[thread ffffffff][I][0]: Log system initialised [thread ffffffff][I][0]: Default allowed number of simultaneously open files in the system is 2448. [thread ffffffff][I][0]: Current memlock limit is 4294967295. [thread ffffffff][I][1]: setup_teb_register() - using LDT entry 13 [thread 00000001][I][253]: Forcing OpenGL Core context usage [thread 00000001][I][258]: OpenGL Core context version 4.1 detected [thread 00000001][I][301]: OpenGL information: [thread 00000001][I][301]: renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.45.0 / 4.7.1-1-ARCH, LLVM 3.8.1) [thread 00000001][I][301]: vendor: X.Org [thread 00000001][I][301]: version: 4.1 (Core Profile) Mesa 12.1.0-devel (git-a73116e) [thread 00000001][I][301]: GLSL version: 4.10 [thread 00000001][I][301]: Max surface size: 16384 [thread 00000001][I][301]: Supported and usable: texture_mirror_clamp_to_edge: yes [thread 00000001][I][301]: Supported and usable: texture_storage: yes [thread 00000001][I][301]: Supported and usable: copy_image: yes [thread 00000001][I][301]: Supported and usable: texture_storage_multisample: yes [thread 00000001][I][301]: Supported and usable: texture_view: yes [thread 00000001][I][301]: Supported and usable: ATI_separate_stencil: yes [thread 00000001][I][301]: Supported and usable: EXT_stencil_two_side: no [thread 00000001][I][301]: Supported and usable: texture_filter_anisotropic: yes [thread 00000001][I][301]: Supported and usable: explicit_attrib_location: yes [thread 00000001][I][301]: Supported and usable: compressed 3D textures (VTC): no [thread 00000001][I][301]: Supported and usable: clear_buffer_object yes [thread 00000001][I][301]: Available texture memory (from NVidia extension): 6287152 kB [thread 00000001][I][301]: Multisample textures test: [thread 00000001][I][302]: GL_RGBA8 (0x8058): 8 samples [thread 00000001][I][304]: GL_RGBA8UI (0x8d7c): 8 samples [thread 00000001][I][307]: GL_RGBA8I (0x8d8e): 8 samples [thread 00000001][I][309]: GL_RGBA12 (0x805a): 8 samples [thread 00000001][I][312]: GL_RGBA16 (0x805b): 8 samples [thread 00000001][I][314]: GL_RGBA16F (0x881a): 8 samples [thread 00000001][I][315]: GL_RGBA32 (0x8814): 8 samples [thread 00000001][I][316]: GL_RGBA16I (0x8d88): 8 samples [thread 00000001][I][318]: GL_RGBA16UI (0x8d76): 8 samples [thread 00000001][I][319]: GL_RGBA32I (0x8d82): 8 samples [thread 00000001][I][320]: GL_RGBA32UI (0x8d70): 8 samples [thread 00000001][I][321]: GL_RGB8 (0x8051): 8 samples [thread 00000001][I][322]: GL_RGB32F (0x8815): 8 samples [thread 00000001][I][323]: GL_RGB32I (0x8d83): 8 samples [thread 00000001][I][325]: GL_RGB32UI (0x8d71): 8 samples [thread 00000001][I][326]: GL_RG8 (0x822b): 8 samples [thread 00000001][I][327]: GL_RG16 (0x822c): 8 samples [thread 00000001][I][328]: GL_RG16F (0x822f): 8 samples [thread 00000001][I][329]: GL_RG32F (0x8230): 8 samples [thread 00000001][I][331]: GL_RG8I (0x8237): 8 samples [thread 00000001][I][332]: GL_RG8UI (0x8238): 8 samples [thread 00000001][I][334]: GL_RG16I (0x8239): 8 samples [thread 00000001][I][335]: GL_RG16UI (0x823a): 8 samples [thread 00000001][I][337]: GL_RG32I (0x823b): 8 samples [thread 00000001][I][339]: GL_RG32UI (0x823c): 8 samples [thread 00000001][I][341]: GL_R8 (0x8229): 8 samples [thread 00000001][I][343]: GL_R16 (0x822a): 8 samples [thread 00000001][I][344]: GL_R16F (0x822d): 8 samples [thread 00000001][I][346]: GL_R32F (0x822e): 8 samples [thread 00000001][I][347]: GL_R8I (0x8231): 8 samples [thread 00000001][I][348]: GL_R8UI (0x8232): 8 samples [thread 00000001][I][350]: GL_R16I (0x8233): 8 samples [thread 00000001][I][351]: GL_R16UI (0x8234): 8 samples [thread 00000001][I][352]: GL_R32I (0x8235): 8 samples [thread 00000001][I][354]: GL_R32UI (0x8236): 8 samples [thread 00000001][I][355]: GL_R8_SNORM (0x8f94): 8 samples [thread 00000001][I][357]: GL_R16_SNORM (0x8f98): 8 samples [thread 00000001][I][358]: GL_RG8_SNORM (0x8f95): 8 samples [thread 00000001][I][359]: GL_RG16_SNORM (0x8f99): 8 samples [thread 00000001][I][360]: GL_RGBA8_SNORM (0x8f97): 8 samples [thread 00000001][I][362]: GL_RGBA16_SNORM (0x8f9b): 8 samples [thread 00000001][I][362]: GL_SRGB8 (0x8c41): 8 samples [thread 00000001][I][363]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples [thread 00000001][I][365]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples [thread 00000001][I][366]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples [thread 00000001][I][367]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples [thread 00000001][I][368]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples [thread 00000001][I][369]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples [thread 00000001][I][371]: GL_RGB10_A2 (0x8059): 8 samples [thread 00000001][I][372]: GL_RGB10_A2UI (0x906f): 8 samples [thread 00000001][I][373]: GL_R11F_G11F_B10F (0x8c3a): 8 samples [thread 00000001][I][374]: GL_RGB565 (0x8d62): 8 samples [thread 00000001][I][376]: GL_RGB5_A1 (0x8057): 8 samples [thread 00000001][I][376]: GL_RGB9_E5 (0x8c3d): 1 samples [thread 00000001][I][376]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000 [thread 00000001][I][376]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009bc2000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 050000007e0500003003000001000000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000004010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e040000d102000001010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00003001000001010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000790000001100000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000 [thread 00000001][I][377]: Gamepads: registered gamepad mapping for device GUID 0000000058626f782047616d65706100 [thread 00000001][I][385]: Command line: '"C:\home\declan\.local\share\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\BioShockInfinite.exe"' [thread 00000001][I][447]: TomCrypt initializing... [thread 00000001][I][448]: TomCrypt initialized [thread 00000001][I][448]: DLL_PROCESS_ATTACH start. [thread 00000001][W][449]: eON_GetProcAddress() for module 0x1750000, in PE file 'msvcrt.dll' FAILED. Proc not found at name '_get_terminate'. [thread 00000001][I][450]: DLL_PROCESS_ATTACH done. [thread 00000005][W][464]: While loading bitmap, source file 'C:\home\declan\.local\share\Steam\steamapps\common\BioShock Infinite\Binaries\Win32\..\..\XGame\Splash\PC\Splash.bmp' wasn't there. Failing the function. [thread 00000004][I][923]: Enumerating COM libraries... [thread 00000004][W][954]: eON_LoadLibraryEx() couldn't load 'NVCPL.DLL', returning NULL! [thread 00000004][W][954]: eON_LoadLibraryEx() couldn't load 'ATIMGPUD.DLL', returning NULL! [thread 00000004][I][954]: D3D11CreateDevice( pAdapter = 0xee531c78, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = 0xeeafd7e0, FeatureLevels = 2, SDKVersion = 0x7, ppDevice = 0xeeafd7ec, pFeatureLevel = 0xeeafda80, ppImmediateContext = 0xeeafd7f0 ) [thread 00000004][I][954]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee52fe88 and immediate context 0xee5621f8 [thread 00000004][I][963]: Direct3D -> OpenGL context information: [thread 00000004][I][963]: renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.45.0 / 4.7.1-1-ARCH, LLVM 3.8.1) [thread 00000004][I][963]: vendor: X.Org [thread 00000004][I][963]: version: 4.1 (Core Profile) Mesa 12.1.0-devel (git-a73116e) [thread 00000004][I][963]: GLSL version: 4.10 [thread 00000004][I][963]: max color attachment and draw buffers: 8 [thread 00000004][I][963]: max texture image units: 160 [thread 00000004][I][963]: max vertex shader uniform blocks: 14 [thread 00000004][I][963]: max geometry shader uniform blocks: 14 [thread 00000004][I][963]: max fragment shader uniform blocks: 14 [thread 00000004][I][963]: max hull shader uniform blocks: 14 [thread 00000004][I][963]: max domain shader uniform blocks: 14 [thread 00000004][I][963]: max compute shader uniform blocks: 0 [thread 00000004][I][963]: max viewports: 16 [thread 00000004][I][963]: max uniform buffer bindings: 87 [thread 00000004][I][963]: uniform buffer offset alignment: 4 [thread 00000004][I][963]: max pixel shader UAVs: 0 [thread 00000004][I][963]: max compute shader UAVs: 0 [thread 00000004][I][963]: max UAVs: 0 [thread 00000004][I][963]: buffer_storage support: yes [thread 00000004][I][963]: compressed_texture_pixel_storage support: yes [thread 00000004][I][963]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][963]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][963]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][963]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][I][963]: Immediate context thread now set to 4. [thread 00000004][I][963]: Starting to delete D3D11 device... [thread 00000004][I][963]: Direct3D11ImmediateDeviceContext deletion starts. [thread 00000004][I][971]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][971]: Direct3D11 device deleted. [thread 00000004][I][971]: Deleted D3D11 device. [thread 00000004][I][971]: D3D11CreateDevice( pAdapter = 0xee531c78, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = 0xeeafedfc, FeatureLevels = 2, SDKVersion = 0x7, ppDevice = 0xeeafee08, pFeatureLevel = 0xeeaff09c, ppImmediateContext = 0xeeafee0c ) [thread 00000004][I][971]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee52fe88 and immediate context 0xee5621f8 [thread 00000004][I][986]: Direct3D -> OpenGL context information: [thread 00000004][I][986]: renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.45.0 / 4.7.1-1-ARCH, LLVM 3.8.1) [thread 00000004][I][986]: vendor: X.Org [thread 00000004][I][986]: version: 4.1 (Core Profile) Mesa 12.1.0-devel (git-a73116e) [thread 00000004][I][986]: GLSL version: 4.10 [thread 00000004][I][986]: max color attachment and draw buffers: 8 [thread 00000004][I][986]: max texture image units: 160 [thread 00000004][I][986]: max vertex shader uniform blocks: 14 [thread 00000004][I][986]: max geometry shader uniform blocks: 14 [thread 00000004][I][986]: max fragment shader uniform blocks: 14 [thread 00000004][I][986]: max hull shader uniform blocks: 14 [thread 00000004][I][986]: max domain shader uniform blocks: 14 [thread 00000004][I][986]: max compute shader uniform blocks: 0 [thread 00000004][I][986]: max viewports: 16 [thread 00000004][I][986]: max uniform buffer bindings: 87 [thread 00000004][I][986]: uniform buffer offset alignment: 4 [thread 00000004][I][986]: max pixel shader UAVs: 0 [thread 00000004][I][986]: max compute shader UAVs: 0 [thread 00000004][I][986]: max UAVs: 0 [thread 00000004][I][986]: buffer_storage support: yes [thread 00000004][I][986]: compressed_texture_pixel_storage support: yes [thread 00000004][I][986]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][986]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][986]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][986]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][I][986]: Starting to delete D3D11 device... [thread 00000004][I][986]: Direct3D11ImmediateDeviceContext deletion starts. [thread 00000004][I][992]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][992]: Direct3D11 device deleted. [thread 00000004][I][992]: Deleted D3D11 device. [thread 00000004][I][992]: D3D11CreateDevice( pAdapter = 0xee531c78, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = 0xeeafedcc, FeatureLevels = 2, SDKVersion = 0x7, ppDevice = 0xeeafedd8, pFeatureLevel = 0xeeaff06c, ppImmediateContext = 0xeeafeddc ) [thread 00000004][I][993]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee52fe88 and immediate context 0xee5621f8 [thread 00000004][I][1008]: Direct3D -> OpenGL context information: [thread 00000004][I][1008]: renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.45.0 / 4.7.1-1-ARCH, LLVM 3.8.1) [thread 00000004][I][1008]: vendor: X.Org [thread 00000004][I][1008]: version: 4.1 (Core Profile) Mesa 12.1.0-devel (git-a73116e) [thread 00000004][I][1008]: GLSL version: 4.10 [thread 00000004][I][1008]: max color attachment and draw buffers: 8 [thread 00000004][I][1008]: max texture image units: 160 [thread 00000004][I][1008]: max vertex shader uniform blocks: 14 [thread 00000004][I][1009]: max geometry shader uniform blocks: 14 [thread 00000004][I][1009]: max fragment shader uniform blocks: 14 [thread 00000004][I][1009]: max hull shader uniform blocks: 14 [thread 00000004][I][1009]: max domain shader uniform blocks: 14 [thread 00000004][I][1009]: max compute shader uniform blocks: 0 [thread 00000004][I][1009]: max viewports: 16 [thread 00000004][I][1009]: max uniform buffer bindings: 87 [thread 00000004][I][1009]: uniform buffer offset alignment: 4 [thread 00000004][I][1009]: max pixel shader UAVs: 0 [thread 00000004][I][1009]: max compute shader UAVs: 0 [thread 00000004][I][1009]: max UAVs: 0 [thread 00000004][I][1009]: buffer_storage support: yes [thread 00000004][I][1009]: compressed_texture_pixel_storage support: yes [thread 00000004][I][1009]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][1009]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][1009]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][1009]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][I][1009]: Starting to delete D3D11 device... [thread 00000004][I][1009]: Direct3D11ImmediateDeviceContext deletion starts. [thread 00000004][I][1015]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][1015]: Direct3D11 device deleted. [thread 00000004][I][1015]: Deleted D3D11 device. [thread 00000004][W][1015]: eON_LoadLibraryEx() couldn't load 'nvapi.dll', returning NULL! [thread 00000004][W][1044]: eON_LoadLibraryEx() couldn't load 'AgPerfMon_x86.dll', returning NULL! [thread 00000004][W][1046]: eON_LoadLibraryEx() couldn't load 'apexuser.dll', returning NULL! [thread 00000004][E][1108]: Unhandled argument ( 2 ) in eON_ShowWindow()!! Handle it. [thread 00000004][E][1156]: Creation of mastering voice with different sample rate than 44100. Ignoring given sample rate, setting 44100. [thread 00000004][I][1243]: Immediate context owner thread 4 released it. [thread 00000004][W][2434]: GetKeyboardLayoutNameW() returning specific hardcoded layout. Implement it to detect real keyboard layout? This might make debugging harder... [thread 00000001][I][2481]: SetWindowSize to 1920, 1080 [thread 00000004][I][2516]: D3D11CreateDevice( pAdapter = 0xee531c78, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = 0x2c8d870, FeatureLevels = 1, SDKVersion = 0x7, ppDevice = 0x2c8d848, pFeatureLevel = 0xeeafcd3c, ppImmediateContext = 0x2c8d84c ) [thread 00000004][I][2517]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee5d9770 and immediate context 0xee5dac58 [thread 00000004][I][2529]: Direct3D -> OpenGL context information: [thread 00000004][I][2529]: renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.45.0 / 4.7.1-1-ARCH, LLVM 3.8.1) [thread 00000004][I][2529]: vendor: X.Org [thread 00000004][I][2529]: version: 4.1 (Core Profile) Mesa 12.1.0-devel (git-a73116e) [thread 00000004][I][2529]: GLSL version: 4.10 [thread 00000004][I][2529]: max color attachment and draw buffers: 8 [thread 00000004][I][2529]: max texture image units: 160 [thread 00000004][I][2529]: max vertex shader uniform blocks: 14 [thread 00000004][I][2529]: max geometry shader uniform blocks: 14 [thread 00000004][I][2529]: max fragment shader uniform blocks: 14 [thread 00000004][I][2529]: max hull shader uniform blocks: 14 [thread 00000004][I][2529]: max domain shader uniform blocks: 14 [thread 00000004][I][2529]: max compute shader uniform blocks: 0 [thread 00000004][I][2529]: max viewports: 16 [thread 00000004][I][2529]: max uniform buffer bindings: 87 [thread 00000004][I][2529]: uniform buffer offset alignment: 4 [thread 00000004][I][2529]: max pixel shader UAVs: 0 [thread 00000004][I][2529]: max compute shader UAVs: 0 [thread 00000004][I][2529]: max UAVs: 0 [thread 00000004][I][2529]: buffer_storage support: yes [thread 00000004][I][2529]: compressed_texture_pixel_storage support: yes [thread 00000004][I][2529]: Immediate context thread now set to 4. [thread 00000004][W][2529]: Property D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD of format DXGI_FORMAT_R8_UNORM is marked as optional. Omitting it. [thread 00000004][I][2655]: eON_WindowEvent: SetFullscreenState true (nil) [thread 00000004][W][2675]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0xee553b88. Ignoring. [thread 00000004][W][2675]: Game wants to enable DXGI reacting to Alt-Enter fullscreen toggle. [thread 00000004][I][2686]: Immediate context owner thread 4 released it. [thread 0000001a][I][2696]: Initializing primary sound buffer [thread 0000001a][I][2703]: Immediate context thread now set to 26. [thread 0000001a][I][2765]: Precompiled shader cache loaded: binary shaders: 1594, GLSL shaders: 1627, GLSL pipelines: 1455 [thread 00000004][W][3784]: GetKeyboardLayoutNameW() returning specific hardcoded layout. Implement it to detect real keyboard layout? This might make debugging harder... [thread 00000004][W][3795]: eON_LoadLibraryEx() couldn't load 'atiadlxx.dll', returning NULL! [thread 00000004][W][3795]: eON_LoadLibraryEx() couldn't load 'atiadlxy.dll', returning NULL! [thread 00000004][W][3804]: eON_LoadLibraryEx() couldn't load 'atiadlxx.dll', returning NULL! [thread 00000004][W][3804]: eON_LoadLibraryEx() couldn't load 'atiadlxy.dll', returning NULL! [thread 00000004][W][3804]: eON_LoadLibraryEx() couldn't load 'atiadlxx.dll', returning NULL! [thread 00000004][W][3804]: eON_LoadLibraryEx() couldn't load 'atiadlxy.dll', returning NULL!