I think I can say it does: I see the three cogwheels turning and I get an 
output like:

$ glxgears -info
Running synchronized to the vertical refresh.  The framerate should be
approximately the same as the monitor refresh rate.
GL_RENDERER   = Gallium 0.4 on NV4E
GL_VERSION    = 2.1 Mesa 8.0.5
GL_VENDOR     = nouveau
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_polygon_offset 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_multitexture 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_r
 eflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays 
GL_ARB_texture_border_clamp GL_ARB_texture_compression 
GL_EXT_framebuffer_object 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_EXT_stencil_two_side 
GL_EXT_texture_cube_map GL_NV_fog_distance GL_APPLE_packed_pixels 
GL_APPLE_vertex_array_object 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_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_no
 n_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate 
GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object 
GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp 
GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object 
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample 
GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil 
GL_ATI_texture_mirror_once 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_rg 
GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects 
GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra 
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_EXT_provoking_vertex GL_ARB_robustness 
GL_ARB_texture_storage 
3584 frames in 5.0 seconds = 716.731 FPS
3899 frames in 5.0 seconds = 779.704 FPS
3932 frames in 5.0 seconds = 786.262 FPS
3930 frames in 5.0 seconds = 785.848 FPS
3932 frames in 5.0 seconds = 786.354 FPS
3929 frames in 5.0 seconds = 785.751 FPS

Thank you,
Luis


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