$ LIBGL_ALWAYS_SOFTWARE=1 /usr/lib/games/0ad/system/pyrogenesis TIMER| InitVfs: 55.6072 ms TIMER| InitScripting: 3.41251 ms TIMER| CONFIG_Init: 9.03746 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 29 2010 09:46:44 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: 895.435 us TIMER| ps_console: 13.5992 ms TIMER| ps_lang_hotkeys: 5.49882 ms TIMER| common/setup.xml: 3.93688 ms TIMER| common/styles.xml: 611.53 us TIMER| common/sprite1.xml: 6.94893 ms TIMER| common/init.xml: 15.652 ms TIMER| pregame/sprites.xml: 4.59332 ms TIMER| pregame/styles.xml: 279.784 us TIMER| pregame/mainmenu.xml: 71.831 ms TIMER| common/global.xml: 1.20064 ms TIMER| InitRenderer: 1.30736 s TIMER| SimulationInit: 2.31601 ms TIMER| Init_miscgamesection: 30.154 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 InputsRead: 0x12 (0b10010) OutputsWritten: 0x2 (0b10) NumInstructions=3 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 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 InputsRead: 0x109 (0b1,00001001) OutputsWritten: 0x13 (0b10011) NumInstructions=7 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, -1, -0.998, 1} 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=4 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {1, 1, 1, 1} 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 InputsRead: 0x101 (0b1,00000001) OutputsWritten: 0x11 (0b10001) NumInstructions=6 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0, -0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, 1, 0.98, 1} 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 InputsRead: 0x0 (0b0) OutputsWritten: 0x2 (0b10) NumInstructions=2 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {0, 0, 0, 0.333} 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 InputsRead: 0x1 (0b1) OutputsWritten: 0x1 (0b1) NumInstructions=5 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0, -0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, 1, 0.96, 1} 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=4 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {1, 1, 0, 1} 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=8 NumTemporaries=4 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10040000 param[0] sz=4 STATE state.texenv[0]color = {1, 1, 1, 1} param[1] sz=4 STATE state..internal.current[3] = {0.5, 0.5, 0.5, 1} param[2] sz=4 STATE state.texenv[1]color = {0.65, 0.795, 0.555, 1} param[3] sz=4 CONST (null) = {-1, -1, -1, -1} param[4] sz=4 CONST (null) = {2, 2, 2, 2} 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 InputsRead: 0x101 (0b1,00000001) OutputsWritten: 0x11 (0b10001) NumInstructions=6 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0, -0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, 1, 0.96, 1} 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=3 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=3 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {1, 1, 1, 1} 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 InputsRead: 0x2 (0b10) OutputsWritten: 0x2 (0b10) NumInstructions=2 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 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 InputsRead: 0x9 (0b1001) OutputsWritten: 0x3 (0b11) NumInstructions=6 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0, -0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, 1, 0.78, 1} 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: 1.75497 ms TIMER| common/styles.xml: 934.267 us TIMER| common/sprite1.xml: 7.36818 ms TIMER| common/init.xml: 13.5835 ms TIMER| loading/loading.xml: 51.2705 ms TIMER| common/global.xml: 1.39403 ms # 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 InputsRead: 0x1 (0b1) OutputsWritten: 0x1 (0b1) NumInstructions=5 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00195, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 0.0026, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -0.002, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, -1, -0.998, 1} 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 InputsRead: 0x10 (0b10000) OutputsWritten: 0x2 (0b10) NumInstructions=4 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {1, 1, 1, 1} 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: 2.47734 ms TIMER| common/styles.xml: 1.29304 ms TIMER| common/sprite1.xml: 6.99908 ms TIMER| common/init.xml: 22.3482 ms TIMER| common/icon_sprites.xml: 28.7342 ms TIMER| session_new/sprites.xml: 45.2546 ms TIMER| session_new/styles.xml: 7.07499 ms TIMER| session_new/session.xml: 116.623 ms TIMER| common/global.xml: 2.00375 ms 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 InputsRead: 0x1 (0b1) OutputsWritten: 0x1 (0b1) NumInstructions=5 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00951, -0.0178, -0.00691, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0.00518, 0.0113, -0.0227, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0123, 0.00896, 0.0148, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-8.39, -2.09, -6, 1} 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 InputsRead: 0xe0109 (0b1110,00000001,00001001) OutputsWritten: 0x13 (0b10011) NumInstructions=16 NumTemporaries=3 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x3 param[0] sz=1 CONST (null) = {1, 1, 1, 1} param[1] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.00951, -0.0178, -0.00691, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0.00518, 0.0113, -0.0227, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0123, 0.00896, 0.0148, 0} param[4] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-8.39, -2.09, -6, 1} 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 # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MOV OUTPUT[1].xyz, STATE[0]; 2: MOV OUTPUT[1].w, TEMP[0]; 3: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x0 (0b0) NumInstructions=4 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10000000 param[0] sz=4 STATE state..internal.current[3] = {0, 0, 0, 1} Segmentation fault