$ ST_DEBUG=mesa,tgsi LIBGL_ALWAYS_SOFTWARE=1 gdb /usr/lib/games/0ad/system/pyrogenesis GNU gdb (GDB) 7.1-ubuntu Copyright (C) 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i486-linux-gnu". For bug reporting instructions, please see: ... Reading symbols from /usr/lib/games/0ad/system/pyrogenesis...(no debugging symbols found)...done. (gdb) r Starting program: /usr/lib/games/0ad/system/pyrogenesis [Thread debugging using libthread_db enabled] [New Thread 0xb3fdeb70 (LWP 3793)] [Thread 0xb3fdeb70 (LWP 3793) exited] [New Thread 0xb3fdeb70 (LWP 3794)] [Thread 0xb3fdeb70 (LWP 3794) exited] [New Thread 0xb3fdeb70 (LWP 3795)] [Thread 0xb3fdeb70 (LWP 3795) exited] [New Thread 0xb3fdeb70 (LWP 3796)] [Thread 0xb3fdeb70 (LWP 3796) exited] [New Thread 0xb3fdeb70 (LWP 3797)] [Thread 0xb3fdeb70 (LWP 3797) exited] [New Thread 0xb3fdeb70 (LWP 3798)] [Thread 0xb3fdeb70 (LWP 3798) exited] [New Thread 0xb3fdeb70 (LWP 3799)] [Thread 0xb3fdeb70 (LWP 3799) exited] [New Thread 0xb3fdeb70 (LWP 3800)] [Thread 0xb3fdeb70 (LWP 3800) exited] [New Thread 0xb3fdeb70 (LWP 3801)] [Thread 0xb3fdeb70 (LWP 3801) exited] [New Thread 0xb3fdeb70 (LWP 3802)] [Thread 0xb3fdeb70 (LWP 3802) exited] [New Thread 0xb3fdeb70 (LWP 3803)] [Thread 0xb3fdeb70 (LWP 3803) exited] [New Thread 0xb3fdeb70 (LWP 3804)] [Thread 0xb3fdeb70 (LWP 3804) exited] [New Thread 0xb3fdeb70 (LWP 3805)] [Thread 0xb3fdeb70 (LWP 3805) exited] [New Thread 0xb3fdeb70 (LWP 3806)] [Thread 0xb3fdeb70 (LWP 3806) exited] [New Thread 0xb3fdeb70 (LWP 3807)] [Thread 0xb3fdeb70 (LWP 3807) exited] [New Thread 0xb3fdeb70 (LWP 3810)] TIMER| InitVfs: 54.7599 ms [New Thread 0xb7a7fb70 (LWP 3811)] [New Thread 0xb799cb70 (LWP 3812)] TIMER| InitScripting: 1.86644 ms WARNING: Cannot find config file "config/local.cfg" - ignoring WARNING: Cannot find config file "config/profiles/default/settings/user.cfg" - ignoring TIMER| CONFIG_Init: 4.09479 ms debug_get_option: GALLIUM_DRIVER = llvmpipe util_cpu_caps.arch = 4 util_cpu_caps.nr_cpus = 2 util_cpu_caps.x86_cpu_type = 6 util_cpu_caps.cacheline = 64 util_cpu_caps.has_tsc = 1 util_cpu_caps.has_mmx = 1 util_cpu_caps.has_mmx2 = 1 util_cpu_caps.has_sse = 1 util_cpu_caps.has_sse2 = 1 util_cpu_caps.has_sse3 = 1 util_cpu_caps.has_ssse3 = 0 util_cpu_caps.has_sse4_1 = 0 util_cpu_caps.has_3dnow = 0 util_cpu_caps.has_3dnow_ext = 0 util_cpu_caps.has_altivec = 0 debug_get_flags_option: LP_DEBUG = 0x0 debug_get_flags_option: GALLIVM_DEBUG = 0x0 debug_get_num_option: LP_NUM_THREADS = 2 debug_get_option: GALLIUM_TRACE = (null) debug_get_flags_option: GALLIVM_DEBUG = 0x0 debug_get_bool_option: DRAW_FSE = FALSE debug_get_bool_option: DRAW_NO_FSE = FALSE debug_get_bool_option: DRAW_USE_LLVM = TRUE debug_get_bool_option: GALLIUM_DUMP_VS = FALSE debug_get_bool_option: LP_NO_RAST = FALSE [New Thread 0xb700db70 (LWP 3813)] [New Thread 0xb680cb70 (LWP 3814)] Mesa: CPU vendor: GenuineIntel Mesa: CPU name: Genuine Intel(R) CPU T2600 @ 2.16GHz Mesa: Mesa 7.9-devel DEBUG build May 18 2010 10:09:49 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_flags_option: GALLIVM_DEBUG = 0x0 TIMER| write_sys_info: 941.669 us TIMER| ps_console: 6.42449 ms TIMER| ps_lang_hotkeys: 3.05674 ms TIMER| common/setup.xml: 2.24575 ms TIMER| common/styles.xml: 603.08 us TIMER| common/sprite1.xml: 3.2736 ms TIMER| common/init.xml: 15.716 ms TIMER| pregame/sprites.xml: 1.44097 ms TIMER| pregame/styles.xml: 227.613 us TIMER| pregame/mainmenu.xml: 34.831 ms TIMER| common/global.xml: 1.2371 ms debug_get_bool_option: GALLIUM_NOSSE = FALSE TIMER| InitRenderer: 1.56033 s [New Thread 0xb5798b70 (LWP 3815)] SND| alc_init: success, using PulseAudio Software # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MUL OUTPUT[1].xyz, TEMP[0], INPUT[1]; 2: MOV OUTPUT[1].w, INPUT[1]; 3: END InputsRead: 0x12 (0b10010) 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: 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].xyz, TEMP[0], IN[0] 2: MOV OUT[0].w, IN[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[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 [Thread 0xb7a7fb70 (LWP 3811) exited] [New Thread 0xb7a7fb70 (LWP 3817)] # 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 [Thread 0xb7a7fb70 (LWP 3817) exited] [New Thread 0xb7a7fb70 (LWP 3818)] TIMER| common/setup.xml: 972.959 us TIMER| common/styles.xml: 444.33 us TIMER| common/sprite1.xml: 2.98606 ms TIMER| common/init.xml: 16.9248 ms TIMER| loading/loading.xml: 2.07645 ms TIMER| common/global.xml: 706.724 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 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 [Thread 0xb7a7fb70 (LWP 3818) exited] [New Thread 0xb7a7fb70 (LWP 3819)] TIMER| common/setup.xml: 1.36519 ms TIMER| common/styles.xml: 609.925 us TIMER| common/sprite1.xml: 3.11974 ms TIMER| common/icon_sprites.xml: 11.5404 ms TIMER| session_new/sprites.xml: 1.70084 ms TIMER| session_new/styles.xml: 321.689 us TIMER| session_new/session.xml: 26.8942 ms TIMER| common/global.xml: 1.2042 ms GAME STARTED, ALL INIT COMPLETE [Thread 0xb7a7fb70 (LWP 3819) exited] [New Thread 0xb7a7fb70 (LWP 3820)] # 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] = {0.00959, -0.0183, -0.00703, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0.00522, 0.0116, -0.0231, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0124, 0.00922, 0.0151, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-8.45, -2.17, -6.09, 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] = {0.00959, -0.0183, -0.00703, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0.00522, 0.0116, -0.0231, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0124, 0.00922, 0.0151, 0} param[4] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-8.45, -2.17, -6.09, 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} pyrogenesis: state_tracker/st_mesa_to_tgsi.c:181: dst_register: Assertion `t->outputMapping[index] < (sizeof(t->outputs)/sizeof(*(t->outputs)))' failed. Program received signal SIGABRT, Aborted. 0x0012d422 in __kernel_vsyscall () (gdb) bt #0 0x0012d422 in __kernel_vsyscall () #1 0x00986651 in raise () from /lib/tls/i686/cmov/libc.so.6 #2 0x00989a82 in abort () from /lib/tls/i686/cmov/libc.so.6 #3 0x0097f718 in __assert_fail () from /lib/tls/i686/cmov/libc.so.6 #4 0x0125125f in dst_register (t=, inst=) at state_tracker/st_mesa_to_tgsi.c:181 #5 translate_dst (t=, inst=) at state_tracker/st_mesa_to_tgsi.c:284 #6 compile_instruction (t=, inst=) at state_tracker/st_mesa_to_tgsi.c:631 #7 0x012517de in st_translate_mesa_program (ctx=0x8f0f9b8, procType=0, ureg=0xbec5858, program=0xc23c450, numInputs=1, inputMapping=0xbfffe8bc, inputSemanticName=0xbfffe9cc "\005\324#\001\270\371\360\b\320\364_\bHO\314\v", inputSemanticIndex=0xbfffe9bc "", interpMode=0xbfffe934, numOutputs=0, outputMapping=0xbfffe974, outputSemanticName=0xbfffe9ac "\b", outputSemanticIndex=0xbfffe99c "\001", passthrough_edgeflags=0 '\000') at state_tracker/st_mesa_to_tgsi.c:1075 #8 0x01253cd2 in st_translate_fragment_program (st=0x8f511e8, stfp=0xc23c450) at state_tracker/st_program.c:436 #9 0x0123c9ea in translate_fp (st=0x8f511e8) at state_tracker/st_atom_shader.c:65 #10 update_fp (st=0x8f511e8) at state_tracker/st_atom_shader.c:164 #11 0x012394c3 in st_validate_state (st=0x8f511e8) at state_tracker/st_atom.c:167 #12 0x01207ca2 in st_draw_vbo (ctx=0x8f0f9b8, arrays=0x8f53d2c, prims=0xbfffee7c, nr_prims=1, ib=0xbfffee90, index_bounds_valid=1 '\001', min_index=0, max_index=126) at state_tracker/st_draw.c:578 #13 0x01230931 in vbo_validated_drawrangeelements (ctx=0x8f0f9b8, mode=, index_bounds_valid=, start=0, end=126, count=126, type=5123, indices=0xbcc3c00, basevertex=0, primcount=1) at vbo/vbo_exec_array.c:721 #14 0x012313a8 in vbo_exec_DrawRangeElementsBaseVertex (mode=4, start=0, end=126, count=126, type=5123, indices=0xbcc3c00, basevertex=0) at vbo/vbo_exec_array.c:829 #15 0x0123162e in vbo_exec_DrawRangeElements (mode=4, start=0, end=126, count=126, type=5123, indices=0xbcc3c00) at vbo/vbo_exec_array.c:846 #16 0x011b9c3d in neutral_DrawRangeElements (mode=4, start=0, end=126, count=126, type=5123, indices=0xbcc3c00) at main/vtxfmt_tmp.h:353 #17 0x0824b578 in ?? () #18 0x0824e70e in ?? () #19 0x08234fd3 in ?? () #20 0x08236f74 in ?? () #21 0x08237059 in ?? () #22 0x082038d1 in ?? () #23 0x08121094 in ?? () #24 0x08056216 in ?? () #25 0x08056875 in ?? () #26 0x00972bd6 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6 #27 0x08055931 in ?? ()