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  1. Finished dev [unoptimized + debuginfo] target(s) in 0.19s
  2. Running `target/debug/pong`
  3. [INFO][winit::platform::platform::x11::window] Guessed window DPI factor: 1.6666666666666667
  4. [DEBUG][winit::platform::platform::x11::window] Calculated physical dimensions: 833x833
  5. [INFO][gfx_device_gl::info] parsing version '4.5 (Core Profile) Mesa 18.1.1'
  6. [INFO][gfx_device_gl::info] parsing version '4.50'
  7. [INFO][gfx_device_gl] Info { platform_name: PlatformName { vendor: "Intel Open Source Technology Center", renderer: "Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) " }, version: 4.5, shadi
  8. ng_language: 4.50, extensions: {"GL_ARB_enhanced_layouts", "GL_ARB_texture_rgb10_a2ui", "GL_ARB_gpu_shader5", "GL_ARB_multi_draw_indirect", "GL_ARB_texture_buffer_range", "GL_EXT_shader_integ
  9. er_mix", "GL_ARB_texture_query_lod", "GL_ARB_cull_distance", "GL_ARB_internalformat_query2", "GL_ARB_ES2_compatibility", "GL_ANGLE_texture_compression_dxt5", "GL_ARB_shader_draw_parameters",
  10. "GL_ARB_shader_precision", "GL_ARB_texture_rg", "GL_EXT_framebuffer_blit", "GL_ARB_robustness", "GL_ARB_polygon_offset_clamp", "GL_KHR_robust_buffer_access_behavior", "GL_ARB_texture_buffer_o
  11. bject_rgb32", "GL_ANGLE_texture_compression_dxt3", "GL_ARB_direct_state_access", "GL_ARB_post_depth_coverage", "GL_ARB_shader_ballot", "GL_ARB_instanced_arrays", "GL_EXT_packed_float", "GL_EX
  12. T_draw_buffers2", "GL_ARB_shader_storage_buffer_object", "GL_ARB_shading_language_420pack", "GL_ARB_texture_gather", "GL_ARB_shader_viewport_layer_array", "GL_ARB_gpu_shader_fp64", "GL_ARB_po
  13. int_sprite", "GL_INTEL_conservative_rasterization", "GL_ARB_seamless_cube_map", "GL_ARB_shader_atomic_counters", "GL_AMD_vertex_shader_viewport_index", "GL_3DFX_texture_compression_FXT1", "GL
  14. _ARB_robust_buffer_access_behavior", "GL_NV_depth_clamp", "GL_AMD_shader_trinary_minmax", "GL_EXT_texture_compression_rgtc", "GL_EXT_shader_framebuffer_fetch", "GL_ARB_framebuffer_no_attachme
  15.  
  16. nts", "GL_ARB_draw_indirect", "GL_ARB_indirect_parameters", "GL_NV_conditional_render", "GL_EXT_packed_depth_stencil", "GL_ARB_conservative_depth", "GL_ARB_tessellation_shader", "GL_ARB_pixel
  17. _buffer_object", "GL_ATI_texture_float", "GL_ARB_sample_shading", "GL_NV_texture_barrier", "GL_EXT_texture_shared_exponent", "GL_ARB_ES3_1_compatibility", "GL_S3_s3tc", "GL_ARB_separate_shade
  18. r_objects", "GL_EXT_vertex_array_bgra", "GL_ARB_arrays_of_arrays", "GL_ARB_transform_feedback_instanced", "GL_EXT_texture_snorm", "GL_ARB_map_buffer_range", "GL_ARB_transform_feedback2", "GL_
  19. AMD_conservative_depth", "GL_ARB_program_interface_query", "GL_ARB_texture_cube_map_array", "GL_ARB_explicit_attrib_location", "GL_ARB_texture_filter_anisotropic", "GL_ARB_texture_mirror_clam
  20. p_to_edge", "GL_EXT_texture_sRGB", "GL_KHR_blend_equation_advanced_coherent", "GL_ARB_shading_language_packing", "GL_ARB_draw_elements_base_vertex", "GL_ARB_vertex_attrib_64bit", "GL_ARB_view
  21. port_array", "GL_ATI_blend_equation_separate", "GL_KHR_robustness", "GL_KHR_no_error", "GL_ARB_ES3_compatibility", "GL_APPLE_object_purgeable", "GL_EXT_texture_sRGB_decode", "GL_EXT_texture_c
  22. ompression_dxt1", "GL_EXT_texture_integer", "GL_ARB_conditional_render_inverted", "GL_ARB_texture_float", "GL_EXT_shader_framebuffer_fetch_non_coherent", "GL_ARB_timer_query", "GL_ARB_framebu
  23. ffer_sRGB", "GL_ARB_shader_group_vote", "GL_ARB_draw_buffers_blend", "GL_ARB_compressed_texture_pixel_storage", "GL_ARB_fragment_coord_conventions", "GL_EXT_texture_filter_anisotropic", "GL_A
  24. RB_shader_subroutine", "GL_KHR_texture_compression_astc_ldr", "GL_ARB_texture_multisample", "GL_MESA_shader_integer_functions", "GL_ARB_texture_storage_multisample", "GL_ARB_draw_instanced",
  25. "GL_EXT_shader_samples_identical", "GL_MESA_pack_invert", "GL_ARB_fragment_layer_viewport", "GL_ARB_shader_stencil_export", "GL_AMD_shader_stencil_export", "GL_EXT_polygon_offset_clamp", "GL_
  26. ARB_shader_clock", "GL_ARB_clear_texture", "GL_ARB_ES3_2_compatibility", "GL_ARB_map_buffer_alignment", "GL_ARB_texture_query_levels", "GL_ARB_shader_texture_lod", "GL_ARB_texture_storage", "
  27. GL_IBM_multimode_draw_arrays", "GL_ARB_clear_buffer_object", "GL_ARB_query_buffer_object", "GL_ARB_provoking_vertex", "GL_ARB_multi_bind", "GL_ARB_shader_image_size", "GL_EXT_draw_instanced",
  28. "GL_ARB_transform_feedback3", "GL_NV_packed_depth_stencil", "GL_ARB_occlusion_query2", "GL_EXT_pixel_buffer_object", "GL_INTEL_performance_query", "GL_ARB_shader_bit_encoding", "GL_ARB_shade
  29. r_texture_image_samples", "GL_EXT_blend_equation_separate", "GL_ARB_texture_barrier", "GL_EXT_abgr", "GL_ARB_shader_image_load_store", "GL_ARB_copy_buffer", "GL_ARB_fragment_shader", "GL_ARB_
  30. get_program_binary", "GL_ARB_shader_objects", "GL_ARB_texture_rectangle", "GL_ARB_depth_buffer_float", "GL_KHR_context_flush_control", "GL_ARB_explicit_uniform_location", "GL_ARB_depth_clamp"
  31. , "GL_AMD_draw_buffers_blend", "GL_ARB_vertex_array_object", "GL_ARB_compute_shader", "GL_ARB_stencil_texturing", "GL_EXT_framebuffer_multisample_blit_scaled", "GL_ARB_texture_non_power_of_tw
  32. o", "GL_EXT_provoking_vertex", "GL_ARB_internalformat_query", "GL_ARB_debug_output", "GL_ARB_sync", "GL_ARB_texture_buffer_object", "GL_ARB_vertex_type_2_10_10_10_rev", "GL_ARB_vertex_type_10
  33. f_11f_11f_rev", "GL_ARB_vertex_array_bgra", "GL_ARB_clip_control", "GL_KHR_blend_equation_advanced", "GL_OES_EGL_image", "GL_MESA_texture_signed_rgba", "GL_ARB_texture_compression_bptc", "GL_
  34. ARB_invalidate_subdata", "GL_ARB_texture_view", "GL_ARB_transform_feedback_overflow_query", "GL_AMD_seamless_cubemap_per_texture", "GL_EXT_texture_swizzle", "GL_ARB_derivative_control", "GL_E
  35. XT_timer_query", "GL_ARB_shader_atomic_counter_ops", "GL_ARB_texture_swizzle", "GL_ARB_framebuffer_object", "GL_ARB_half_float_pixel", "GL_ARB_get_texture_sub_image", "GL_EXT_texture_array",
  36. "GL_ARB_half_float_vertex", "GL_ARB_gpu_shader_int64", "GL_KHR_debug", "GL_ARB_base_instance", "GL_ARB_vertex_shader", "GL_EXT_texture_compression_s3tc", "GL_ARB_blend_func_extended", "GL_EXT
  37. _framebuffer_multisample", "GL_ARB_vertex_attrib_binding", "GL_EXT_transform_feedback", "GL_ARB_sampler_objects", "GL_ARB_draw_buffers", "GL_ARB_texture_stencil8", "GL_ARB_copy_image", "GL_AR
  38. B_seamless_cubemap_per_texture", "GL_ARB_uniform_buffer_object", "GL_EXT_framebuffer_sRGB", "GL_AMD_vertex_shader_layer", "GL_KHR_texture_compression_astc_sliced_3d", "GL_ARB_pipeline_statist
  39. ics_query", "GL_ARB_buffer_storage", "GL_ARB_texture_compression_rgtc"} }
  40. [INFO][gfx_device_gl] Capabilities { max_vertex_count: 3000, max_index_count: 3000, max_texture_size: 16384, max_patch_size: 32, instance_base_supported: true, instance_call_supported: true,
  41. instance_rate_supported: true, vertex_base_supported: true, srgb_color_supported: true, constant_buffer_supported: true, unordered_access_view_supported: true, separate_blending_slots_support
  42. ed: true, copy_buffer_supported: true }
  43. [INFO][gfx_device_gl] PrivateCaps { array_buffer_supported: true, frame_buffer_supported: true, immutable_storage_supported: true, sampler_objects_supported: true, program_interface_supported
  44. : true, buffer_storage_supported: true, clear_buffer_supported: true, frag_data_location_supported: true, sampler_lod_bias_supported: true, texture_border_clamp_supported: true }[INFO][gfx_device_gl] PrivateCaps { array_buffer_supported: true, frame_buffer_supported: true, immutable_storage_supported: true, sampler_objects_supported: true, program_interface_supported
  45. : true, buffer_storage_supported: true, clear_buffer_supported: true, frag_data_location_supported: true, sampler_lod_bias_supported: true, texture_border_clamp_supported: true }
  46. [INFO][gfx_device_gl::factory] Created frame buffer 1
  47. [DEBUG][amethyst_renderer::pipe::effect] Building effect
  48. [DEBUG][amethyst_renderer::pipe::effect] Compiling shaders
  49. [INFO][gfx_device_gl::shade] Compiled shader 1
  50. [INFO][gfx_device_gl::shade] Compiled shader 2
  51. [DEBUG][amethyst_renderer::pipe::effect] Creating pipeline state
  52. [INFO][gfx_device_gl::shade] Linked program 3
  53. [INFO][gfx_device_gl::shade] Sampler[0] = 'albedo' F32 D2(NoArray, NoMultiSample)
  54. [INFO][gfx_device_gl::shade] Attrib[-1] = "gl_VertexID" I32 Single
  55. [INFO][gfx_device_gl::shade] Attrib[0] = "dir_x" F32 Vector(2)
  56. [INFO][gfx_device_gl::shade] Attrib[1] = "dir_y" F32 Vector(2)
  57. [INFO][gfx_device_gl::shade] Attrib[2] = "pos" F32 Vector(2)
  58.  
  59. [INFO][gfx_device_gl::shade] Attrib[3] = "depth" F32 Single
  60. [INFO][gfx_device_gl::shade] Attrib[4] = "u_offset" F32 Vector(2)
  61. [INFO][gfx_device_gl::shade] Attrib[5] = "v_offset" F32 Vector(2)
  62. [INFO][gfx_device_gl::shade] Block[0] = 'ViewArgs' of size 128
  63. [INFO][gfx_device_gl::shade] Element at 64 = 'view' F32 Matrix(ColumnMajor, 4, 4)
  64. [INFO][gfx_device_gl::shade] Element at 0 = 'proj' F32 Matrix(ColumnMajor, 4, 4)
  65. [DEBUG][gfx_device_gl::shade] Program 3 reflection: ProgramInfo { vertex_attributes: [AttributeVar { name: "dir_x", slot: 0, base_type: F32, container: Vector(2) }, AttributeVar { name: "dir_
  66. y", slot: 1, base_type: F32, container: Vector(2) }, AttributeVar { name: "pos", slot: 2, base_type: F32, container: Vector(2) }, AttributeVar { name: "depth", slot: 3, base_type: F32, contai
  67. ner: Single }, AttributeVar { name: "u_offset", slot: 4, base_type: F32, container: Vector(2) }, AttributeVar { name: "v_offset", slot: 5, base_type: F32, container: Vector(2) }], globals: []
  68. , constant_buffers: [ConstantBufferVar { name: "ViewArgs", slot: 0, size: 128, usage: VERTEX, elements: [ConstVar { name: "view", location: 64, count: 1, base_type: F32, container: Matrix(Col
  69. umnMajor, 4, 4) }, ConstVar { name: "proj", location: 0, count: 1, base_type: F32, container: Matrix(ColumnMajor, 4, 4) }] }], textures: [TextureVar { name: "albedo", slot: 0, base_type: F32,
  70. ty: D2(NoArray, NoMultiSample), usage: VERTEX | PIXEL }], unordereds: [], samplers: [SamplerVar { name: "albedo", slot: 0, ty: SamplerType(NoCompare, NoRect), usage: VERTEX | PIXEL }], outpu
  71. ts: [OutputVar { name: "color", slot: 0, base_type: F32, container: Vector(4) }], output_depth: false, knows_outputs: true }
  72. [DEBUG][amethyst_renderer::pipe::effect] Creating raw constant buffers
  73. [INFO][gfx_device_gl::factory] Created buffer 1
  74. [INFO][gfx_device_gl::factory] Created buffer 2
  75. [DEBUG][amethyst_renderer::pipe::effect] Set global uniforms
  76. [DEBUG][amethyst_renderer::pipe::effect] Process Color/Depth/Blend outputs
  77. [DEBUG][amethyst_renderer::pipe::effect] Finished building effect
  78. [INFO][amethyst::app] Initializing Amethyst...
  79. [INFO][amethyst::app] Version: 0.9.0
  80. [INFO][amethyst::app] Platform: x86_64-unknown-linux-gnu
  81. [INFO][amethyst::app] Amethyst git commit:
  82. [INFO][amethyst::app] Rustc version: 1.30.1 Stable
  83. [INFO][amethyst::app] Rustc git commit: 1433507eba7d1a114e4c6f27ae0e1a74f60f20de
  84. thread 'main' panicked at 'Tried to fetch a resource, but the resource does not exist.
  85. Try adding the resource by inserting it manually or using the `setup` method.
  86. You can get the type name of the missing resource by enabling `shred`'s `nightly` feature', /home/chris/.cargo/registry/src/github.com-1ecc6299db9ec823/shred-0.7.1/src/res/mod.rs:215:48
  87. note: Run with `RUST_BACKTRACE=1` for a backtrace.
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