############################################################################### ################################# TEST 1 ###################################### ############################################################################### # 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 ###################################### ############################################################################### # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 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] = {-0.494, -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} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} # Fragment Program/Shader 1 0: TEX TEMP[1].xy, INPUT[4], texture[0], RECT; 1: MOV.C TEMP[3].x, TEMP[1]; 2: IF (NE.xxxx); # (if false, goto 0); 3: MOV TEMP[0].xy, STATE[0]; 4: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 5: MOV TEMP[0].zw, STATE[2].xyxy; 6: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 7: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 8: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 9: ADD TEMP[1].w, TEMP[2].xxxx, TEMP[0].xxxx; 10: MOV TEMP[0].xy, STATE[3]; 11: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 12: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 13: MOV TEMP[0].zw, STATE[4].xyxy; 14: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 15: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 16: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 17: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 18: MOV TEMP[0].xy, STATE[5]; 19: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 20: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 21: MOV TEMP[0].zw, STATE[6].xyxy; 22: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 23: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 24: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 25: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 26: MOV TEMP[0].xy, STATE[7]; 27: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 28: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 29: MOV TEMP[0].zw, STATE[8].xyxy; 30: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 31: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 32: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 33: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 34: MOV TEMP[0].xy, STATE[9]; 35: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 36: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 37: MOV TEMP[0].zw, STATE[10].xyxy; 38: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 39: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 40: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 41: ADD TEMP[1].w, TEMP[0].xxxx, TEMP[2].xxxx; 42: MOV TEMP[0].xy, STATE[11]; 43: MAD TEMP[0].xy, TEMP[0], STATE[1].xxxx, INPUT[4]; 44: TEX TEMP[0].x, TEMP[0], texture[0], RECT; 45: MOV TEMP[0].zw, STATE[12].xyxy; 46: MAD TEMP[0].zw, TEMP[0], STATE[1].xxxx, INPUT[4].xyxy; 47: ADD TEMP[0].x, TEMP[1].wwww, TEMP[0]; 48: TEX TEMP[2].x, TEMP[0].zwzw, texture[0], RECT; 49: ADD TEMP[0].x, TEMP[0], TEMP[2]; 50: MOV TEMP[0].y, STATE[13].xxxx; 51: MUL TEMP[0].x, TEMP[0].-x-y-z-w, STATE[13]; 52: MOV TEMP[1].xyz, STATE[14]; 53: MAD TEMP[1].w, TEMP[0].xxxx, CONST[15].xxxx, TEMP[0].yyyy; 54: ELSE; # (goto 0) 55: ADD TEMP[1].zw, INPUT[4].xyyx, CONST[15].-y-y-y-y; 56: ADD TEMP[0].zw, TEMP[1], CONST[15].zzzz; 57: ADD TEMP[0].x, TEMP[1].-y-y-y-y, CONST[15].yyyy; 58: ADD TEMP[2].y, TEMP[0].zzzz, CONST[15].-x-y-z-w; 59: MOV TEMP[1].x, TEMP[1].wwww; 60: MOV TEMP[2].w, TEMP[1].zzzz; 61: MOV TEMP[1].z, TEMP[0].wwww; 62: MOV TEMP[2].z, INPUT[4].xxxx; 63: MUL TEMP[0].y, TEMP[0].xxxx, TEMP[0].xxxx; 64: MOV TEMP[1].y, TEMP[2]; 65: TEX TEMP[0].x, TEMP[1], texture[0], RECT; 66: MOV TEMP[1].y, TEMP[0].zzzz; 67: MOV TEMP[1].x, INPUT[4]; 68: TEX TEMP[1].x, TEMP[1], texture[0], RECT; 69: TEX TEMP[2].x, TEMP[2].zwzw, texture[0], RECT; 70: ADD TEMP[0].z, TEMP[2].xxxx, TEMP[1].xxxx; 71: ADD TEMP[1].x, TEMP[0].zzzz, TEMP[0]; 72: MOV TEMP[1].w, TEMP[2].yyyy; 73: TEX TEMP[0].x, TEMP[1].zwzw, texture[0], RECT; 74: SNE.C TEMP[4].x, TEMP[1], TEMP[0].-x-y-z-w; 75: MOV TEMP[1].xyz, STATE[16]; 76: MOV TEMP[0].z, STATE[16].wwww; 77: MOV TEMP[0].w, CONST[17].xxxx; 78: MAD TEMP[0].z (EQ..xxxx), TEMP[0].yyyy, CONST[15].wwww, TEMP[0].wwww; 79: MOV TEMP[1].xyz (EQ..xxxx), STATE[18]; 80: MOV TEMP[1].w, TEMP[0].zzzz; 81: ENDIF; 82: MOV OUTPUT[2], TEMP[1]; 83: END InputsRead: 0x10 (0b10000) OutputsWritten: 0x4 (0b100) NumInstructions=84 NumTemporaries=5 NumParameters=19 NumAttributes=1 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: 0x4000000 param[0] sz=4 STATE state.local[6] = {-0.84, -0.0736, 0, 0} param[1] sz=4 STATE state.local[1] = {3, 0, 0, 0} param[2] sz=4 STATE state.local[5] = {-0.326, -0.406, 0, 0} param[3] sz=4 STATE state.local[7] = {-0.696, 0.457, 0, 0} param[4] sz=4 STATE state.local[8] = {-0.203, 0.621, 0, 0} param[5] sz=4 STATE state.local[9] = {0.962, -0.195, 0, 0} param[6] sz=4 STATE state.local[10] = {0.473, -0.48, 0, 0} param[7] sz=4 STATE state.local[11] = {0.519, 0.767, 0, 0} param[8] sz=4 STATE state.local[12] = {0.185, -0.893, 0, 0} param[9] sz=4 STATE state.local[13] = {0.507, 0.0644, 0, 0} param[10] sz=4 STATE state.local[14] = {0.896, 0.412, 0, 0} param[11] sz=4 STATE state.local[15] = {-0.322, -0.933, 0, 0} param[12] sz=4 STATE state.local[16] = {0.792, -0.598, 0, 0} param[13] sz=4 STATE state.local[2] = {2, 0, 0, 0} param[14] sz=4 STATE state.local[3] = {0, 0.608, 1, 1} param[15] sz=4 CONST (null) = {0.0833, 1, 2, 0.6} param[16] sz=4 STATE state.local[0] = {0, 1, 1, 1} param[17] sz=4 CONST (null) = {0.2, 0, 0, 1} param[18] sz=4 STATE state.local[4] = {0, 0.608, 1, 1} 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) # 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 vertex program option) [... Same error repeated ...] Mesa: User error: GL_INVALID_OPERATION in glProgramString(bad program) # Fragment Program/Shader 266 0: DP3 TEMP[1].x, INPUT[6], INPUT[6]; 1: RSQ TEMP[1].x, TEMP[1].xxxx; 2: DP3 TEMP[0].w, INPUT[5], INPUT[5]; 3: RSQ TEMP[0].w, TEMP[0].wwww; 4: MUL TEMP[2].xyz, TEMP[0].wwww, INPUT[5]; 5: MUL TEMP[3].xyz, TEMP[1].xxxx, INPUT[6]; 6: DP3 TEMP[0].w, TEMP[2], TEMP[3]; 7: MUL TEMP[1].xyz, TEMP[2], TEMP[0].wwww; 8: MAD TEMP[1].xyz, TEMP[1].-x-y-z-w, CONST[0].xxxx, TEMP[3]; 9: TEX TEMP[1].xyz, TEMP[1].yzxw, texture[0], CUBE; 10: ADD TEMP[4].xyz, TEMP[1].zxyw, CONST[0].-y-y-y-y; 11: MAD TEMP[4].xyz, TEMP[4], STATE[1].xxxx, TEMP[4].-x-y-z-w; 12: ADD TEMP[1].xyz, TEMP[1], TEMP[4].yzxw; 13: ADD TEMP[0].w, TEMP[1].xxxx, TEMP[1].yyyy; 14: ADD TEMP[0].w, TEMP[0], TEMP[1].zzzz; 15: MUL TEMP[0].w, TEMP[0], CONST[0].zzzz; 16: ADD TEMP[1].xyz, TEMP[0].-w-w-w-w, TEMP[1].zyxw; 17: MAD TEMP[1].xyz, TEMP[1].zyxw, STATE[2].xxxx, TEMP[0].wwww; 18: MUL TEMP[6].xyz, TEMP[1], STATE[3].xxxx; 19: MOV TEMP[1].xyz, STATE[4]; 20: MAD TEMP[9].xyz, TEMP[1], STATE[5].xxxx, TEMP[6]; 21: DP3 TEMP[1].x, STATE[6], STATE[6]; 22: DP3 TEMP[0].w, STATE[7], STATE[7]; 23: RSQ TEMP[0].w, TEMP[0].wwww; 24: MUL TEMP[5].xyz, TEMP[0].wwww, STATE[7]; 25: DP3 TEMP[1].w, INPUT[5], TEMP[5].-x-y-z-w; 26: MUL TEMP[7].xyz, INPUT[5], TEMP[1].wwww; 27: RSQ TEMP[1].x, TEMP[1].xxxx; 28: MUL TEMP[1].xyz, TEMP[1].xxxx, STATE[6]; 29: DP3 TEMP[0].w, TEMP[1].-x-y-z-w, INPUT[5]; 30: MUL TEMP[8].xyz, INPUT[5], TEMP[0].wwww; 31: MAD TEMP[7].xyz, TEMP[7].-x-y-z-w, CONST[0].xxxx, TEMP[5].-x-y-z-w; 32: DP3 TEMP[0].w, TEMP[3], TEMP[7]; 33: MAD TEMP[1].w, TEMP[0], CONST[0].yyyy, CONST[0].yyyy; 34: MAD TEMP[8].xyz, TEMP[8].-x-y-z-w, CONST[0].xxxx, TEMP[1].-x-y-z-w; 35: DP3 TEMP[2].w, TEMP[3], TEMP[8]; 36: ADD TEMP[4].xyz, TEMP[1], TEMP[3]; 37: MAD TEMP[2].w, TEMP[2], CONST[0].yyyy, CONST[0].yyyy; 38: MOV TEMP[0].w, CONST[0].xxxx; 39: ADD TEMP[3].xyz, TEMP[3], TEMP[5]; 40: ADD TEMP[0].w, TEMP[0], STATE[8].xxxx; 41: POW TEMP[2].w, TEMP[2].wwww, STATE[8].xxxx; 42: MUL TEMP[2].w, TEMP[0], TEMP[2]; 43: POW TEMP[1].w, TEMP[1].wwww, STATE[8].xxxx; 44: MUL TEMP[7].xyz, TEMP[2].wwww, STATE[9]; 45: MUL TEMP[0].w, TEMP[0], TEMP[1]; 46: MAD TEMP[7].xyz, TEMP[7], CONST[0].wwww, TEMP[0]; 47: MUL TEMP[0].xyz, TEMP[0].wwww, STATE[9]; 48: DP3 TEMP[0].w, TEMP[4], TEMP[4]; 49: RSQ TEMP[0].w, TEMP[0].wwww; 50: MUL TEMP[4].xyz, TEMP[0].wwww, TEMP[4]; 51: DP3 TEMP[4].y, TEMP[2], TEMP[4]; 52: DP3 TEMP[0].w, TEMP[3], TEMP[3]; 53: MAD TEMP[0].xyz, TEMP[0], CONST[0].wwww, TEMP[7]; 54: DP3 TEMP[4].x, TEMP[1], TEMP[2]; 55: RSQ TEMP[0].w, TEMP[0].wwww; 56: MUL TEMP[1].xyz, TEMP[0].wwww, TEMP[3]; 57: DP3 TEMP[1].y, TEMP[2], TEMP[1]; 58: MOV TEMP[4].z, STATE[10].xxxx; 59: LIT TEMP[4].yz, TEMP[4].xyzz; 60: DP3 TEMP[1].x, TEMP[2], TEMP[5]; 61: MOV TEMP[1].z, STATE[10].xxxx; 62: LIT TEMP[3].yz, TEMP[1].xyzz; 63: MUL TEMP[0].w, TEMP[4].yyyy, STATE[11].xxxx; 64: MUL TEMP[1].xyz, TEMP[0].wwww, STATE[12]; 65: MUL TEMP[0].w, TEMP[3].yyyy, STATE[13].xxxx; 66: MAD TEMP[2].xyz, TEMP[0].wwww, STATE[14], TEMP[1]; 67: MAD TEMP[0].xyz, TEMP[0], STATE[15].xxxx, TEMP[9]; 68: MUL TEMP[0].xyz, TEMP[2], TEMP[0]; 69: MUL TEMP[2].xyz, TEMP[3].zzzz, TEMP[2]; 70: MOV TEMP[3].xyz, STATE[16]; 71: MAD TEMP[0].xyz, TEMP[3], STATE[17].xxxx, TEMP[0]; 72: MUL TEMP[2].xyz, TEMP[2], STATE[18]; 73: MUL TEMP[1].xyz, TEMP[4].zzzz, TEMP[1]; 74: MAD TEMP[1].xyz, TEMP[1], STATE[19], TEMP[2]; 75: MOV TEMP[3].xyz, STATE[20]; 76: MAD TEMP[2].xyz, TEMP[3], STATE[21].xxxx, TEMP[6]; 77: MAD OUTPUT[2].xyz, TEMP[1], TEMP[2], TEMP[0]; 78: MOV OUTPUT[2].w, CONST[22].xxxx; 79: END InputsRead: 0x60 (0b1100000) OutputsWritten: 0x4 (0b100) NumInstructions=80 NumTemporaries=12 NumParameters=23 NumAttributes=2 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: 0x4000000 param[0] sz=4 CONST (null) = {2, 0.5, 0.333, 0.159} param[1] sz=4 STATE state.local[11] = {1, 0.668, 0.668, 0} param[2] sz=4 STATE state.local[12] = {0, 0.668, 0.668, 0} param[3] sz=4 STATE state.local[7] = {1, 1, 1, 0} param[4] sz=4 STATE state.local[2] = {0.2, 0.2, 0.2, 0} param[5] sz=4 STATE state.local[3] = {1, 0.2, 0.2, 0} param[6] sz=4 STATE state.local[13] = {0.0698, 0.735, 0.674, 0} param[7] sz=4 STATE state.local[17] = {0.0377, 0.278, 0.96, 0} param[8] sz=4 STATE state.local[10] = {7, 0.668, 0.668, 0} param[9] sz=4 STATE state.local[8] = {0.668, 0.668, 0.668, 0} param[10] sz=4 STATE state.local[6] = {10, 1, 1, 0} param[11] sz=4 STATE state.local[16] = {1, 1, 1, 0} param[12] sz=4 STATE state.local[14] = {0.5, 0.5, 0.5, 1} param[13] sz=4 STATE state.local[20] = {1, 1, 1, 0} param[14] sz=4 STATE state.local[18] = {0.2, 0.2, 0.2, 1} param[15] sz=4 STATE state.local[9] = {1, 0.668, 0.668, 0} param[16] sz=4 STATE state.local[0] = {0, 0, 0, 0} param[17] sz=4 STATE state.local[1] = {0, 0, 0, 0} param[18] sz=4 STATE state.local[19] = {0.2, 0.2, 0.2, 1} param[19] sz=4 STATE state.local[15] = {0.7, 0.7, 0.7, 1} param[20] sz=4 STATE state.local[4] = {1, 1, 1, 0} param[21] sz=4 STATE state.local[5] = {1, 1, 1, 0} param[22] sz=4 CONST (null) = {1, 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[5], STATE[4]; 5: MOV OUTPUT[6], STATE[5]; 6: END InputsRead: 0x1 (0b1) OutputsWritten: 0x61 (0b1100001) NumInstructions=7 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: 0x800003 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] = {0, 0, -1.02e+06, 0} param[4] sz=4 STATE state..internal.current[9] = {0, 0, 0, 1} param[5] sz=4 STATE state..internal.current[10] = {0, 0, 0, 1} 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 Mesa: User error: GL_INVALID_OPERATION in glEnd Mesa: User error: GL_INVALID_OPERATION in glBegin(vertex program not valid) Mesa: User error: GL_INVALID_OPERATION in glEnd [... Same error repeated ...]