debug_get_bool_option: GALLIUM_RBUG = FALSE debug_get_option: GALLIUM_TRACE = (null) debug_get_bool_option: GALLIUM_NOOP = FALSE ATTENTION: default value of option vblank_mode overridden by environment. ATTENTION: default value of option vblank_mode overridden by environment. libGL: Can't open configuration file /etc/drirc: No such file or directory. libGL: Can't open configuration file /home/jools/.drirc: No such file or directory. libGL: Can't open configuration file /etc/drirc: No such file or directory. libGL: Can't open configuration file /home/jools/.drirc: No such file or directory. debug_get_bool_option: R600_DUMP_SHADERS = FALSE debug_get_bool_option: TGSI_PRINT_SANITY = TRUE debug_get_bool_option: R600_DUMP_SHADERS = FALSE debug_get_bool_option: MESA_MVP_DP4 = FALSE debug_get_flags_option: ST_DEBUG = 0x0 debug_get_bool_option: R600_ENABLE_S3TC = FALSE debug_get_bool_option: R600_TILING = 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: R600_ARRAY_TEXTURE = FALSE EE r600_pipe.c:429 r600_get_param - r600: unknown param 45 debug_get_option: GALLIUM_REFCNT_LOG = (null) The result should be a solid block of half-bright yellow color GLSL source for shader 1: uniform sampler2D vertex_tex; varying vec3 vertex_tex_color; void main() { gl_Position = gl_Vertex; vertex_tex_color = texture2DLod(vertex_tex, vec2(0.5), 0.0).xyz; } GLSL IR for shader 1: ( (declare (out ) vec3 vertex_tex_color) (declare (uniform ) sampler2D vertex_tex) (declare (out ) vec4 gl_Position) (declare (out ) float gl_PointSize) (declare (in ) vec4 gl_Vertex) (declare (in ) vec3 gl_Normal) (declare (in ) vec4 gl_Color) (declare (in ) vec4 gl_SecondaryColor) (declare (in ) vec4 gl_MultiTexCoord0) (declare (in ) vec4 gl_MultiTexCoord1) (declare (in ) vec4 gl_MultiTexCoord2) (declare (in ) vec4 gl_MultiTexCoord3) (declare (in ) vec4 gl_MultiTexCoord4) (declare (in ) vec4 gl_MultiTexCoord5) (declare (in ) vec4 gl_MultiTexCoord6) (declare (in ) vec4 gl_MultiTexCoord7) (declare (in ) float gl_FogCoord) (declare (out ) vec4 gl_ClipVertex) (declare (out ) vec4 gl_FrontColor) (declare (out ) vec4 gl_BackColor) (declare (out ) vec4 gl_FrontSecondaryColor) (declare (out ) vec4 gl_BackSecondaryColor) (declare (out ) float gl_FogFragCoord) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) float gl_NormalScale) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) vec2 gl_MESABumpRotMatrix0) (declare (uniform ) vec2 gl_MESABumpRotMatrix1) (declare (uniform ) vec4 gl_MESAFogParamsOptimized) (declare () int gl_MaxLights) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxVertexAttribs) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxFragmentUniformComponents) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) (array vec4 6) gl_ClipPlane) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) gl_FogParameters gl_Fog) (declare (out ) (array vec4 0) gl_TexCoord) (declare () int gl_MaxDrawBuffers) (function texture2DLod (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) (declare (in ) float lod) ) ( )) ) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref gl_Vertex) ) (declare (temporary ) vec4 texture2DLod_retval) (assign (xyzw) (var_ref texture2DLod_retval) (call texture2DLod ((var_ref vertex_tex) (constant vec2 (0.500000 0.500000)) (constant float (0.000000)) )) ) (assign (xyz) (var_ref vertex_tex_color) (swiz xyz (var_ref texture2DLod_retval) )) )) ) ) GLSL source for shader 2: uniform sampler2D fragment_tex; varying vec3 vertex_tex_color; void main() { vec3 fragment_tex_color = texture2D(fragment_tex, vec2(0.5), 0.0).xyz; gl_FragColor = vec4(fragment_tex_color + vertex_tex_color, 1.0); } GLSL IR for shader 2: ( (declare (in ) vec3 vertex_tex_color) (declare (uniform ) sampler2D fragment_tex) (declare (in ) vec4 gl_FragCoord) (declare (in ) bool gl_FrontFacing) (declare (out ) vec4 gl_FragColor) (declare (out ) float gl_FragDepth) (declare (in ) vec4 gl_Color) (declare (in ) vec4 gl_SecondaryColor) (declare (in ) float gl_FogFragCoord) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) float gl_NormalScale) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) vec2 gl_MESABumpRotMatrix0) (declare (uniform ) vec2 gl_MESABumpRotMatrix1) (declare (uniform ) vec4 gl_MESAFogParamsOptimized) (declare () int gl_MaxLights) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxVertexAttribs) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxFragmentUniformComponents) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) (array vec4 6) gl_ClipPlane) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) gl_FogParameters gl_Fog) (declare (in ) (array vec4 0) gl_TexCoord) (declare () int gl_MaxDrawBuffers) (declare (out ) (array vec4 8) gl_FragData) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) (declare (in ) float bias) ) ( )) ) (function main (signature void (parameters ) ( (declare (temporary ) vec4 texture2D_retval) (assign (xyzw) (var_ref texture2D_retval) (call texture2D ((var_ref fragment_tex) (constant vec2 (0.500000 0.500000)) (constant float (0.000000)) )) ) (declare (temporary ) vec4 vec_ctor) (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) (assign (xyz) (var_ref vec_ctor) (expression vec3 + (swiz xyz (var_ref texture2D_retval) )(var_ref vertex_tex_color) ) ) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) ) GLSL IR for linked vertex program 3: ( (declare (out ) vec3 vertex_tex_color) (declare (uniform ) sampler2D vertex_tex) (declare (out ) vec4 gl_Position) (declare (in ) vec4 gl_Vertex) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref gl_Vertex) ) (assign (xyz) (var_ref vertex_tex_color) (swiz xyz (txl vec4 (var_ref vertex_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ))) )) ) ) Mesa IR for linked vertex program 3: 0: (assign (xyzw) (var_ref gl_Position) (var_ref gl_Vertex) ) MOV OUTPUT[0], INPUT[0]; 1: (txl vec4 (var_ref vertex_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ) MOV TEMP[1], CONST[1]; 2: MOV TEMP[1].w, CONST[1].zzzz; 3: TXL TEMP[2], CONST[1].xyzz, texture[0], 2D; 4: (assign (xyz) (var_ref vertex_tex_color) (swiz xyz (txl vec4 (var_ref vertex_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ))) MOV OUTPUT[16].xyz, TEMP[2].xyzx; 5: END GLSL IR for linked fragment program 3: ( (declare (in ) vec3 vertex_tex_color) (declare (uniform ) sampler2D fragment_tex) (declare (out ) vec4 gl_FragColor) (function main (signature void (parameters ) ( (declare (temporary ) vec4 vec_ctor) (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) (assign (xyz) (var_ref vec_ctor) (expression vec3 + (swiz xyz (txb vec4 (var_ref fragment_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ))(var_ref vertex_tex_color) ) ) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) ) Mesa IR for linked fragment program 3: 0: (assign (w) (var_ref vec_ctor) (constant float (1.000000)) ) MOV TEMP[1].w, CONST[1].xxxx; 1: (txb vec4 (var_ref fragment_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ) MOV TEMP[2], CONST[2]; 2: MOV TEMP[2].w, CONST[1].yyyy; 3: TXB TEMP[3], TEMP[2], texture[0], 2D; 4: (expression vec3 + (swiz xyz (txb vec4 (var_ref fragment_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ))(var_ref vertex_tex_color) ) ADD TEMP[4].xyz, TEMP[3].xyzz, INPUT[14].xyzz; 5: (assign (xyz) (var_ref vec_ctor) (expression vec3 + (swiz xyz (txb vec4 (var_ref fragment_tex) (constant vec2 (0.500000 0.500000)) 0 1 () (constant float (0.000000)) ))(var_ref vertex_tex_color) ) ) MOV TEMP[1].xyz, TEMP[4].xyzx; 6: (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) MOV OUTPUT[2], TEMP[1]; 7: END Mesa: glUseProgram(3) fragment shader 2, checksum 881081 vertex shader 1, checksum 643247 vert prog 3 frag prog 3 Probe at (1,1) Expected: 0.500000 0.500000 0.000000 Observed: 0.000000 0.996078 0.000000