Nevcairiel

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Nov 20th, 2021
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  1. Detected OpenGL version strings:
  2. GL_VERSION: 2.1 Mesa 18.3.6
  3. GL_VENDOR: VMware, Inc.
  4. GL_RENDERER: SVGA3D; build: RELEASE; LLVM;
  5. GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_fragment_shader GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_fog_distance GL_APPLE_packed_pixels GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_EXT_texture_sRGB_decode GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_ARB_ES2_compatibility GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_shader_texture_lod GL_EXT_provoking_vertex GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_texture_storage GL_AMD_shader_trinary_minmax GL_ARB_clear_buffer_object GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_get_texture_sub_image GL_KHR_context_flush_control GL_KHR_no_error GL_ARB_texture_filter_anisotropic
  6. GL_SHADING_LANGUAGE_VERSION: 1.20
  7. GPU information:
  8. GLSL version: 120
  9. subgroup_size: 0
  10. min_gather_offset: 0
  11. max_gather_offset: 0
  12. Limits:
  13. thread_safe: 1
  14. callbacks: 1
  15. max_buf_size: 18446744073709551615
  16. max_ubo_size: 0
  17. max_ssbo_size: 0
  18. max_vbo_size: 18446744073709551615
  19. max_mapped_size: 0
  20. max_buffer_texels: 0
  21. align_host_ptr: 0
  22. max_tex_1d_dim: 16384
  23. max_tex_2d_dim: 16384
  24. max_tex_3d_dim: 2048
  25. blittable_1d_3d: 0
  26. buf_transfer: 1
  27. align_tex_xfer_pitch: 4
  28. align_tex_xfer_offset: 32
  29. max_variables: 64
  30. max_constants: 0
  31. max_pushc_size: 0
  32. align_vertex_stride: 1
  33. fragment_queues: 1
  34. compute_queues: 1
  35. GPU texture formats:
  36. NAME TYPE SIZE COMP CAPS EMU DEPTH HOST_BITS GLSL_TYPE GLSL_FMT FOURCC
  37. rgba8 UNORM 4 RGBA S-L---V--H-- n {8 8 8 8 } {8 8 8 8 } vec4 rgba8 AB24
  38. modifiers[0]: INVALID
  39. modifiers[1]: LINEAR
  40. rgba16 UNORM 8 RGBA S-L---V--H-- n {16 16 16 16} {16 16 16 16} vec4 rgba16
  41. modifiers[0]: INVALID
  42. modifiers[1]: LINEAR
  43. rgb8 UNORM 3 RGB S-L---V--H-- y {8 8 8 0 } {8 8 8 0 } vec3 BG24
  44. modifiers[0]: INVALID
  45. modifiers[1]: LINEAR
  46. rgb16 UNORM 6 RGB S-L---V--H-- y {16 16 16 0 } {16 16 16 0 } vec3
  47. modifiers[0]: INVALID
  48. modifiers[1]: LINEAR
  49. r32f FLOAT 4 R ------V--H-- y {32 0 0 0 } {32 0 0 0 } float r32f
  50. modifiers[0]: INVALID
  51. modifiers[1]: LINEAR
  52. rg32f FLOAT 8 RG ------V--H-- y {32 32 0 0 } {32 32 0 0 } vec2 rg32f
  53. modifiers[0]: INVALID
  54. modifiers[1]: LINEAR
  55. rgb32f FLOAT 12 RGB ------V--H-- y {32 32 32 0 } {32 32 32 0 } vec3
  56. modifiers[0]: INVALID
  57. modifiers[1]: LINEAR
  58. rgba32f FLOAT 16 RGBA ------V--H-- y {32 32 32 32} {32 32 32 32} vec4 rgba32f
  59. modifiers[0]: INVALID
  60. modifiers[1]: LINEAR
  61. No matching format found
  62. No matching format found
  63. No matching format found
  64. No matching format found
  65. No matching format found
  66. No matching format found
  67. No matching format found
  68. No matching format found
  69. Found no renderable FBO format! Most features disabled
  70. (Re)creating 1280x720x0 texture with format rgba8
  71. (Re)creating 1280x720x0 texture with format rgba8
  72. (Re)creating 1280x720x0 texture with format rgba8
  73. (Re)creating 1280x720x0 texture with format rgba8
  74. Plane 0:
  75. Type: rgb
  76. Components: {2 1 0}
  77. Rect: {0.000000 0.000000} -> {1280.000000 720.000000}
  78. Bits: 8 (used) / 8 (sampled), shift 0
  79. Aligning plane 0: {0.000000 0.000000 1280.000000 720.000000} -> {0.000000 0.000000 1280.000000 720.000000}
  80. Skipping main scaler (no FBOs)
  81. Subsampled target 0: {157.000000 0.000000 1275.000000 629.000000} -> {157 0 1275 629}
  82. No matching format found
  83. LUT cache invalidated, regenerating..
  84. vertex shader source:
  85. [ 1] #version 120
  86. [ 2] uniform sampler2D _src_tex_0_1;
  87. [ 3] uniform float _weights_2_0[4096];
  88. [ 4] attribute vec2 _tex_coord_1_1_v;
  89. [ 5] varying vec2 _tex_coord_1_1;
  90. [ 6] attribute vec2 _position_7_0_v;
  91. [ 7] void main() {
  92. [ 8] _tex_coord_1_1 = _tex_coord_1_1_v;
  93. [ 9] vec2 va_pos = _position_7_0_v;
  94. [ 10] gl_Position = vec4(va_pos, 0.0, 1.0);
  95. [ 11] }
  96. shader compile log (status=1):
  97. fragment shader source:
  98. [ 1] #version 120
  99. [ 2] uniform sampler2D _src_tex_0_1;
  100. [ 3] uniform float _weights_2_0[4096];
  101. [ 4] varying vec2 _tex_coord_1_1;
  102. [ 5]
  103. [ 6] const float _const_2_1 = 1.00000000000000000000;
  104. [ 7] vec4 _sub_0_0() {
  105. [ 8] // pl_shader_sample_direct
  106. [ 9] vec4 color = vec4(_const_2_1) * texture2D(_src_tex_0_1, _tex_coord_1_1);
  107. [ 10] return color;
  108. [ 11] }
  109. [ 12]
  110. [ 13] #define _lut_1_0(pos) (_weights_2_0[int((pos)[0])\
  111. [ 14] + 64 * int((pos)[1])\
  112. [ 15] ])
  113. [ 16] const float _const_3_0 = 64.00000000000000000000;
  114. [ 17] const float _const_4_0 = 64.00000000000000000000;
  115. [ 18] const float _const_5_0 = 1.00000000000000000000;
  116. [ 19] vec4 _main_8_0() {
  117. [ 20] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
  118. [ 21] // pass_read_image
  119. [ 22] {
  120. [ 23] vec4 tmp;
  121. [ 24] tmp = _sub_0_0();
  122. [ 25] color[2] = tmp[0];
  123. [ 26] color[1] = tmp[1];
  124. [ 27] color[0] = tmp[2];
  125. [ 28] }
  126. [ 29] // pl_shader_decode_color
  127. [ 30] {
  128. [ 31] }
  129. [ 32] // pl_shader_color_map
  130. [ 33] {
  131. [ 34] }
  132. [ 35] // pl_shader_encode_color
  133. [ 36] {
  134. [ 37] }
  135. [ 38] // pl_shader_dither
  136. [ 39] {
  137. [ 40] float bias;
  138. [ 41] vec2 pos = fract(gl_FragCoord.xy * 1.0/_const_3_0);
  139. [ 42] bias = _lut_1_0(ivec2(pos * _const_4_0));
  140. [ 43] color = vec4(255.0) * color + vec4(bias);
  141. [ 44] color = floor(color) * vec4(1.0 / 255.0);
  142. [ 45] }
  143. [ 46] color *= vec4(1.0 / _const_5_0);
  144. [ 47] vec4 _orig_color_6_0 = color;
  145. [ 48] color = vec4(0.0, 0.0, 0.0, 1.0);
  146. [ 49] color[0] = _orig_color_6_0[0];
  147. [ 50] color[1] = _orig_color_6_0[1];
  148. [ 51] color[2] = _orig_color_6_0[2];
  149. [ 52] return color;
  150. [ 53] }
  151. [ 54]
  152. [ 55] void main() {
  153. [ 56] gl_FragColor = _main_8_0();
  154. [ 57] }
  155. shader compile log (status=1):
  156. shader link log (status=0): error: count of uniform locations > MAX_UNIFORM_LOCATIONS(4097 > 1920)error: Too many fragment shader default uniform block components
  157. Spent 7.727 ms compiling shader
  158. GL: GL_INVALID_OPERATION in glUseProgram(program 1 not linked)
  159.  
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