--- host.dump 2018-09-14 14:52:45.903055719 +0200 +++ qemu.dump 2018-09-14 14:53:26.555233996 +0200 @@ -1,86 +1,201 @@ -//process.name = "/home/gerddie/src/VirGL/VK-GL-CTS/build/modules/gles2/deqp-gles2" -eglGetError() = EGL_SUCCESS -eglGetPlatformDisplayEXT(platform = EGL_PLATFORM_X11_KHR, native_display = 0x561614af5f50, attrib_list = &EGL_NONE) = 0x561614b0f270 -eglGetError() = EGL_SUCCESS -eglInitialize(dpy = 0x561614b0f270, major = &1, minor = &4) = EGL_TRUE -eglGetError() = EGL_SUCCESS -eglGetConfigs(dpy = 0x561614b0f270, configs = NULL, config_size = 0, num_config = &40) = EGL_TRUE -eglGetError() = EGL_SUCCESS -eglGetConfigs(dpy = 0x561614b0f270, configs = {0x561614c39a30, 0x561614c39b00, 0x561614c39bd0, 0x561614c39ca0, 0x561614c39d70, 0x561614c39e40, 0x561614c39f10, 0x561614c39fe0, 0x561614c3a0b0, 0x561614c3a180, 0x561614c3a250, 0x561614c3a320, 0x561614c3a3f0, 0x561614c3a4c0, 0x561614c3a590, 0x561614c3a660, 0x561614c3a730, 0x561614c3a910, 0x561614c3a9e0, 0x561614c3aab0, 0x561614c3ab80, 0x561614c3ac50, 0x561614c3ad20, 0x561614c3adf0, 0x561614c3aec0, 0x561614c3af90, 0x561614c3b060, 0x561614c3b130, 0x561614c3b200, 0x561614c3b2d0, 0x561614c3b3a0, 0x561614c3b470, 0x561614c3b540, 0x561614c3b820, 0x561614c3b8f0, 0x561614c3b9c0, 0x561614c3ba90, 0x561614c3bb60, 0x561614c3bc30, 0x561614c3bd00}, config_size = 40, num_config = &40) = EGL_TRUE -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglCreatePlatformWindowSurfaceEXT(dpy = 0x561614b0f270, config = 0x561614c39a30, native_window = 0x561614c36900, attrib_list = &EGL_NONE) = 0x561614c3c340 -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglBindAPI(api = EGL_OPENGL_ES_API) = EGL_TRUE -eglGetError() = EGL_SUCCESS -eglCreateContext(dpy = 0x561614b0f270, config = 0x561614c39a30, share_context = NULL, attrib_list = {EGL_CONTEXT_MAJOR_VERSION, 2, EGL_NONE}) = 0x561614c372d0 -eglGetError() = EGL_SUCCESS -eglMakeCurrent(dpy = 0x561614b0f270, draw = 0x561614c3c340, read = 0x561614c3c340, ctx = 0x561614c372d0) = EGL_TRUE -glViewport(x = 0, y = 0, width = 400, height = 300) // fake -glScissor(x = 0, y = 0, width = 400, height = 300) // fake -eglGetError() = EGL_SUCCESS -eglGetError() = EGL_SUCCESS -eglQuerySurface(dpy = 0x561614b0f270, surface = 0x561614c3c340, attribute = EGL_WIDTH, value = &400) = EGL_TRUE -eglQuerySurface(dpy = 0x561614b0f270, surface = 0x561614c3c340, attribute = EGL_HEIGHT, value = &300) = EGL_TRUE -eglGetError() = EGL_SUCCESS +glDrawBuffers(n = 1, bufs = &GL_COLOR_ATTACHMENT0) +glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_COMPLETE +glFramebufferParameteri(target = GL_FRAMEBUFFER, pname = GL_FRAMEBUFFER_DEFAULT_WIDTH, param = 400) +glFramebufferParameteri(target = GL_FRAMEBUFFER, pname = GL_FRAMEBUFFER_DEFAULT_HEIGHT, param = 300) +glFramebufferParameteri(target = GL_FRAMEBUFFER, pname = GL_FRAMEBUFFER_DEFAULT_LAYERS, param = 0) +glFramebufferParameteri(target = GL_FRAMEBUFFER, pname = GL_FRAMEBUFFER_DEFAULT_SAMPLES, param = 0) +glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 144) +glFrontFace(mode = GL_CCW) +glDisable(cap = GL_SCISSOR_TEST) +glScissor(x = 0, y = 0, width = 0, height = 0) +glViewport(x = 0, y = 0, width = 0, height = 0) glClearColor(red = 0.125, green = 0.25, blue = 0.5, alpha = 1) +glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) glClear(mask = GL_COLOR_BUFFER_BIT) -glViewport(x = 0, y = 0, width = 200, height = 200) -glCreateProgram() = 1 -glCreateShader(type = GL_VERTEX_SHADER) = 2 -glShaderSource(shader = 2, count = 1, string = &"attribute highp vec4 a_position; -attributehighp vec4 a_color; -attributehighp float a_pointSize; -varyingmediump vec4 varFragColor; -voidmain (void) +glColorMask(red = GL_FALSE, green = GL_FALSE, blue = GL_FALSE, alpha = GL_FALSE) +glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 144) +glFrontFace(mode = GL_CCW) +glClearColor(red = 0, green = 0, blue = 0, alpha = 1) +glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) +glClear(mask = GL_COLOR_BUFFER_BIT) +glColorMask(red = GL_FALSE, green = GL_FALSE, blue = GL_FALSE, alpha = GL_FALSE) +glCreateShader(type = GL_FRAGMENT_SHADER) = 44 +glShaderSource(shader = 44, count = 1, string = &"#version 320 es + +precisionhighp float; +precisionhighp int; +smoothin vec4 vso_g9; +layout(location=0) out vec4 fsout_c0; +layout(location=1) out vec4 fsout_c1; +layout(location=2) out vec4 fsout_c2; +layout(location=3) out vec4 fsout_c3; +layout(location=4) out vec4 fsout_c4; +layout(location=5) out vec4 fsout_c5; +layout(location=6) out vec4 fsout_c6; +layout(location=7) out vec4 fsout_c7; +voidmain(void) { - gl_Position= a_position; - gl_PointSize= a_pointSize; - varFragColor= a_color; +fsout_c= vec4(((vso_g9))); +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; } -",length = &235) -glCompileShader(shader = 2) -glGetShaderiv(shader = 2, pname = GL_COMPILE_STATUS, params = &1) -glGetShaderiv(shader = 2, pname = GL_INFO_LOG_LENGTH, params = &0) -glCreateShader(type = GL_FRAGMENT_SHADER) = 3 -glShaderSource(shader = 3, count = 1, string = &"varying mediump vec4 varFragColor; -voidmain (void) +",length = NULL) +glCompileShader(shader = 44) +glGetShaderiv(shader = 44, pname = GL_COMPILE_STATUS, params = &1) +glCreateShader(type = GL_VERTEX_SHADER) = 45 +glShaderSource(shader = 45, count = 1, string = &"#version 320 es + +precisionhighp float; +precisionhighp int; +invec4 in_0; +invec4 in_1; +invec4 in_2; + out vec4 vso_g9; +uniformfloat winsys_adjust_y; +voidmain(void) { - gl_FragColor= varFragColor; +vso_g= vec4(((in_1))); +gl_Position= vec4(((in_0))); +gl_PointSize= float(((in_2.xxxx).x)); +gl_Position.y= gl_Position.y * winsys_adjust_y; } -",length = &86) -glCompileShader(shader = 3) -glGetShaderiv(shader = 3, pname = GL_COMPILE_STATUS, params = &1) -glGetShaderiv(shader = 3, pname = GL_INFO_LOG_LENGTH, params = &0) -glAttachShader(program = 1, shader = 2) -glAttachShader(program = 1, shader = 3) -glBindAttribLocation(program = 1, index = 0, name = "a_position") // fake -glBindAttribLocation(program = 1, index = 1, name = "a_color") // fake -glBindAttribLocation(program = 1, index = 2, name = "a_pointSize") // fake -glLinkProgram(program = 1) -glGetProgramiv(program = 1, pname = GL_LINK_STATUS, params = &1) -glGetProgramiv(program = 1, pname = GL_INFO_LOG_LENGTH, params = &0) -glGetAttribLocation(program = 1, name = "a_position") = 0 -glGetAttribLocation(program = 1, name = "a_color") = 1 -glClearColor(red = 0, green = 0, blue = 0, alpha = 1) -glClearDepthf(d = 1) -glClear(mask = GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT) -glViewport(x = 50, y = 50, width = 100, height = 100) -glUseProgram(program = 1) +",length = NULL) +glCompileShader(shader = 45) +glGetShaderiv(shader = 45, pname = GL_COMPILE_STATUS, params = &1) +glGenTextures(n = 1, textures = &242) +glBindTexture(target = GL_TEXTURE_2D, texture = 242) +glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_R8, width = 32, height = 32, border = 0, format = GL_RED, type = GL_UNSIGNED_BYTE, pixels = NULL) +glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_REPEAT) +glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_REPEAT) +glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_NEAREST) +glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) +glBindTexture(target = GL_TEXTURE_2D, texture = 242) +glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0, yoffset = 0, width = 32, height = 32, format = GL_RED, type = GL_UNSIGNED_BYTE, pixels = blob(1024)) +glDisable(cap = GL_BLEND) +glColorMask(red = GL_TRUE, green = GL_TRUE, blue = GL_TRUE, alpha = GL_TRUE) +glDisable(cap = GL_SAMPLE_ALPHA_TO_COVERAGE) +glEnable(cap = GL_DITHER) +glLineWidth(width = 1) +glDisable(cap = GL_POLYGON_OFFSET_FILL) +glPolygonOffset(factor = 0, units = 0) +glDisable(cap = GL_CULL_FACE) +glDisable(cap = GL_SAMPLE_MASK) +glDisable(cap = GL_SAMPLE_SHADING) +glMinSampleShading(value = 1) +glGenVertexArrays(n = 1, arrays = &1) +glBindVertexArray(array = 1) +glVertexAttribFormat(attribindex = 0, size = 4, type = GL_FLOAT, normalized = GL_FALSE, relativeoffset = 0) +glVertexAttribBinding(attribindex = 0, bindingindex = 0) +glVertexBindingDivisor(bindingindex = 0, divisor = 0) glEnableVertexAttribArray(index = 0) +glVertexAttribFormat(attribindex = 1, size = 4, type = GL_FLOAT, normalized = GL_FALSE, relativeoffset = 16) +glVertexAttribBinding(attribindex = 1, bindingindex = 0) +glVertexBindingDivisor(bindingindex = 1, divisor = 0) glEnableVertexAttribArray(index = 1) -glVertexAttribPointer(index = 0, size = 4, type = GL_FLOAT, normalized = GL_FALSE, stride = 32, pointer = blob(80)) // fake -glVertexAttribPointer(index = 1, size = 4, type = GL_FLOAT, normalized = GL_FALSE, stride = 32, pointer = blob(80)) // fake +glVertexAttribFormat(attribindex = 2, size = 1, type = GL_FLOAT, normalized = GL_FALSE, relativeoffset = 0) +glVertexAttribBinding(attribindex = 2, bindingindex = 1) +glVertexBindingDivisor(bindingindex = 2, divisor = 0) +glEnableVertexAttribArray(index = 2) +glFrontFace(mode = GL_CW) +glDisable(cap = GL_SCISSOR_TEST) +glScissor(x = 0, y = 0, width = 0, height = 0) +glViewport(x = 50, y = 150, width = 100, height = 100) +glDisable(cap = GL_BLEND) +glDisable(cap = GL_SAMPLE_ALPHA_TO_COVERAGE) +glEnable(cap = GL_DITHER) +glBlendColor(red = 0, green = 0, blue = 0, alpha = 0) +glCreateShader(type = GL_FRAGMENT_SHADER) = 46 +glShaderSource(shader = 46, count = 1, string = &"#version 320 es + +precisionhighp float; +precisionhighp int; +smoothin vec4 vso_g9; +layout(location=0) out vec4 fsout_c0; +layout(location=1) out vec4 fsout_c1; +layout(location=2) out vec4 fsout_c2; +layout(location=3) out vec4 fsout_c3; +layout(location=4) out vec4 fsout_c4; +layout(location=5) out vec4 fsout_c5; +layout(location=6) out vec4 fsout_c6; +layout(location=7) out vec4 fsout_c7; +voidmain(void) +{ +fsout_c= vec4(((vso_g9))); +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +fsout_c= fsout_c0; +} +",length = NULL) +glCompileShader(shader = 46) +glGetShaderiv(shader = 46, pname = GL_COMPILE_STATUS, params = &1) +glShaderSource(shader = 45, count = 1, string = &"#version 320 es + +precisionhighp float; +precisionhighp int; +invec4 in_0; +invec4 in_1; +invec4 in_2; +smooth out vec4 vso_g9; +uniformfloat winsys_adjust_y; +voidmain(void) +{ +vso_g= vec4(((in_1))); +gl_Position= vec4(((in_0))); +gl_PointSize= float(((in_2.xxxx).x)); +gl_Position.y= gl_Position.y * winsys_adjust_y; +} +",length = NULL) +glCompileShader(shader = 45) +glGetShaderiv(shader = 45, pname = GL_COMPILE_STATUS, params = &1) +glCreateProgram() = 47 +glAttachShader(program = 47, shader = 45) +glAttachShader(program = 47, shader = 46) +glBindAttribLocation(program = 47, index = 0, name = "in_0") +glBindAttribLocation(program = 47, index = 1, name = "in_1") +glBindAttribLocation(program = 47, index = 2, name = "in_2") +glBindAttribLocation(program = 47, index = 0, name = "in_0") // fake +glBindAttribLocation(program = 47, index = 1, name = "in_1") // fake +glBindAttribLocation(program = 47, index = 2, name = "in_2") // fake +glLinkProgram(program = 47) +glGetProgramiv(program = 47, pname = GL_LINK_STATUS, params = &1) +glGetUniformLocation(program = 47, name = "winsys_adjust_y") = 0 +glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 144) +glUseProgram(program = 47) +glUniform1f(location = 0, v0 = -1) +glBindVertexArray(array = 1) +glBindVertexBuffer(bindingindex = 0, buffer = 6, offset = 4, stride = 32) +glBindVertexBuffer(bindingindex = 1, buffer = 6, offset = 0, stride = 0) +glBindBuffer(target = GL_ELEMENT_ARRAY_BUFFER, buffer = 0) +glBindBuffer(target = GL_DRAW_INDIRECT_BUFFER, buffer = 0) glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 3) -glDisableVertexAttribArray(index = 0) -glDisableVertexAttribArray(index = 1) +glFenceSync(condition = GL_SYNC_GPU_COMMANDS_COMPLETE, flags = 0) = 0x5654fb90d600 +glFlush() +glXMakeCurrent(dpy = 0x5654f62cf7a0, drawable = 12582934, ctx = 0x5654fbba2770) = True +glClientWaitSync(sync = 0x5654fbb40150, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED +glDeleteSync(sync = 0x5654fbb40150) +glClientWaitSync(sync = 0x5654fbb33350, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED +glDeleteSync(sync = 0x5654fbb33350) +glClientWaitSync(sync = 0x5654fb90d600, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED +glDeleteSync(sync = 0x5654fb90d600) +glXMakeCurrent(dpy = 0x5654f62cf7a0, drawable = 12582934, ctx = 0x5654fbb37b10) = True +glFenceSync(condition = GL_SYNC_GPU_COMMANDS_COMPLETE, flags = 0) = 0x5654fb90d600 +glFlush() +glXMakeCurrent(dpy = 0x5654f62cf7a0, drawable = 12582934, ctx = 0x5654fbba2770) = True glUseProgram(program = 0) -glDeleteShader(shader = 2) -glDeleteShader(shader = 3) -glDeleteProgram(program = 1) -glFinish() -glReadPixels(x = 0, y = 0, width = 200, height = 200, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = 0x7fa9fd400010) +glGenFramebuffers(n = 1, framebuffers = &147) +glBindFramebuffer(target = GL_FRAMEBUFFER, framebuffer = 147) +glFramebufferTexture2DEXT(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 241, level = 0) +glReadBuffer(mode = GL_COLOR_ATTACHMENT0) +glPixelStorei(pname = GL_PACK_ALIGNMENT, param = 4) +glGetIntegerv(pname = GL_IMPLEMENTATION_COLOR_READ_FORMAT, params = &32993) +glGetIntegerv(pname = GL_NUM_EXTENSIONS, params = &119) +glReadnPixelsKHR(x = 0, y = 100, width = 200, height = 200, format = GL_BGRA, type = GL_UNSIGNED_BYTE, bufSize = 160000, data = 0x5654fba52840)