$ LIBGL_ALWAYS_SOFTWARE=1 /usr/lib/games/0ad/system/pyrogenesis TIMER| InitVfs: 2.66228 ms TIMER| InitScripting: 1.88739 ms TIMER| CONFIG_Init: 4.62293 ms debug_get_option: GALLIUM_DRIVER = softpipe debug_get_bool_option: GALLIUM_NOSSE = FALSE debug_get_bool_option: GALLIUM_DUMP_FS = FALSE debug_get_bool_option: SOFTPIPE_DUMP_GS = FALSE debug_get_bool_option: DRAW_FSE = FALSE debug_get_bool_option: DRAW_NO_FSE = FALSE debug_get_bool_option: GALLIUM_DUMP_VS = FALSE debug_get_bool_option: SP_NO_RAST = FALSE Mesa: CPU vendor: GenuineIntel Mesa: CPU name: Genuine Intel(R) CPU T2600 @ 2.16GHz Mesa: Mesa 7.9-devel DEBUG build Apr 28 2010 10:08:48 Mesa warning: software DXTn compression/decompression available debug_get_bool_option: MESA_MVP_DP4 = FALSE debug_get_flags_option: ST_DEBUG = 0x3 (mesa,tgsi) debug_get_bool_option: GALLIUM_NOSSE = FALSE TIMER| write_sys_info: 1.01933 ms TIMER| ps_console: 13.418 ms TIMER| ps_lang_hotkeys: 3.32766 ms TIMER| common/setup.xml: 3.77772 ms TIMER| common/styles.xml: 659.023 us TIMER| common/sprite1.xml: 3.1724 ms TIMER| common/init.xml: 20.9582 ms TIMER| pregame/sprites.xml: 2.45995 ms TIMER| pregame/styles.xml: 254.501 us TIMER| pregame/mainmenu.xml: 65.5423 ms TIMER| common/global.xml: 1.21761 ms TIMER| InitRenderer: 1.29507 s TIMER| SimulationInit: 2.25217 ms TIMER| Init_miscgamesection: 29.2408 ms SND| alc_init: success, using PulseAudio Software # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MUL OUTPUT[1], TEMP[0], INPUT[1]; 2: END FRAG DCL IN[0], COLOR, LINEAR DCL IN[1], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL TEMP[0] 0: TXP TEMP[0], IN[1], SAMP[0], 2D 1: MUL OUT[0], TEMP[0], IN[0] 2: END # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: MOV OUTPUT[1], INPUT[3]; 5: MOV OUTPUT[4], INPUT[8]; 6: END VERT DCL IN[0] DCL IN[1] DCL IN[2] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL OUT[2], GENERIC[0] DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: MOV OUT[1], IN[1] 5: MOV OUT[2], IN[2] 6: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MOV OUTPUT[1].xyz, TEMP[0]; 2: MOV OUTPUT[1].w, STATE[0]; 3: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0] 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: MOV OUT[0].xyz, TEMP[0] 2: MOV OUT[0].w, CONST[0] 3: END # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: MOV OUTPUT[4], INPUT[8]; 5: END VERT DCL IN[0] DCL IN[1] DCL OUT[0], POSITION DCL OUT[1], GENERIC[0] DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: MOV OUT[1], IN[1] 5: END # Fragment Program/Shader 0 0: MOV OUTPUT[1], STATE[0]; 1: END FRAG DCL OUT[0], COLOR DCL CONST[0] 0: MOV OUT[0], CONST[0] 1: END # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: END VERT DCL IN[0] DCL OUT[0], POSITION DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MOV OUTPUT[1].xyz, STATE[0]; 2: MUL OUTPUT[1].w, TEMP[0], STATE[0]; 3: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0] 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: MOV OUT[0].xyz, CONST[0] 2: MUL OUT[0].w, TEMP[0], CONST[0] 3: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: LRP TEMP[1].xyz, STATE[1], TEMP[0], STATE[0]; 2: MOV TEMP[1].w, TEMP[0]; 3: MAD TEMP[2], CONST[4], TEMP[1], CONST[3]; 4: MAD TEMP[3], CONST[4], STATE[2], CONST[3]; 5: DP3_SAT OUTPUT[1].xyz, TEMP[2], TEMP[3]; 6: MOV OUTPUT[1].w, TEMP[1]; 7: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0..2] DCL TEMP[0..3] IMM FLT32 { -1.0000, 2.0000, 0.0000, 0.0000 } 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: LRP TEMP[1].xyz, CONST[1], TEMP[0], CONST[0] 2: MOV TEMP[1].w, TEMP[0] 3: MAD TEMP[2], IMM[0].yyyy, TEMP[1], IMM[0].xxxx 4: MAD TEMP[3], IMM[0].yyyy, CONST[2], IMM[0].xxxx 5: DP3_SAT OUT[0].xyz, TEMP[2], TEMP[3] 6: MOV OUT[0].w, TEMP[1] 7: END # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: MOV OUTPUT[4], INPUT[8]; 5: END VERT DCL IN[0] DCL IN[1] DCL OUT[0], POSITION DCL OUT[1], GENERIC[0] DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: MOV OUT[1], IN[1] 5: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MOV OUTPUT[1], TEMP[0]; 2: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL TEMP[0] 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: MOV OUT[0], TEMP[0] 2: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MUL OUTPUT[1], TEMP[0], STATE[0]; 2: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0] 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: MUL OUT[0], TEMP[0], CONST[0] 2: END # Fragment Program/Shader 0 0: MOV OUTPUT[1], INPUT[1]; 1: END FRAG DCL IN[0], COLOR, LINEAR DCL OUT[0], COLOR 0: MOV OUT[0], IN[0] 1: END # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: MOV OUTPUT[1], INPUT[3]; 5: END VERT DCL IN[0] DCL IN[1] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: MOV OUT[1], IN[1] 5: END TIMER| common/setup.xml: 822.241 us TIMER| common/styles.xml: 417.232 us TIMER| common/sprite1.xml: 2.96204 ms TIMER| common/init.xml: 12.7881 ms TIMER| loading/loading.xml: 2.04844 ms TIMER| common/global.xml: 627.174 us # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: END VERT DCL IN[0] DCL OUT[0], POSITION DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: END # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MUL OUTPUT[1].xyz, TEMP[0], STATE[0]; 2: MOV OUTPUT[1].w, STATE[0]; 3: END FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0] 0: TXP TEMP[0], IN[0], SAMP[0], 2D 1: MUL OUT[0].xyz, TEMP[0], CONST[0] 2: MOV OUT[0].w, CONST[0] 3: END TIMER| common/setup.xml: 1.04469 ms TIMER| common/styles.xml: 613.556 us TIMER| common/sprite1.xml: 3.15361 ms TIMER| common/init.xml: 14.8174 ms TIMER| common/icon_sprites.xml: 11.1771 ms TIMER| session_new/sprites.xml: 1.62723 ms TIMER| session_new/styles.xml: 311.562 us TIMER| session_new/session.xml: 16.537 ms TIMER| common/global.xml: 942.578 us GAME STARTED, ALL INIT COMPLETE # Vertex Program/Shader 0 0: MUL TEMP[0], INPUT[0].xxxx, STATE[0]; 1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0]; 2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0]; 3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0]; 4: END VERT DCL IN[0] DCL OUT[0], POSITION DCL CONST[0..3] DCL TEMP[0] 0: MUL TEMP[0], IN[0].xxxx, CONST[0] 1: MAD TEMP[0], IN[0].yyyy, CONST[1], TEMP[0] 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[0] 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0] 4: END # Vertex Program/Shader 12 0: MOV TEMP[0], INPUT[0]; 1: DP4 TEMP[1].x, INPUT[17], INPUT[0]; 2: DP4 TEMP[2].x, INPUT[18], INPUT[0]; 3: MOV TEMP[1].y, TEMP[2].xxzw; 4: DP4 TEMP[2].y, INPUT[19], INPUT[0]; 5: MOV TEMP[1].z, TEMP[2].yyyw; 6: MOV TEMP[2].xyz, TEMP[1]; 7: MOV TEMP[2].w, CONST[0].xxxx; 8: MOV OUTPUT[1], INPUT[3]; 9: MOV OUTPUT[4], INPUT[8]; 10: MUL TEMP[0], STATE[2], TEMP[2].yyyy; 11: MAD TEMP[1], STATE[1], TEMP[2].xxxx, TEMP[0]; 12: MAD TEMP[0], STATE[3], TEMP[2].zzzz, TEMP[1]; 13: MAD TEMP[2], STATE[4], TEMP[2].wwww, TEMP[0]; 14: MOV OUTPUT[0], TEMP[2]; 15: END VERT DCL IN[0] DCL IN[1] DCL IN[2] DCL IN[3] DCL IN[4] DCL IN[5] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL OUT[2], GENERIC[0] DCL CONST[1..4] DCL TEMP[0..2] IMM FLT32 { 1.0000, 0.0000, 0.0000, 0.0000 } 0: MOV TEMP[0], IN[0] 1: DP4 TEMP[1].x, IN[3], IN[0] 2: DP4 TEMP[2].x, IN[4], IN[0] 3: MOV TEMP[1].y, TEMP[2].xxzw 4: DP4 TEMP[2].y, IN[5], IN[0] 5: MOV TEMP[1].z, TEMP[2].yyyw 6: MOV TEMP[2].xyz, TEMP[1] 7: MOV TEMP[2].w, IMM[0].xxxx 8: MOV OUT[1], IN[1] 9: MOV OUT[2], IN[2] 10: MUL TEMP[0], CONST[2], TEMP[2].yyyy 11: MAD TEMP[1], CONST[1], TEMP[2].xxxx, TEMP[0] 12: MAD TEMP[0], CONST[3], TEMP[2].zzzz, TEMP[1] 13: MAD TEMP[2], CONST[4], TEMP[2].wwww, TEMP[0] 14: MOV OUT[0], TEMP[2] 15: END Segmentation fault