$ ST_DEBUG=fallback,mesa ./viewperf-gui "viewperf -versionpath ../../viewperf/viewperf11.0 -archive " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -reset " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 1 -weight 12.0 -mh Body_Wireframe_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -gr " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 2 -weight 12.0 -mh Body_Shading_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -gr -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 3 -weight 14.0 -mh Body_ShadingEdges_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -gr -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 4 -weight 14.0 -mh Body_Shading_AmbReflection -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -nt -traceClears -copyTexUseViewportSize -forceShadowTextureCreate " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 5 -weight 12.0 -mh Holland3MP_Wireframe_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -depthRange 1 -10000 -gr -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 6 -weight 12.0 -mh Holland3MP_Shading_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -depthRange 1 -10000 -gr -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 7 -weight 12.0 -mh Holland3MP_ShadingEdges_AmbOFF -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -wt -depthRange 1 -10000 -gr -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -testnum 8 -weight 12.0 -mh conceptCar -zb -tracelights -mp 12 -clearcolor .2 .2 .2 1.0 -grab grab.scr -gather -useAlpha -viewportWiggle -viewportWiggleForceSquare -immPrimModePoints -noframecounter -nt " "viewperf -versionpath ../../viewperf/viewperf11.0 -viewset catia-03 -zb -generateScore -executebatch -useAlpha " ############################################################################### ################################# TEST 1 ###################################### ############################################################################### couldn't open libtxc_dxtn.so, software DXTn compression/decompression unavailable Mesa warning: couldn't open libtxc_dxtn.so, software DXTn compression/decompression unavailable # Fragment Program/Shader 0 0: MOV OUTPUT[2], INPUT[1]; 1: END InputsRead: 0x2 (0b10) OutputsWritten: 0x4 (0b100) NumInstructions=2 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {1, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 1, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, 1, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {0, 0, 0, 1} # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], 2D; 1: MUL OUTPUT[2], TEMP[0], STATE[0]; 2: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=3 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0xc00100 param[0] sz=4 STATE state..internal.driverState = {1, 1, 1, 1} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {0.00263, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 0.00377, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -1, 0} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1, -1, 0, 1} # Fragment Program/Shader 0 0: MOV OUTPUT[2], STATE[0]; 1: END InputsRead: 0x0 (0b0) OutputsWritten: 0x4 (0b100) NumInstructions=2 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0xc00100 param[0] sz=4 STATE state..internal.driverState = {1, 1, 1, 1} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {1.21, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 1.73, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -1, -1} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {0, 0, -2, 0} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 8.88e+03, 8.88e+03} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 8.88e+03, 8.88e+03} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 8.88e+03, 8.88e+03} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 8.88e+03, 8.88e+03} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 8.88e+03, 8.88e+03} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {0.321, -86.2, -5.5e+03, -5.5e+03} # Fragment Program/Shader 0 0: ADD OUTPUT[2].xyz, INPUT[1], INPUT[2]; 1: MOV OUTPUT[2].w, INPUT[1]; 2: END InputsRead: 0x6 (0b110) OutputsWritten: 0x4 (0b100) NumInstructions=3 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 # 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: DP3 TEMP[0].x, STATE[4], STATE[5]; 5: DP3 TEMP[0].y, STATE[4], STATE[6]; 6: DP3 TEMP[0].z, STATE[4], STATE[7]; 7: MOV TEMP[2].w, STATE[8].xxxx; 8: MOV TEMP[3], STATE[9]; 9: MOV TEMP[4], CONST[10]; 10: MOV TEMP[2].z, STATE[11].-x-x-x-x; 11: MOV TEMP[5], STATE[12]; 12: MOV TEMP[6], CONST[10]; 13: MOV OUTPUT[1], TEMP[3]; 14: MOV OUTPUT[2], TEMP[4]; 15: MOV OUTPUT[13], TEMP[5]; 16: MOV OUTPUT[14], TEMP[6]; 17: END InputsRead: 0x1 (0b1) OutputsWritten: 0x6007 (0b1100000,00000111) NumInstructions=18 NumTemporaries=7 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x800103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {1.21, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, -1.73, 2.45e-16, 2.45e-16} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 4.24e-16, 1, 1} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-660, 692, -5e+03, -5e+03} param[4] sz=4 STATE state..internal.current[2] = {-0, -0, -1, 1} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {1, 0, 0, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {0, -1, 2.45e-16, 0} param[7] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0, -2.45e-16, -1, 0} param[8] sz=4 STATE state.materialfront.lshininess = {75, 0, 0, 1} param[9] sz=4 STATE state.lightmodel.front.scenecolor = {0, 0, 0, 0.99} param[10] sz=4 CONST (null) = {0, 0, 0, 1} param[11] sz=4 STATE state.materialback.lshininess = {75, 0, 0, 1} param[12] sz=4 STATE state.lightmodel.back.scenecolor = {0, 0, 0, 0.99} # 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: DP3 TEMP[0].x, STATE[4], STATE[5]; 5: DP3 TEMP[0].y, STATE[4], STATE[6]; 6: DP3 TEMP[0].z, STATE[4], STATE[7]; 7: MOV TEMP[2].w, STATE[8].xxxx; 8: MOV TEMP[3], STATE[9]; 9: MOV TEMP[4], CONST[10]; 10: MOV TEMP[2].z, STATE[11].-x-x-x-x; 11: MOV TEMP[5], STATE[12]; 12: MOV TEMP[6], CONST[10]; 13: MOV OUTPUT[1], TEMP[3]; 14: MOV OUTPUT[2], TEMP[4]; 15: MOV OUTPUT[13], TEMP[5]; 16: MOV OUTPUT[14], TEMP[6]; 17: END InputsRead: 0x1 (0b1) OutputsWritten: 0x6007 (0b1100000,00000111) NumInstructions=18 NumTemporaries=7 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x800103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {1.21, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, -1.73, 2.45e-16, 2.45e-16} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 4.24e-16, 1, 1} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-660, 692, -5e+03, -5e+03} param[4] sz=4 STATE state..internal.current[2] = {-0, -0, -1, 1} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {1, 0, 0, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {0, -1, 2.45e-16, 0} param[7] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0, -2.45e-16, -1, 0} param[8] sz=4 STATE state.materialfront.lshininess = {75, 0, 0, 1} param[9] sz=4 STATE state.lightmodel.front.scenecolor = {0, 0, 0, 0.99} param[10] sz=4 CONST (null) = {0, 0, 0, 1} param[11] sz=4 STATE state.materialback.lshininess = {75, 0, 0, 1} param[12] sz=4 STATE state.lightmodel.back.scenecolor = {0, 0, 0, 0.99} # Fragment Program/Shader 0 0: TEX TEMP[0], INPUT[4], texture[0], 2D; 1: KIL TEMP[0].-x-y-z-w; 2: MOV OUTPUT[2], STATE[0]; 3: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=4 NumTemporaries=0 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0xc00100 param[0] sz=4 STATE state..internal.driverState = {1, 1, 1, 0.996} Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test1full.png'...done. ############################################################################### ################################# TEST 2 ###################################### ############################################################################### # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {1.21, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 1.73, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -1, -1} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {0, 0, -2, 0} # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], STATE[8]; 9: MOV TEMP[4], CONST[9]; 10: MOV OUTPUT[1], TEMP[3]; 11: MOV OUTPUT[2], TEMP[4]; 12: DP3 TEMP[2].x, TEMP[0], STATE[10]; 13: DP3 TEMP[2].y, TEMP[0], STATE[11]; 14: LIT TEMP[1], TEMP[2]; 15: ADD TEMP[3], STATE[12], TEMP[3]; 16: MAD TEMP[3], TEMP[1].yyyy, STATE[13], TEMP[3]; 17: MAD TEMP[4], TEMP[1].zzzz, STATE[14], TEMP[4]; 18: DP3 TEMP[2].x, TEMP[0], STATE[15]; 19: DP3 TEMP[2].y, TEMP[0], STATE[16]; 20: LIT TEMP[1], TEMP[2]; 21: ADD TEMP[3], STATE[17], TEMP[3]; 22: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[18], TEMP[3]; 23: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[19], TEMP[4]; 24: END InputsRead: 0x5 (0b101) OutputsWritten: 0x7 (0b111) NumInstructions=25 NumTemporaries=5 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 5.97e+03, 5.97e+03} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.409, 0.913, 0.00153, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {-0.394, -0.178, 0.901, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0.823, 0.368, 0.433, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.front.scenecolor = {0.304, 0, 0, 1} param[9] sz=4 CONST (null) = {0, 0, 0, 1} param[10] sz=4 STATE state..internal.light.position.normalized = {-0.577, 0.577, 0.577, 0} param[11] sz=4 STATE state..internal.lightHalfVector = {-0.325, 0.325, 0.888, 1} param[12] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[13] sz=4 STATE state.lightprod[0]front..diffuse = {0.28, 0, 0, 1} param[14] sz=4 STATE state.lightprod[0]front..specular = {0.109, 0.109, 0.109, 0} param[15] sz=4 STATE state..internal.light.position.normalized = {0.428, 0.388, 0.816, 0} param[16] sz=4 STATE state..internal.lightHalfVector = {0.225, 0.204, 0.953, 1} param[17] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[18] sz=4 STATE state.lightprod[1]front..diffuse = {0.28, 0, 0, 1} param[19] sz=4 STATE state.lightprod[1]front..specular = {0.109, 0.109, 0.109, 0} # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], STATE[8]; 9: MOV TEMP[4], CONST[9]; 10: MOV TEMP[2].z, STATE[10].-x-x-x-x; 11: MOV TEMP[5], STATE[11]; 12: MOV TEMP[6], CONST[9]; 13: MOV OUTPUT[1], TEMP[3]; 14: MOV OUTPUT[2], TEMP[4]; 15: MOV OUTPUT[13], TEMP[5]; 16: MOV OUTPUT[14], TEMP[6]; 17: DP3 TEMP[2].x, TEMP[0], STATE[12]; 18: DP3 TEMP[2].y, TEMP[0], STATE[13]; 19: LIT TEMP[1], TEMP[2]; 20: ADD TEMP[3], STATE[14], TEMP[3]; 21: MAD TEMP[3], TEMP[1].yyyy, STATE[15], TEMP[3]; 22: MAD TEMP[4], TEMP[1].zzzz, STATE[16], TEMP[4]; 23: LIT TEMP[1], TEMP[2].-x-y-w-z; 24: ADD TEMP[5], STATE[17], TEMP[5]; 25: MAD TEMP[5], TEMP[1].yyyy, STATE[18], TEMP[5]; 26: MAD TEMP[6], TEMP[1].zzzz, STATE[19], TEMP[6]; 27: DP3 TEMP[2].x, TEMP[0], STATE[20]; 28: DP3 TEMP[2].y, TEMP[0], STATE[21]; 29: LIT TEMP[1], TEMP[2]; 30: ADD TEMP[3], STATE[22], TEMP[3]; 31: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[23], TEMP[3]; 32: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[24], TEMP[4]; 33: LIT TEMP[1], TEMP[2].-x-y-w-z; 34: ADD TEMP[5], STATE[25], TEMP[5]; 35: MAD OUTPUT[13].xyz, TEMP[1].yyyy, STATE[26], TEMP[5]; 36: MAD OUTPUT[14].xyz, TEMP[1].zzzz, STATE[27], TEMP[6]; 37: END InputsRead: 0x5 (0b101) OutputsWritten: 0x6007 (0b1100000,00000111) NumInstructions=38 NumTemporaries=7 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {759, 186, 5.97e+03, 5.97e+03} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.409, 0.913, 0.00153, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {-0.394, -0.178, 0.901, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0.823, 0.368, 0.433, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.front.scenecolor = {0.0811, 0.0811, 0.0811, 1} param[9] sz=4 CONST (null) = {0, 0, 0, 1} param[10] sz=4 STATE state.materialback.lshininess = {6.4, 0, 0, 1} param[11] sz=4 STATE state.lightmodel.back.scenecolor = {0.0811, 0.0811, 0.0811, 1} param[12] sz=4 STATE state..internal.light.position.normalized = {-0.577, 0.577, 0.577, 0} param[13] sz=4 STATE state..internal.lightHalfVector = {-0.325, 0.325, 0.888, 1} param[14] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[15] sz=4 STATE state.lightprod[0]front..diffuse = {0.0747, 0.0747, 0.0747, 1} param[16] sz=4 STATE state.lightprod[0]front..specular = {0.109, 0.109, 0.109, 0} param[17] sz=4 STATE state.lightprod[0]back..ambient = {0, 0, 0, 1} param[18] sz=4 STATE state.lightprod[0]back..diffuse = {0.0747, 0.0747, 0.0747, 1} param[19] sz=4 STATE state.lightprod[0]back..specular = {0.109, 0.109, 0.109, 0} param[20] sz=4 STATE state..internal.light.position.normalized = {0.428, 0.388, 0.816, 0} param[21] sz=4 STATE state..internal.lightHalfVector = {0.225, 0.204, 0.953, 1} param[22] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[23] sz=4 STATE state.lightprod[1]front..diffuse = {0.0747, 0.0747, 0.0747, 1} param[24] sz=4 STATE state.lightprod[1]front..specular = {0.109, 0.109, 0.109, 0} param[25] sz=4 STATE state.lightprod[1]back..ambient = {0, 0, 0, 1} param[26] sz=4 STATE state.lightprod[1]back..diffuse = {0.0747, 0.0747, 0.0747, 1} param[27] sz=4 STATE state.lightprod[1]back..specular = {0.109, 0.109, 0.109, 0} # 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: DP3 TEMP[0].x, STATE[4], STATE[5]; 5: DP3 TEMP[0].y, STATE[4], STATE[6]; 6: DP3 TEMP[0].z, STATE[4], STATE[7]; 7: MOV TEMP[2].w, STATE[8].xxxx; 8: MOV TEMP[3], STATE[9]; 9: MOV TEMP[4], CONST[10]; 10: MOV OUTPUT[1], TEMP[3]; 11: MOV OUTPUT[2], TEMP[4]; 12: END InputsRead: 0x1 (0b1) OutputsWritten: 0x7 (0b111) NumInstructions=13 NumTemporaries=5 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x800103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-0.494, -0.683, -0.823, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {1.1, -0.309, -0.368, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00184, 1.56, -0.433, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {0.321, -86.2, -1.35e+04, -1.35e+04} param[4] sz=4 STATE state..internal.current[2] = {0, 0, 1, 1} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.409, 0.913, 0.00153, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {-0.394, -0.178, 0.901, 0} param[7] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0.823, 0.368, 0.433, 0} param[8] sz=4 STATE state.materialfront.lshininess = {75, 0, 0, 1} param[9] sz=4 STATE state.lightmodel.front.scenecolor = {0.266, 0.266, 0.266, 1} param[10] sz=4 CONST (null) = {0, 0, 0, 1} Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test2full.png'...done. ############################################################################### ################################# TEST 3 ###################################### ############################################################################### Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) Mesa: User error: GL_INVALID_OPERATION in glBegin(fragment program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test3full.png'...done. ############################################################################### ################################# TEST 4 ###################################### ############################################################################### Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB vertex program option) Mesa: User error: GL_INVALID_OPERATION in glProgramString(bad program) Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {2.23, 0, 0, 0} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {0, 3.2, 0, 0} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0, 0, -3, -1} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} Mesa: User error: GL_INVALID_OPERATION in glDrawElements(vertex program not valid) # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], STATE[8]; 9: MOV TEMP[4], CONST[9]; 10: MOV OUTPUT[1], TEMP[3]; 11: MOV OUTPUT[2], TEMP[4]; 12: DP3 TEMP[2].x, TEMP[0], STATE[10]; 13: DP3 TEMP[2].y, TEMP[0], STATE[11]; 14: LIT TEMP[1], TEMP[2]; 15: ADD TEMP[3], STATE[12], TEMP[3]; 16: MAD TEMP[3], TEMP[1].yyyy, STATE[13], TEMP[3]; 17: MAD TEMP[4], TEMP[1].zzzz, STATE[14], TEMP[4]; 18: DP3 TEMP[2].x, TEMP[0], STATE[15]; 19: DP3 TEMP[2].y, TEMP[0], STATE[16]; 20: LIT TEMP[1], TEMP[2]; 21: ADD TEMP[3], STATE[17], TEMP[3]; 22: MAD TEMP[3], TEMP[1].yyyy, STATE[18], TEMP[3]; 23: MAD TEMP[4], TEMP[1].zzzz, STATE[19], TEMP[4]; 24: DP3 TEMP[2].x, TEMP[0], STATE[20]; 25: DP3 TEMP[2].y, TEMP[0], STATE[21]; 26: LIT TEMP[1], TEMP[2]; 27: ADD TEMP[3], STATE[22], TEMP[3]; 28: MAD TEMP[3], TEMP[1].yyyy, STATE[23], TEMP[3]; 29: MAD TEMP[4], TEMP[1].zzzz, STATE[24], TEMP[4]; 30: DP3 TEMP[2].x, TEMP[0], STATE[25]; 31: DP3 TEMP[2].y, TEMP[0], STATE[26]; 32: LIT TEMP[1], TEMP[2]; 33: ADD TEMP[3], STATE[27], TEMP[3]; 34: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[28], TEMP[3]; 35: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[29], TEMP[4]; 36: END InputsRead: 0x5 (0b101) OutputsWritten: 0x7 (0b111) NumInstructions=37 NumTemporaries=5 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.912, -1.26, -2.47, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-2.04, -0.57, -1.1, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00341, -2.88, 1.3, 0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {0.409, -0.913, 0.00153, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {-0.394, -0.178, -0.901, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0.823, 0.368, -0.433, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.front.scenecolor = {0, 0, 0, 1} param[9] sz=4 CONST (null) = {0, 0, 0, 1} param[10] sz=4 STATE state..internal.light.position.normalized = {0.00153, -0.901, -0.433, 0} param[11] sz=4 STATE state..internal.lightHalfVector = {0.00143, -0.846, 0.533, 1} param[12] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[13] sz=4 STATE state.lightprod[0]front..diffuse = {0.365, 0, 0, 1} param[14] sz=4 STATE state.lightprod[0]front..specular = {0.0681, 0.0681, 0.0681, 0} param[15] sz=4 STATE state..internal.light.position.normalized = {0.871, -0.1, -0.481, 0} param[16] sz=4 STATE state..internal.lightHalfVector = {0.855, -0.0986, 0.51, 1} param[17] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[18] sz=4 STATE state.lightprod[1]front..diffuse = {0.269, 0, 0, 1} param[19] sz=4 STATE state.lightprod[1]front..specular = {0.0502, 0.0502, 0.0502, 0} param[20] sz=4 STATE state..internal.light.position.normalized = {-0.124, -0.68, 0.723, 0} param[21] sz=4 STATE state..internal.lightHalfVector = {-0.0666, -0.366, 0.928, 1} param[22] sz=4 STATE state.lightprod[2]front..ambient = {0, 0, 0, 1} param[23] sz=4 STATE state.lightprod[2]front..diffuse = {0.269, 0, 0, 1} param[24] sz=4 STATE state.lightprod[2]front..specular = {0.0502, 0.0502, 0.0502, 0} param[25] sz=4 STATE state..internal.light.position.normalized = {-0.792, -0.0417, -0.609, 0} param[26] sz=4 STATE state..internal.lightHalfVector = {-0.896, -0.0472, 0.442, 1} param[27] sz=4 STATE state.lightprod[3]front..ambient = {0, 0, 0, 1} param[28] sz=4 STATE state.lightprod[3]front..diffuse = {0.269, 0, 0, 1} param[29] sz=4 STATE state.lightprod[3]front..specular = {0.0502, 0.0502, 0.0502, 0} # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], STATE[8]; 9: MOV TEMP[4], CONST[9]; 10: MOV TEMP[2].z, STATE[10].-x-x-x-x; 11: MOV TEMP[5], STATE[11]; 12: MOV TEMP[6], CONST[9]; 13: MOV OUTPUT[1], TEMP[3]; 14: MOV OUTPUT[2], TEMP[4]; 15: MOV OUTPUT[13], TEMP[5]; 16: MOV OUTPUT[14], TEMP[6]; 17: DP3 TEMP[2].x, TEMP[0], STATE[12]; 18: DP3 TEMP[2].y, TEMP[0], STATE[13]; 19: LIT TEMP[1], TEMP[2]; 20: ADD TEMP[3], STATE[14], TEMP[3]; 21: MAD TEMP[3], TEMP[1].yyyy, STATE[15], TEMP[3]; 22: MAD TEMP[4], TEMP[1].zzzz, STATE[16], TEMP[4]; 23: LIT TEMP[1], TEMP[2].-x-y-w-z; 24: ADD TEMP[5], STATE[17], TEMP[5]; 25: MAD TEMP[5], TEMP[1].yyyy, STATE[18], TEMP[5]; 26: MAD TEMP[6], TEMP[1].zzzz, STATE[19], TEMP[6]; 27: DP3 TEMP[2].x, TEMP[0], STATE[20]; 28: DP3 TEMP[2].y, TEMP[0], STATE[21]; 29: LIT TEMP[1], TEMP[2]; 30: ADD TEMP[3], STATE[22], TEMP[3]; 31: MAD TEMP[3], TEMP[1].yyyy, STATE[23], TEMP[3]; 32: MAD TEMP[4], TEMP[1].zzzz, STATE[24], TEMP[4]; 33: LIT TEMP[1], TEMP[2].-x-y-w-z; 34: ADD TEMP[5], STATE[25], TEMP[5]; 35: MAD TEMP[5], TEMP[1].yyyy, STATE[26], TEMP[5]; 36: MAD TEMP[6], TEMP[1].zzzz, STATE[27], TEMP[6]; 37: DP3 TEMP[2].x, TEMP[0], STATE[28]; 38: DP3 TEMP[2].y, TEMP[0], STATE[29]; 39: LIT TEMP[1], TEMP[2]; 40: ADD TEMP[3], STATE[30], TEMP[3]; 41: MAD TEMP[3], TEMP[1].yyyy, STATE[31], TEMP[3]; 42: MAD TEMP[4], TEMP[1].zzzz, STATE[32], TEMP[4]; 43: LIT TEMP[1], TEMP[2].-x-y-w-z; 44: ADD TEMP[5], STATE[33], TEMP[5]; 45: MAD TEMP[5], TEMP[1].yyyy, STATE[34], TEMP[5]; 46: MAD TEMP[6], TEMP[1].zzzz, STATE[35], TEMP[6]; 47: DP3 TEMP[2].x, TEMP[0], STATE[36]; 48: DP3 TEMP[2].y, TEMP[0], STATE[37]; 49: LIT TEMP[1], TEMP[2]; 50: ADD TEMP[3], STATE[38], TEMP[3]; 51: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[39], TEMP[3]; 52: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[40], TEMP[4]; 53: LIT TEMP[1], TEMP[2].-x-y-w-z; 54: ADD TEMP[5], STATE[41], TEMP[5]; 55: MAD OUTPUT[13].xyz, TEMP[1].yyyy, STATE[42], TEMP[5]; 56: MAD OUTPUT[14].xyz, TEMP[1].zzzz, STATE[43], TEMP[6]; 57: END InputsRead: 0x5 (0b101) OutputsWritten: 0x6007 (0b1100000,00000111) NumInstructions=58 NumTemporaries=7 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {0.912, -1.26, -2.47, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-2.04, -0.57, -1.1, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00341, -2.88, 1.3, 0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {0.409, -0.913, 0.00153, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {-0.394, -0.178, -0.901, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {0.823, 0.368, -0.433, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.front.scenecolor = {0, 0, 0, 1} param[9] sz=4 CONST (null) = {0, 0, 0, 1} param[10] sz=4 STATE state.materialback.lshininess = {6.4, 0, 0, 1} param[11] sz=4 STATE state.lightmodel.back.scenecolor = {0, 0, 0, 1} param[12] sz=4 STATE state..internal.light.position.normalized = {0.00153, -0.901, -0.433, 0} param[13] sz=4 STATE state..internal.lightHalfVector = {0.00143, -0.846, 0.533, 1} param[14] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[15] sz=4 STATE state.lightprod[0]front..diffuse = {0.0973, 0.0973, 0.0973, 1} param[16] sz=4 STATE state.lightprod[0]front..specular = {0.0681, 0.0681, 0.0681, 0} param[17] sz=4 STATE state.lightprod[0]back..ambient = {0, 0, 0, 1} param[18] sz=4 STATE state.lightprod[0]back..diffuse = {0.0973, 0.0973, 0.0973, 1} param[19] sz=4 STATE state.lightprod[0]back..specular = {0.0681, 0.0681, 0.0681, 0} param[20] sz=4 STATE state..internal.light.position.normalized = {0.871, -0.1, -0.481, 0} param[21] sz=4 STATE state..internal.lightHalfVector = {0.855, -0.0986, 0.51, 1} param[22] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[23] sz=4 STATE state.lightprod[1]front..diffuse = {0.0717, 0.0717, 0.0717, 1} param[24] sz=4 STATE state.lightprod[1]front..specular = {0.0502, 0.0502, 0.0502, 0} param[25] sz=4 STATE state.lightprod[1]back..ambient = {0, 0, 0, 1} param[26] sz=4 STATE state.lightprod[1]back..diffuse = {0.0717, 0.0717, 0.0717, 1} param[27] sz=4 STATE state.lightprod[1]back..specular = {0.0502, 0.0502, 0.0502, 0} param[28] sz=4 STATE state..internal.light.position.normalized = {-0.124, -0.68, 0.723, 0} param[29] sz=4 STATE state..internal.lightHalfVector = {-0.0666, -0.366, 0.928, 1} param[30] sz=4 STATE state.lightprod[2]front..ambient = {0, 0, 0, 1} param[31] sz=4 STATE state.lightprod[2]front..diffuse = {0.0717, 0.0717, 0.0717, 1} param[32] sz=4 STATE state.lightprod[2]front..specular = {0.0502, 0.0502, 0.0502, 0} param[33] sz=4 STATE state.lightprod[2]back..ambient = {0, 0, 0, 1} param[34] sz=4 STATE state.lightprod[2]back..diffuse = {0.0717, 0.0717, 0.0717, 1} param[35] sz=4 STATE state.lightprod[2]back..specular = {0.0502, 0.0502, 0.0502, 0} param[36] sz=4 STATE state..internal.light.position.normalized = {-0.792, -0.0417, -0.609, 0} param[37] sz=4 STATE state..internal.lightHalfVector = {-0.896, -0.0472, 0.442, 1} param[38] sz=4 STATE state.lightprod[3]front..ambient = {0, 0, 0, 1} param[39] sz=4 STATE state.lightprod[3]front..diffuse = {0.0717, 0.0717, 0.0717, 1} param[40] sz=4 STATE state.lightprod[3]front..specular = {0.0502, 0.0502, 0.0502, 0} param[41] sz=4 STATE state.lightprod[3]back..ambient = {0, 0, 0, 1} param[42] sz=4 STATE state.lightprod[3]back..diffuse = {0.0717, 0.0717, 0.0717, 1} param[43] sz=4 STATE state.lightprod[3]back..specular = {0.0502, 0.0502, 0.0502, 0} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.912, -1.26, -2.47, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {2.04, -0.57, -1.1, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00341, 2.88, -1.3, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} # Fragment Program/Shader 0 0: TXP TEMP[0], INPUT[4], texture[0], RECT; 1: LRP OUTPUT[2].xyz, TEMP[0].wwww, TEMP[0], INPUT[1]; 2: MOV OUTPUT[2].w, INPUT[1]; 3: END InputsRead: 0x12 (0b10010) OutputsWritten: 0x4 (0b100) NumInstructions=4 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x1 (0b1) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x0 # 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: MUL TEMP[0], INPUT[0].xxxx, STATE[4]; 6: MAD TEMP[0], INPUT[0].yyyy, STATE[5], TEMP[0]; 7: MAD TEMP[0], INPUT[0].zzzz, STATE[6], TEMP[0]; 8: MAD TEMP[0], INPUT[0].wwww, STATE[7], TEMP[0]; 9: DP4 OUTPUT[4].x, TEMP[0], STATE[8]; 10: DP4 OUTPUT[4].y, TEMP[0], STATE[9]; 11: DP4 OUTPUT[4].z, TEMP[0], STATE[10]; 12: DP4 OUTPUT[4].w, TEMP[0], STATE[11]; 13: END InputsRead: 0x9 (0b1001) OutputsWritten: 0x13 (0b10011) NumInstructions=14 NumTemporaries=1 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x10003 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-0.912, -1.26, -2.47, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {2.04, -0.57, -1.1, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00341, 2.88, -1.3, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} param[4] sz=4 STATE state.matrix.modelview.transpose.row[0] = {-0.409, -0.394, 0.823, 0} param[5] sz=4 STATE state.matrix.modelview.transpose.row[1] = {0.913, -0.178, 0.368, 0} param[6] sz=4 STATE state.matrix.modelview.transpose.row[2] = {0.00153, 0.901, 0.433, 0} param[7] sz=4 STATE state.matrix.modelview.transpose.row[3] = {-0.493, 727, -1.12e+04, 1} param[8] sz=4 STATE state.texgen[0].eye.s = {-0.409, -0.394, 0.823, 9.53e+03} param[9] sz=4 STATE state.texgen[0].eye.t = {0.913, -0.178, 0.368, 4.26e+03} param[10] sz=4 STATE state.texgen[0].eye.r = {0.00153, 0.901, 0.433, 4.21e+03} param[11] sz=4 STATE state.texgen[0].eye.q = {0, 0, 0, 1} # 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 IndirectRegisterFiles: 0x0 (0b0) 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] = {-0.912, -1.26, -2.47, -0.823} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {2.04, -0.57, -1.1, -0.368} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.00341, 2.88, -1.3, -0.433} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {-1.1, 2.32e+03, 7.25e+03, 1.12e+04} Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test4full.png'...done. ############################################################################### ################################# TEST 5 ###################################### ############################################################################### Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test5full.png'...done. ############################################################################### ################################# TEST 6 ###################################### ############################################################################### # 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: DP3 TEMP[0].x, STATE[4], STATE[5]; 5: DP3 TEMP[0].y, STATE[4], STATE[6]; 6: DP3 TEMP[0].z, STATE[4], STATE[7]; 7: MOV TEMP[2].w, STATE[8].xxxx; 8: MOV TEMP[3], STATE[9]; 9: MOV TEMP[4], CONST[10]; 10: MOV OUTPUT[1], TEMP[3]; 11: MOV OUTPUT[2], TEMP[4]; 12: DP3 TEMP[2].x, TEMP[0], STATE[11]; 13: DP3 TEMP[2].y, TEMP[0], STATE[12]; 14: LIT TEMP[1], TEMP[2]; 15: ADD TEMP[3], STATE[13], TEMP[3]; 16: MAD TEMP[3], TEMP[1].yyyy, STATE[14], TEMP[3]; 17: MAD TEMP[4], TEMP[1].zzzz, STATE[15], TEMP[4]; 18: DP3 TEMP[2].x, TEMP[0], STATE[16]; 19: DP3 TEMP[2].y, TEMP[0], STATE[17]; 20: LIT TEMP[1], TEMP[2]; 21: ADD TEMP[3], STATE[18], TEMP[3]; 22: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[19], TEMP[3]; 23: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[20], TEMP[4]; 24: END InputsRead: 0x1 (0b1) OutputsWritten: 0x7 (0b111) NumInstructions=25 NumTemporaries=5 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x800103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-1.18, 0.257, 0.164, 0.164} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0.266, -1.05, -0.763, -0.763} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0164, 1.35, -0.626, -0.626} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {5.64e+03, -1.94e+03, 1.2e+04, 1.2e+04} param[4] sz=4 STATE state..internal.current[2] = {-0, 1, -0, 1} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.975, -0.22, 0.0136, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {0.148, -0.608, 0.78, 0} param[7] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {-0.164, 0.763, 0.626, 0} param[8] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[9] sz=4 STATE state.lightmodel.front.scenecolor = {0.243, 0.284, 0.0608, 1} param[10] sz=4 CONST (null) = {0, 0, 0, 1} param[11] sz=4 STATE state..internal.light.position.normalized = {-0.558, 0.789, 0.259, 0} param[12] sz=4 STATE state..internal.lightHalfVector = {-0.351, 0.497, 0.793, 1} param[13] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[14] sz=4 STATE state.lightprod[0]front..diffuse = {0.224, 0.261, 0.056, 1} param[15] sz=4 STATE state.lightprod[0]front..specular = {0.109, 0.109, 0.109, 0} param[16] sz=4 STATE state..internal.light.position.normalized = {-0.178, 0.122, 0.976, 0} param[17] sz=4 STATE state..internal.lightHalfVector = {-0.0894, 0.0615, 0.994, 1} param[18] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[19] sz=4 STATE state.lightprod[1]front..diffuse = {0.224, 0.261, 0.056, 1} param[20] sz=4 STATE state.lightprod[1]front..specular = {0.109, 0.109, 0.109, 0} # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], STATE[8]; 9: MOV TEMP[4], CONST[9]; 10: MOV OUTPUT[1], TEMP[3]; 11: MOV OUTPUT[2], TEMP[4]; 12: DP3 TEMP[2].x, TEMP[0], STATE[10]; 13: DP3 TEMP[2].y, TEMP[0], STATE[11]; 14: LIT TEMP[1], TEMP[2]; 15: ADD TEMP[3], STATE[12], TEMP[3]; 16: MAD TEMP[3], TEMP[1].yyyy, STATE[13], TEMP[3]; 17: MAD TEMP[4], TEMP[1].zzzz, STATE[14], TEMP[4]; 18: DP3 TEMP[2].x, TEMP[0], STATE[15]; 19: DP3 TEMP[2].y, TEMP[0], STATE[16]; 20: LIT TEMP[1], TEMP[2]; 21: ADD TEMP[3], STATE[17], TEMP[3]; 22: MAD OUTPUT[1].xyz, TEMP[1].yyyy, STATE[18], TEMP[3]; 23: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[19], TEMP[4]; 24: END InputsRead: 0x5 (0b101) OutputsWritten: 0x7 (0b111) NumInstructions=25 NumTemporaries=5 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-1.18, 0.257, 0.164, 0.164} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0.266, -1.05, -0.763, -0.763} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0164, 1.35, -0.626, -0.626} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {5.64e+03, -1.94e+03, 1.2e+04, 1.2e+04} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.975, -0.22, 0.0136, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {0.148, -0.608, 0.78, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {-0.164, 0.763, 0.626, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.front.scenecolor = {0.243, 0.284, 0.0608, 1} param[9] sz=4 CONST (null) = {0, 0, 0, 1} param[10] sz=4 STATE state..internal.light.position.normalized = {-0.558, 0.789, 0.259, 0} param[11] sz=4 STATE state..internal.lightHalfVector = {-0.351, 0.497, 0.793, 1} param[12] sz=4 STATE state.lightprod[0]front..ambient = {0, 0, 0, 1} param[13] sz=4 STATE state.lightprod[0]front..diffuse = {0.224, 0.261, 0.056, 1} param[14] sz=4 STATE state.lightprod[0]front..specular = {0.109, 0.109, 0.109, 0} param[15] sz=4 STATE state..internal.light.position.normalized = {-0.178, 0.122, 0.976, 0} param[16] sz=4 STATE state..internal.lightHalfVector = {-0.0894, 0.0615, 0.994, 1} param[17] sz=4 STATE state.lightprod[1]front..ambient = {0, 0, 0, 1} param[18] sz=4 STATE state.lightprod[1]front..diffuse = {0.224, 0.261, 0.056, 1} param[19] sz=4 STATE state.lightprod[1]front..specular = {0.109, 0.109, 0.109, 0} # 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: DP3 TEMP[0].x, INPUT[2], STATE[4]; 5: DP3 TEMP[0].y, INPUT[2], STATE[5]; 6: DP3 TEMP[0].z, INPUT[2], STATE[6]; 7: MOV TEMP[2].w, STATE[7].xxxx; 8: MOV TEMP[3], INPUT[18]; 9: MAD TEMP[3].xyz, STATE[8], INPUT[16], STATE[9]; 10: MOV TEMP[4], CONST[10]; 11: MOV OUTPUT[1], TEMP[3]; 12: MOV OUTPUT[2], TEMP[4]; 13: DP3 TEMP[2].x, TEMP[0], STATE[11]; 14: DP3 TEMP[2].y, TEMP[0], STATE[12]; 15: MUL TEMP[5], STATE[13], INPUT[16]; 16: MUL TEMP[6], STATE[14], INPUT[18]; 17: LIT TEMP[1], TEMP[2]; 18: ADD TEMP[3], TEMP[5], TEMP[3]; 19: MAD TEMP[3], TEMP[1].yyyy, TEMP[6], TEMP[3]; 20: MAD TEMP[4], TEMP[1].zzzz, STATE[15], TEMP[4]; 21: DP3 TEMP[2].x, TEMP[0], STATE[16]; 22: DP3 TEMP[2].y, TEMP[0], STATE[17]; 23: MUL TEMP[5], STATE[18], INPUT[16]; 24: MUL TEMP[6], STATE[19], INPUT[18]; 25: LIT TEMP[1], TEMP[2]; 26: ADD TEMP[3], TEMP[5], TEMP[3]; 27: MAD OUTPUT[1].xyz, TEMP[1].yyyy, TEMP[6], TEMP[3]; 28: MAD OUTPUT[2].xyz, TEMP[1].zzzz, STATE[20], TEMP[4]; 29: END InputsRead: 0x50005 (0b101,00000000,00000101) OutputsWritten: 0x7 (0b111) NumInstructions=30 NumTemporaries=7 NumParameters=0 NumAttributes=0 NumAddressRegs=0 IndirectRegisterFiles: 0x0 (0b0) SamplersUsed: 0x0 (0b0) Samplers=[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ] dirty state flags: 0x103 param[0] sz=4 STATE state.matrix.mvp.transpose.row[0] = {-1.18, 0.249, 0.166, 0.166} param[1] sz=4 STATE state.matrix.mvp.transpose.row[1] = {-0.265, -1.05, -0.764, -0.765} param[2] sz=4 STATE state.matrix.mvp.transpose.row[2] = {0.0116, 1.35, -0.623, -0.623} param[3] sz=4 STATE state.matrix.mvp.transpose.row[3] = {5.63e+03, -1.99e+03, 1.2e+04, 1.2e+04} param[4] sz=4 STATE state.matrix.modelview.invtrans.row[0] = {-0.976, -0.219, 0.00964, 0} param[5] sz=4 STATE state.matrix.modelview.invtrans.row[1] = {0.144, -0.606, 0.782, 0} param[6] sz=4 STATE state.matrix.modelview.invtrans.row[2] = {-0.166, 0.765, 0.623, 0} param[7] sz=4 STATE state.materialfront.lshininess = {6.4, 0, 0, 1} param[8] sz=4 STATE state.lightmodel.ambientlightmodel.ambient = {0.38, 0.38, 0.38, 1} param[9] sz=4 STATE state.materialfront..emission = {0, 0, 0, 1} param[10] sz=4 CONST (null) = {0, 0, 0, 1} param[11] sz=4 STATE state..internal.light.position.normalized = {-0.561, 0.788, 0.255, 0} param[12] sz=4 STATE state..internal.lightHalfVector = {-0.354, 0.497, 0.792, 1} param[13] sz=4 STATE state.light[0].ambient = {0, 0, 0, 1} param[14] sz=4 STATE state.light[0].diffuse = {0.35, 0.35, 0.35, 1} param[15] sz=4 STATE state.lightprod[0]front..specular = {0.109, 0.109, 0.109, 0} param[16] sz=4 STATE state..internal.light.position.normalized = {-0.18, 0.125, 0.976, 0} param[17] sz=4 STATE state..internal.lightHalfVector = {-0.0905, 0.0629, 0.994, 1} param[18] sz=4 STATE state.light[1].ambient = {0, 0, 0, 1} param[19] sz=4 STATE state.light[1].diffuse = {0.35, 0.35, 0.35, 1} param[20] sz=4 STATE state.lightprod[1]front..specular = {0.109, 0.109, 0.109, 0} Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test6full.png'...done. ############################################################################### ################################# TEST 7 ###################################### ############################################################################### Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test7full.png'...done. ############################################################################### ################################# TEST 8 ###################################### ############################################################################### Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB vertex program option) Mesa: User error: GL_INVALID_OPERATION in glProgramString(bad program) Mesa: User error: GL_INVALID_OPERATION in glProgramStringARB(invalid ARB fragment program option) [REPEATED SEVERAL TIMES] [...] Mesa: User error: GL_INVALID_OPERATION in glBegin(vertex program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glDrawArrays(vertex program not valid) Mesa: 649 similar GL_INVALID_OPERATION errors [REPEATED UNTIL TEST ENDS] [...] Writing PNG file '../../viewperf/viewperf11.0/results/catia-03/grabs/test8full.png'...done.