Hi,
i have used the binaries of PV 3.8.0 (RC2) on an Linux 64bit workstation
(OpenSuse 11.2). Trying to use the surface-LIC PV crashes - find the
output attached.
Is this a problem with the graphics card? I have an Nvidia FX1400 and
the driver is v256.25 ...
Best regards and thank you in advance,
Stefan
=================================================================
Stefan Melber-Wilkending
_/
_/_/ Fields of activities:
_/ _/ -) High-Lift Research
_/_/_/_/_/_/_/_/_/_/ -) Complex Configurations
_/ _/ _/ _/ -) Numerical Wind-Tunnel
_/ _/ _/ _/ -) Wind-Tunnel Design
_/_/_/_/_/_/_/_/_/_/ -) Supercomputing
_/ _/ _ _ -) Visualisation Techniques
_/_/ | \ | |_| -) Glider-Aerodynamics
_/ |_/ |_ | \
German Aerospace Center, DLR
in the Helmholtz-Association
Phone ..: +49 531/295-2836 Institute of Aerodynamics
Fax. ...: +49 531/295-2320 and Flow Technology
Email ..: [email protected] Lilienthalplatz 7
Web ....: http://www.dlr.de/AS D-38106 Braunschweig/Germany
=================================================================
Executing with: 0
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
line 490
vtkShaderProgram2 (0x19b0870): the shader program failed to link. Its log is:
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 17890:
-- error message --
line 431, column 1: error: binding in multiple relative-addressedarrays
-- internal assembly text --
!!NVvp4.0
OPTION NV_parameter_buffer_object2;
# cgc version 3.0.0001, build date May 18 2010
# command line args:
#vendor NVIDIA Corporation
#version 3.0.0.1
#profile gp4vp
#program main
#semantic gl_NormalMatrix : state.matrix.modelview.inverse
#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose
#semantic gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp
#semantic gl_FrontMaterial : state.material.front
#semantic gl_LightModel : state.lightmodel
#semantic gl_LightSource : state.light
#semantic vtkColorMaterialHelper_Mode
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1
#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 :
1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1
#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 :
-1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose : state.matrix.mvp : c[7],
4 : -1 : 1
#var float4 gl_FrontMaterial.emission : state.material.front.emission : c[107]
: -1 : 1
#var float4 gl_FrontMaterial.ambient : state.material.front.ambient : c[108] :
-1 : 1
#var float4 gl_FrontMaterial.diffuse : state.material.front.diffuse : c[109] :
-1 : 1
#var float4 gl_FrontMaterial.specular : state.material.front.specular : c[110]
: -1 : 1
#var float gl_FrontMaterial.shininess : state.material.front.shininess : c[111]
: -1 : 1
#var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1
#var float4 gl_LightModel.ambient : state.lightmodel.ambient : c[112] : -1 : 1
#var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[11] : -1 : 1
#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : c[12] : -1 : 1
#var float4 gl_LightSource[0].specular : state.light[0].specular : c[13] : -1 :
1
#var float4 gl_LightSource[0].position : state.light[0].position : c[14] : -1 :
1
#var float4 gl_LightSource[0].halfVector : state.light[0].half : c[15] : -1 : 0
#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction :
c[16] : -1 : 1
#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w :
c[17] : -1 : 1
#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : c[18]
: -1 : 1
#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w :
c[19] : -1 : 1
#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x
: c[20] : -1 : 1
#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y :
c[21] : -1 : 1
#var float gl_LightSource[0].quadraticAttenuation :
state.light[0].attenuation.z : c[22] : -1 : 1
#var float4 gl_LightSource[1].ambient : state.light[1].ambient : c[23] : -1 : 1
#var float4 gl_LightSource[1].diffuse : state.light[1].diffuse : c[24] : -1 : 1
#var float4 gl_LightSource[1].specular : state.light[1].specular : c[25] : -1 :
1
#var float4 gl_LightSource[1].position : state.light[1].position : c[26] : -1 :
1
#var float4 gl_LightSource[1].halfVector : state.light[1].half : c[27] : -1 : 0
#var float3 gl_LightSource[1].spotDirection : state.light[1].spot.direction :
c[28] : -1 : 1
#var float gl_LightSource[1].spotExponent : state.light[1].attenuation.w :
c[29] : -1 : 1
#var float gl_LightSource[1].spotCutoff : state.light[1].spot.cutoff.x : c[30]
: -1 : 1
#var float gl_LightSource[1].spotCosCutoff : state.light[1].spot.direction.w :
c[31] : -1 : 1
#var float gl_LightSource[1].constantAttenuation : state.light[1].attenuation.x
: c[32] : -1 : 1
#var float gl_LightSource[1].linearAttenuation : state.light[1].attenuation.y :
c[33] : -1 : 1
#var float gl_LightSource[1].quadraticAttenuation :
state.light[1].attenuation.z : c[34] : -1 : 1
#var float4 gl_LightSource[2].ambient : state.light[2].ambient : c[35] : -1 : 1
#var float4 gl_LightSource[2].diffuse : state.light[2].diffuse : c[36] : -1 : 1
#var float4 gl_LightSource[2].specular : state.light[2].specular : c[37] : -1 :
1
#var float4 gl_LightSource[2].position : state.light[2].position : c[38] : -1 :
1
#var float4 gl_LightSource[2].halfVector : state.light[2].half : c[39] : -1 : 0
#var float3 gl_LightSource[2].spotDirection : state.light[2].spot.direction :
c[40] : -1 : 1
#var float gl_LightSource[2].spotExponent : state.light[2].attenuation.w :
c[41] : -1 : 1
#var float gl_LightSource[2].spotCutoff : state.light[2].spot.cutoff.x : c[42]
: -1 : 1
#var float gl_LightSource[2].spotCosCutoff : state.light[2].spot.direction.w :
c[43] : -1 : 1
#var float gl_LightSource[2].constantAttenuation : state.light[2].attenuation.x
: c[44] : -1 : 1
#var float gl_LightSource[2].linearAttenuation : state.light[2].attenuation.y :
c[45] : -1 : 1
#var float gl_LightSource[2].quadraticAttenuation :
state.light[2].attenuation.z : c[46] : -1 : 1
#var float4 gl_LightSource[3].ambient : state.light[3].ambient : c[47] : -1 : 1
#var float4 gl_LightSource[3].diffuse : state.light[3].diffuse : c[48] : -1 : 1
#var float4 gl_LightSource[3].specular : state.light[3].specular : c[49] : -1 :
1
#var float4 gl_LightSource[3].position : state.light[3].position : c[50] : -1 :
1
#var float4 gl_LightSource[3].halfVector : state.light[3].half : c[51] : -1 : 0
#var float3 gl_LightSource[3].spotDirection : state.light[3].spot.direction :
c[52] : -1 : 1
#var float gl_LightSource[3].spotExponent : state.light[3].attenuation.w :
c[53] : -1 : 1
#var float gl_LightSource[3].spotCutoff : state.light[3].spot.cutoff.x : c[54]
: -1 : 1
#var float gl_LightSource[3].spotCosCutoff : state.light[3].spot.direction.w :
c[55] : -1 : 1
#var float gl_LightSource[3].constantAttenuation : state.light[3].attenuation.x
: c[56] : -1 : 1
#var float gl_LightSource[3].linearAttenuation : state.light[3].attenuation.y :
c[57] : -1 : 1
#var float gl_LightSource[3].quadraticAttenuation :
state.light[3].attenuation.z : c[58] : -1 : 1
#var float4 gl_LightSource[4].ambient : state.light[4].ambient : c[59] : -1 : 1
#var float4 gl_LightSource[4].diffuse : state.light[4].diffuse : c[60] : -1 : 1
#var float4 gl_LightSource[4].specular : state.light[4].specular : c[61] : -1 :
1
#var float4 gl_LightSource[4].position : state.light[4].position : c[62] : -1 :
1
#var float4 gl_LightSource[4].halfVector : state.light[4].half : c[63] : -1 : 0
#var float3 gl_LightSource[4].spotDirection : state.light[4].spot.direction :
c[64] : -1 : 1
#var float gl_LightSource[4].spotExponent : state.light[4].attenuation.w :
c[65] : -1 : 1
#var float gl_LightSource[4].spotCutoff : state.light[4].spot.cutoff.x : c[66]
: -1 : 1
#var float gl_LightSource[4].spotCosCutoff : state.light[4].spot.direction.w :
c[67] : -1 : 1
#var float gl_LightSource[4].constantAttenuation : state.light[4].attenuation.x
: c[68] : -1 : 1
#var float gl_LightSource[4].linearAttenuation : state.light[4].attenuation.y :
c[69] : -1 : 1
#var float gl_LightSource[4].quadraticAttenuation :
state.light[4].attenuation.z : c[70] : -1 : 1
#var float4 gl_LightSource[5].ambient : state.light[5].ambient : c[71] : -1 : 1
#var float4 gl_LightSource[5].diffuse : state.light[5].diffuse : c[72] : -1 : 1
#var float4 gl_LightSource[5].specular : state.light[5].specular : c[73] : -1 :
1
#var float4 gl_LightSource[5].position : state.light[5].position : c[74] : -1 :
1
#var float4 gl_LightSource[5].halfVector : state.light[5].half : c[75] : -1 : 0
#var float3 gl_LightSource[5].spotDirection : state.light[5].spot.direction :
c[76] : -1 : 1
#var float gl_LightSource[5].spotExponent : state.light[5].attenuation.w :
c[77] : -1 : 1
#var float gl_LightSource[5].spotCutoff : state.light[5].spot.cutoff.x : c[78]
: -1 : 1
#var float gl_LightSource[5].spotCosCutoff : state.light[5].spot.direction.w :
c[79] : -1 : 1
#var float gl_LightSource[5].constantAttenuation : state.light[5].attenuation.x
: c[80] : -1 : 1
#var float gl_LightSource[5].linearAttenuation : state.light[5].attenuation.y :
c[81] : -1 : 1
#var float gl_LightSource[5].quadraticAttenuation :
state.light[5].attenuation.z : c[82] : -1 : 1
#var float4 gl_LightSource[6].ambient : state.light[6].ambient : c[83] : -1 : 1
#var float4 gl_LightSource[6].diffuse : state.light[6].diffuse : c[84] : -1 : 1
#var float4 gl_LightSource[6].specular : state.light[6].specular : c[85] : -1 :
1
#var float4 gl_LightSource[6].position : state.light[6].position : c[86] : -1 :
1
#var float4 gl_LightSource[6].halfVector : state.light[6].half : c[87] : -1 : 0
#var float3 gl_LightSource[6].spotDirection : state.light[6].spot.direction :
c[88] : -1 : 1
#var float gl_LightSource[6].spotExponent : state.light[6].attenuation.w :
c[89] : -1 : 1
#var float gl_LightSource[6].spotCutoff : state.light[6].spot.cutoff.x : c[90]
: -1 : 1
#var float gl_LightSource[6].spotCosCutoff : state.light[6].spot.direction.w :
c[91] : -1 : 1
#var float gl_LightSource[6].constantAttenuation : state.light[6].attenuation.x
: c[92] : -1 : 1
#var float gl_LightSource[6].linearAttenuation : state.light[6].attenuation.y :
c[93] : -1 : 1
#var float gl_LightSource[6].quadraticAttenuation :
state.light[6].attenuation.z : c[94] : -1 : 1
#var float4 gl_LightSource[7].ambient : state.light[7].ambient : c[95] : -1 : 1
#var float4 gl_LightSource[7].diffuse : state.light[7].diffuse : c[96] : -1 : 1
#var float4 gl_LightSource[7].specular : state.light[7].specular : c[97] : -1 :
1
#var float4 gl_LightSource[7].position : state.light[7].position : c[98] : -1 :
1
#var float4 gl_LightSource[7].halfVector : state.light[7].half : c[99] : -1 : 0
#var float3 gl_LightSource[7].spotDirection : state.light[7].spot.direction :
c[100] : -1 : 1
#var float gl_LightSource[7].spotExponent : state.light[7].attenuation.w :
c[101] : -1 : 1
#var float gl_LightSource[7].spotCutoff : state.light[7].spot.cutoff.x : c[102]
: -1 : 1
#var float gl_LightSource[7].spotCosCutoff : state.light[7].spot.direction.w :
c[103] : -1 : 1
#var float gl_LightSource[7].constantAttenuation : state.light[7].attenuation.x
: c[104] : -1 : 1
#var float gl_LightSource[7].linearAttenuation : state.light[7].attenuation.y :
c[105] : -1 : 1
#var float gl_LightSource[7].quadraticAttenuation :
state.light[7].attenuation.z : c[106] : -1 : 1
#var float4 vColor : $vout.ATTR1 : ATTR1 : -1 : 1
#var float2 vProjectedVF : $vout.ATTR0.xy : ATTR0 : -1 : 1
#var int vtkColorMaterialHelper_Mode : : c[113] : -1 : 1
PARAM c[114] = { state.matrix.modelview.inverse.row[0..2],
state.matrix.modelview.transpose.row[0..3],
state.matrix.mvp.row[0..3],
state.light[0].ambient,
state.light[0].diffuse,
state.light[0].specular,
state.light[0].position,
program.local[15],
state.light[0].spot.direction,
state.light[0].attenuation,
state.light[0].spot.cutoff,
state.light[0].spot.direction,
state.light[0].attenuation,
state.light[0].attenuation,
state.light[0].attenuation,
state.light[1].ambient,
state.light[1].diffuse,
state.light[1].specular,
state.light[1].position,
program.local[27],
state.light[1].spot.direction,
state.light[1].attenuation,
state.light[1].spot.cutoff,
state.light[1].spot.direction,
state.light[1].attenuation,
state.light[1].attenuation,
state.light[1].attenuation,
state.light[2].ambient,
state.light[2].diffuse,
state.light[2].specular,
state.light[2].position,
program.local[39],
state.light[2].spot.direction,
state.light[2].attenuation,
state.light[2].spot.cutoff,
state.light[2].spot.direction,
state.light[2].attenuation,
state.light[2].attenuation,
state.light[2].attenuation,
state.light[3].ambient,
state.light[3].diffuse,
state.light[3].specular,
state.light[3].position,
program.local[51],
state.light[3].spot.direction,
state.light[3].attenuation,
state.light[3].spot.cutoff,
state.light[3].spot.direction,
state.light[3].attenuation,
state.light[3].attenuation,
state.light[3].attenuation,
state.light[4].ambient,
state.light[4].diffuse,
state.light[4].specular,
state.light[4].position,
program.local[63],
state.light[4].spot.direction,
state.light[4].attenuation,
state.light[4].spot.cutoff,
state.light[4].spot.direction,
state.light[4].attenuation,
state.light[4].attenuation,
state.light[4].attenuation,
state.light[5].ambient,
state.light[5].diffuse,
state.light[5].specular,
state.light[5].position,
program.local[75],
state.light[5].spot.direction,
state.light[5].attenuation,
state.light[5].spot.cutoff,
state.light[5].spot.direction,
state.light[5].attenuation,
state.light[5].attenuation,
state.light[5].attenuation,
state.light[6].ambient,
state.light[6].diffuse,
state.light[6].specular,
state.light[6].position,
program.local[87],
state.light[6].spot.direction,
state.light[6].attenuation,
state.light[6].spot.cutoff,
state.light[6].spot.direction,
state.light[6].attenuation,
state.light[6].attenuation,
state.light[6].attenuation,
state.light[7].ambient,
state.light[7].diffuse,
state.light[7].specular,
state.light[7].position,
program.local[99],
state.light[7].spot.direction,
state.light[7].attenuation,
state.light[7].spot.cutoff,
state.light[7].spot.direction,
state.light[7].attenuation,
state.light[7].attenuation,
state.light[7].attenuation,
state.material.front.emission,
state.material.front.ambient,
state.material.front.diffuse,
state.material.front.specular,
state.material.front.shininess,
state.lightmodel.ambient,
program.local[113] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..8] };
OUTPUT result_attrib[] = { result.attrib[0..1] };
TEMP R0, R1, R2, R3, R4, R5, R6, R7, R8, R9;
TEMP RC, HC;
DP3.F R4.x, vertex.attrib[2], vertex.attrib[2];
RSQ.F R4.x, R4.x;
MUL.F R4.xyz, R4.x, vertex.attrib[2];
DP3.F R4.w, R4, vertex.attrib[8];
MAD.F R4.xyz, -R4.w, R4, vertex.attrib[8];
MUL.F R5.xy, R4.y, c[1];
MAD.F R4.xy, R4.x, c[0], R5;
MAD.F result.attrib[0].xy, R4.z, c[2], R4;
MUL.F R4, vertex.attrib[0].y, c[4];
MUL.F R5.xyz, vertex.attrib[2].y, c[1];
MAD.F R4, vertex.attrib[0].x, c[3], R4;
MAD.F R5.xyz, vertex.attrib[2].x, c[0], R5;
MAD.F R5.xyz, vertex.attrib[2].z, c[2], R5;
MAD.F R4, vertex.attrib[0].z, c[5], R4;
MAD.F R4, vertex.attrib[0].w, c[6], R4;
DIV.F R7.xyz, R4, R4.w;
DP3.F R5.w, R5, R5;
RSQ.F R4.x, R5.w;
MOV.S R4.y, {0, 0, 0, 0}.x;
MUL.F R8.xyz, R4.x, R5;
SEQ.S R4.y, c[113].x, R4;
MOV.U.CC RC.x, -R4.y;
MOV.U R4.x, {1, 0, 0, 0};
IF NE.x;
MOV.F R3, c[107];
MOV.F R0, c[108];
MOV.F R1, c[109];
MOV.F R2, c[110];
MOV.U R4.x, {0, 0, 0, 0};
ENDIF;
MOV.U.CC RC.x, R4;
IF NE.x;
MOV.S R2.x, {1, 0, 0, 0};
SEQ.S R4.x, c[113], R2;
MOV.U.CC RC.x, -R4;
MOV.F R3, c[107];
MOV.F R0, c[108];
MOV.F R1, c[109];
MOV.F R2, c[110];
IF NE.x;
MOV.F R0, vertex.attrib[3];
ELSE;
MOV.S R4.x, {2, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF NE.x;
MOV.F R1, vertex.attrib[3];
ELSE;
MOV.S R4.x, {3, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF NE.x;
MOV.F R2, vertex.attrib[3];
ELSE;
MOV.S R4.x, {4, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF NE.x;
MOV.F R0, vertex.attrib[3];
MOV.F R1, vertex.attrib[3];
ELSE;
MOV.S R4.x, {5, 0, 0, 0};
SEQ.S R4.x, c[113], R4;
MOV.U.CC RC.x, -R4;
IF NE.x;
MOV.F R3, vertex.attrib[3];
ENDIF;
ENDIF;
ENDIF;
ENDIF;
ENDIF;
ENDIF;
MAD.F R3, R0, c[112], R3;
MOV.F R4, {0, 1, 0, 0}.xxxy;
MOV.S R7.w, {0, 0, 0, 0}.x;
REP.S {8, 0, 0, 0};
MUL.S R5.y, R7.w, {12, 0, 0, 0}.x;
MOV.F R5.x, {0, 0, 0, 0};
MOV.U R5.y, R5;
SNE.F R5.x, c[R5.y + 12].w, R5;
TRUNC.U R5.x, R5;
SEQ.U R5.x, R5, {0, 0, 0, 0};
MOV.U.CC RC.x, -R5;
IF NE.x;
MOV.U.CC RC.x, {1, 0, 0, 0};
ADD.S R7.w, R7, {1, 0, 0, 0}.x;
CONT (NE.x);
ENDIF;
MUL.S R5.y, R7.w, {12, 0, 0, 0}.x;
MOV.F R5.x, {0, 0, 0, 0};
MOV.U R5.y, R5;
SNE.F R5.x, c[R5.y + 14].w, R5;
TRUNC.U.CC HC.x, R5;
IF NE.x;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.w, R5.x;
RCP.F R5.x, c[R5.w + 14].w;
MAD.F R5.xyz, R5.x, c[R5.w + 14], -R7;
DP3.F R6.w, R5, R5;
RSQ.F R6.x, R6.w;
RCP.F R8.w, R6.x;
MUL.F R9.x, c[R5.w + 21].y, R8.w;
MUL.F R5.xyz, R6.x, R5;
ADD.F R6.xyz, R5, R7;
DP3.F R8.w, R6, R6;
RSQ.F R8.w, R8.w;
ADD.F R9.x, R9, c[R5.w + 20];
MAD.F R5.w, R6, c[R5.w + 22].z, R9.x;
MUL.F R6.xyz, R8.w, R6;
RCP.F R8.w, R5.w;
ELSE;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.x, R5;
DP3.F R5.y, c[R5.x + 14], c[R5.x + 14];
RSQ.F R5.y, R5.y;
MUL.F R5.xyz, R5.y, c[R5.x + 14];
ADD.F R6.xyz, R5, R7;
DP3.F R5.w, R6, R6;
RSQ.F R5.w, R5.w;
MUL.F R6.xyz, R5.w, R6;
MOV.F R8.w, {1, 0, 0, 0}.x;
ENDIF;
SGT.F R5.w, R8, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R5.w;
IF NE.x;
MUL.S R6.w, R7, {12, 0, 0, 0}.x;
MOV.F R5.w, {180, 0, 0, 0}.x;
MOV.U R6.w, R6;
SEQ.F R5.w, c[R6.w + 18].x, R5;
TRUNC.U.CC HC.x, R5.w;
IF NE.x;
MOV.F R9.x, {1, 0, 0, 0};
ELSE;
MUL.S R5.w, R7, {12, 0, 0, 0}.x;
MOV.U R5.w, R5;
DP3.F R6.w, R5, c[R5.w + 16];
SGE.F R9.x, -R6.w, c[R5.w + 19].w;
TRUNC.U.CC HC.x, R9;
MOV.F R5.w, -R6;
IF NE.x;
MUL.S R6.w, R7, {12, 0, 0, 0}.x;
MOV.U R6.w, R6;
POW.F R9.x, R5.w, c[R6.w + 17].w;
ELSE;
MOV.F R9.x, {0, 0, 0, 0};
ENDIF;
ENDIF;
SGT.F R5.w, R9.x, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R5.w;
IF NE.x;
DP3.F R9.z, R8, R5;
SLT.F R5.x, R9.z, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R5;
DP3.F R9.y, R8, R6;
IF NE.x;
MOV.F R9.z, -R9;
ENDIF;
SLT.F R5.x, R9.y, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R5;
IF NE.x;
MOV.F R9.y, -R9;
ENDIF;
MUL.S R5.x, R7.w, {12, 0, 0, 0};
MOV.U R5.x, R5;
SGT.F R6.x, R9.z, {0, 0, 0, 0};
TRUNC.U.CC HC.x, R6;
MUL.F R5, R0, c[R5.x + 11];
IF NE.x;
MUL.S R6.x, R7.w, {12, 0, 0, 0};
MOV.U R6.x, R6;
MUL.F R6, R1, c[R6.x + 12];
MAD.F R5, R6, R9.z, R5;
ENDIF;
MUL.F R6.x, R8.w, R9;
MAD.F R3, R6.x, R5, R3;
MUL.F R5, R6.x, R2;
MUL.S R6.y, R7.w, {12, 0, 0, 0}.x;
MOV.U R6.y, R6;
POW.F R6.x, R9.y, c[111].x;
MUL.F R5, R5, c[R6.y + 13];
MAD.F R4, R5, R6.x, R4;
ENDIF;
ENDIF;
ADD.S R7.w, R7, {1, 0, 0, 0}.x;
ENDREP;
ADD.F result.attrib[1], R3, R4;
DP4.F result.position.w, vertex.attrib[0], c[10];
DP4.F result.position.z, vertex.attrib[0], c[9];
DP4.F result.position.y, vertex.attrib[0], c[8];
DP4.F result.position.x, vertex.attrib[0], c[7];
END
# 190 instructions, 10 R-regs
the shaders are:
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
line 500
vtkShaderProgram2 (0x19b0870): shader #0/4 (vertex shader) log is:
. Its source code is:
//=========================================================================
//
// Program: Visualization Toolkit
// Module: vtkSurfaceLICPainter_vs1.glsl
//
// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// All rights reserved.
// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
//=========================================================================
// Filename: vtkSurfaceLICPainter_vs1.glsl
// Filename is useful when using gldb-gui
#version 120
varying vec4 vColor;
varying vec2 vProjectedVF;
// from vtkColorMaterialHelper
gl_MaterialParameters getMaterialParameters();
// from vtkLightingHelper
vec4 singleColor(gl_MaterialParameters m,
vec3 surfacePosEyeCoords, vec3 n);
// Projects "vector" onto the surface.
vec3 projectOnSurface(vec3 vector)
{
vec3 normal = normalize(gl_Normal);
float k = dot(normal, vector);
return (vector - (k*normal));
}
vec4 colorFrontFace()
{
vec4 heyeCoords = gl_ModelViewMatrix*gl_Vertex;
vec3 eyeCoords = heyeCoords.xyz/heyeCoords.w;
vec3 n = normalize(gl_NormalMatrix*gl_Normal);
return singleColor(getMaterialParameters(),eyeCoords,n);
}
void main()
{
vec3 vf = projectOnSurface(gl_MultiTexCoord0.stp);
vProjectedVF = (gl_NormalMatrix * vf).xy;
vColor = colorFrontFace();
gl_Position = ftransform();
}
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
line 500
vtkShaderProgram2 (0x19b0870): shader #1/4 (fragment shader) log is:
. Its source code is:
//=========================================================================
//
// Program: Visualization Toolkit
// Module: vtkSurfaceLICPainter_fs1.glsl
//
// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// All rights reserved.
// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
//=========================================================================
// Filename: vtkSurfaceLICPainter_fs1.glsl
// Filename is useful when using gldb-gui
#version 110
#extension GL_ARB_draw_buffers : enable
varying vec2 vProjectedVF;
varying vec4 vColor;
void main()
{
gl_FragData[0] = clamp(vColor, vec4(0,0, 0, 0), vec4(1, 1, 1, 1));;
gl_FragData[1] = vec4(vProjectedVF.x, vProjectedVF.y, gl_FragCoord.z, 1.0);
}
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
line 500
vtkShaderProgram2 (0x19b0870): shader #2/4 (vertex shader) log is:
. Its source code is:
//=========================================================================
//
// Program: Visualization Toolkit
// Module: vtkLightingHelper_s.glsl
//
// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// All rights reserved.
// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
//=========================================================================
#version 110
// Filename: vtkLightingHelper_s.glsl
// Filename is useful when using gldb-gui
// This file defines some lighting functions.
// They can be used either in a vertex or fragment shader.
// It is intented to be used in conjunction with vtkLightsSwitches class.
// Those functions expect uniform variables about the status of lights
// 1. In fixed-mode pipeline (glUseProgram(0)),
// 2. get the values with GLboolean lightSwitch[i]=glIsEnabled(GL_LIGHTi);
// 3. Switch to programmable pipeline (glUseProgram(prog))
// 4. Send boolean as uniform: var=glGetUniformLocation(prog,"lightSwitch[i]");
// 5. glUniform1i(var,lightSwitch[i]);
// vtkLightsSwitches class can do that for you.
// Example in vertex shader:
// Reminder: two-sided/one-sided is controlled by GL_VERTEX_PROGRAM_TWO_SIDE
//
// vec4 eyeCoords=gl_ModelViewMatrix*gl_Vertex;
// vec4 n=gl_Normalmatrix*gl_Normal;
// n=normalize(n);
//
separateSpecularColor(gl_FrontMaterial,eyeCoords,n,gl_FrontColor,gl_FrontSecondaryColor);
// If two-sided.
//
separateSpecularColor(gl_BackMaterial,eyeCoords,n,gl_BackColor,gl_BackSecondaryColor);
// Typical:
// gl_FrontColor=singleColor(gl_FrontMaterial,eyeCoords,n);
// This is convenience method to use in shader but you better do
// this computation on the CPU and send the result as a uniform.
// True if any enabled light is a positional one.
bool needSurfacePositionInEyeCoordinates()
{
bool result=false;
for (int i=0; !result && (i < gl_MaxLights); i++)
{
result = (gl_LightSource[i].diffuse.w != 0.0) &&
(gl_LightSource[i].position.w != 0.0);
}
return result;
}
// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
// position in a vertex shader, something interpolated in a fragment shader),
// a unit normal `n' to the surface in eye coordinates.
// Most of the components are in cpri (primary color), the specular
// component is in csec (secondary color).
// Useful for blending color and textures.
void separateSpecularColor(gl_MaterialParameters m,
vec3 surfacePosEyeCoords,
vec3 n,
out vec4 cpri,
out vec4 csec)
{
cpri = m.emission + m.ambient * gl_LightModel.ambient; // ecm+acm*acs
csec = vec4(0.0,0.0,0.0,1.0);
vec3 wReverseRayDir = surfacePosEyeCoords;
// For each light,
for (int i=0; i < gl_MaxLights; i++)
{
// Trick.
bool lightEnabled = (gl_LightSource[i].diffuse.w != 0.0);
if (!lightEnabled)
{
continue;
}
vec3 ldir;
vec3 h;
float att;
float spot;
float shininessFactor;
if (gl_LightSource[i].position.w != 0.0)
{
// ldir=light direction
vec3 lightPos=gl_LightSource[i].position.xyz/
gl_LightSource[i].position.w;
ldir = lightPos - surfacePosEyeCoords;
float sqrDistance = dot(ldir,ldir);
ldir = normalize(ldir);
h = normalize(ldir + wReverseRayDir);
att = 1.0 / (gl_LightSource[i].constantAttenuation +
gl_LightSource[i].linearAttenuation *
sqrt(sqrDistance) + gl_LightSource[i].quadraticAttenuation *
sqrDistance);
}
else
{
att = 1.0;
ldir = gl_LightSource[i].position.xyz;
ldir = normalize(ldir);
h = normalize(ldir + wReverseRayDir);
}
if (att>0.0)
{
if (gl_LightSource[i].spotCutoff == 180.0)
{
spot = 1.0;
}
else
{
float coef=-dot(ldir,gl_LightSource[i].spotDirection);
if (coef>=gl_LightSource[i].spotCosCutoff)
{
spot=pow(coef,gl_LightSource[i].spotExponent);
}
else
{
spot=0.0;
}
}
if (spot>0.0)
{
// LIT operation...
float nDotL=dot(n,ldir);
float nDotH=dot(n,h);
// separate nDotL and nDotH for two-sided shading, otherwise we
// get black spots.
if (nDotL<0.0) // two-sided shading
{
nDotL=-nDotL;
}
if (nDotH<0.0) // two-sided shading
{
nDotH=-nDotH;
}
// ambient term for this light
vec4 cpril=m.ambient*gl_LightSource[i].ambient;// acm*adi
// diffuse term for this light
if (nDotL>0.0)
{
cpril+=m.diffuse*gl_LightSource[i].diffuse*nDotL; // dcm*dcli
}
// specular term for this light
shininessFactor=pow(nDotH,m.shininess); // srm
cpri+=att*spot*cpril;
// scm*scli
csec+=att*spot*
m.specular*gl_LightSource[i].specular*shininessFactor;
}
}
}
}
// Lighting computation based on a material m,
// a position on the surface expressed in eye coordinate (typically a vertex
// position in a vertex shader, something interpolated in a fragment shader),
// a unit normal to the surface in eye coordinates.
// The result includes the specular component.
vec4 singleColor(gl_MaterialParameters m,
vec3 surfacePosEyeCoords,
vec3 n)
{
vec4 cpri;
vec4 csec;
separateSpecularColor(m,surfacePosEyeCoords,n,cpri,csec);
return cpri+csec;
}
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkShaderProgram2.cxx,
line 500
vtkShaderProgram2 (0x19b0870): shader #3/4 (vertex shader) log is:
. Its source code is:
//=========================================================================
//
// Program: Visualization Toolkit
// Module: vtkColorMaterialHelper_vs.glsl
//
// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// All rights reserved.
// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
//=========================================================================
// Id: Id
#version 110
#define GL_AMBIENT 1
#define GL_DIFFUSE 2
#define GL_SPECULAR 3
#define GL_AMBIENT_AND_DIFFUSE 4
#define GL_EMISSION 5
uniform int vtkColorMaterialHelper_Mode;
gl_MaterialParameters getMaterialParameters()
{
if (vtkColorMaterialHelper_Mode == 0)
{
return gl_FrontMaterial;
}
gl_MaterialParameters materialParams = gl_FrontMaterial;
if (vtkColorMaterialHelper_Mode == GL_AMBIENT)
{
materialParams.ambient = gl_Color;
}
else if (vtkColorMaterialHelper_Mode == GL_DIFFUSE)
{
materialParams.diffuse = gl_Color;
}
else if (vtkColorMaterialHelper_Mode == GL_SPECULAR)
{
materialParams.specular = gl_Color;
}
else if (vtkColorMaterialHelper_Mode == GL_AMBIENT_AND_DIFFUSE)
{
materialParams.ambient = gl_Color;
materialParams.diffuse = gl_Color;
}
else if (vtkColorMaterialHelper_Mode == GL_EMISSION)
{
materialParams.emission = gl_Color;
}
return materialParams;
}
ERROR: In
/home/kitware/Dashboard/MyTests/ParaView-3-8/ParaView-3.8/ParaView/VTK/Rendering/vtkSurfaceLICPainter.cxx,
line 610
vtkSurfaceLICPainter (0x22239d0): Pass One failed.
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