 { align16 }; mov(8) m4<1>F g6<4,4,1>F { align16 }; mul(8) g7<1>.xyzF g6<4,4,1>.xyzzF g7<4,4,1>.wF { align16 }; cmp.l.f0(8) null g7<4,4,1>.wF 0F { align16 }; (+f0) or(8) g8<1>.wUD g8<4,4,1>.wUD 0x00000040UD { align16 }; (+f0) mov(8) g7<1>F [0F, 0F, 0F, 0F]VF { align16 }; mov(8) m2<1>UD g8<4,4,1>UD { align16 }; mov(8) m3<1>F g7<4,4,1>F { align16 }; send(8) 1 null g0<4,4,1>F urb 0 interleave used complete mlen 5 rlen 0 { align16 EOT }; END B0 Pass (Pass) DONE! Test run totals: Passed: 1/1 (100.00%) Failed: 0/1 (0.00%) Not supported: 0/1 (0.00%) Warnings: 0/1 (0.00%)