in fork!
mountpoint: /media/32GB
/usr/pandora/scripts/pnd_run.sh: line 120: [: !: integer expression expected
not mounted on loop yet, doing so
Usage: grep [OPTION]... PATTERN [FILE]...
Try `grep --help' for more information.
Usage: grep [OPTION]... PATTERN [FILE]...
Try `grep --help' for more information.
Filetype is Squashfs
sudo mount -t squashfs /dev/loop2 /mnt/pnd/mupen64plus-r1
mounting union!
Filesystem is vfat
(mupen64plus:1900): Gtk-CRITICAL **: gtk_frame_set_label_widget: assertion `label_widget == NULL || label_widget->parent == NULL' failed
(mupen64plus:1900): Gtk-CRITICAL **: gtk_frame_set_label_widget: assertion `label_widget == NULL || label_widget->parent == NULL' failed
(mupen64plus:1900): Gtk-CRITICAL **: gtk_frame_set_label_widget: assertion `label_widget == NULL || label_widget->parent == NULL' failed
__ __ __ _ _ ____ _
| \/ |_ _ _ __ ___ _ __ / /_ | || | | _ \| |_ _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| | | | |_| | |_) | __/ | | | (_) |__ _| __/| | |_| \__ \
|_| |_|\__,_| .__/ \___|_| |_|\___/ |_| |_| |_|\__,_|___/
|_| http://code.google.com/p/mupen64plus/
Version win-devel
Config Dir: ./config/
Install Dir: ./
Plugin Dir: ./plugins/
Rescanning rom cache.
Rom cache up to date. 0 ROMs.
Compression: Uncompressed
Imagetype: .z64 (native)
Rom size: 8388608 bytes (or 8 Mb or 64 Megabits)
MD5: 20B854B239203BAF6C961B850A4A51A2
80 37 12 40
ClockRate = f
Version: 1444
CRC: 635a2bff 8b022326
Name: SUPER MARIO 64
Manufacturer: Nintendo
Cartridge_ID: 4d53
Country: USA
PC = 80246000
EEPROM type: 0
init timer!
[gles2n64]: Loading Config from ./config/gles2n64.conf
[ppsp_input]: Init. Controllers!
[ppsp_input]: Starting up input driver!
[ppsp_input]: loading config
N64 ANALOG, ANALOG LEFT mapped to 0 with velocity 0.000000
N64 DPAD UP, BUTTON DPAD UP type 1 mapped to 103 with threshold 0
N64 DPAD DOWN, BUTTON DPAD DOWN type 1 mapped to 108 with threshold 0
N64 DPAD LEFT, BUTTON DPAD LEFT type 1 mapped to 105 with threshold 0
N64 DPAD RIGHT, BUTTON DPAD RIGHT type 1 mapped to 106 with threshold 0
N64 A, BUTTON RIGHT type 1 mapped to 107 with threshold 0
N64 B, BUTTON DOWN type 1 mapped to 109 with threshold 0
N64 L, KBOARD P type 2 mapped to 25 with threshold 0
N64 R, BUTTON R type 1 mapped to 97 with threshold 0
N64 Z, BUTTON L type 1 mapped to 54 with threshold 0
N64 C UP, ANALOG RIGHT UP type 0 mapped to 132 with threshold 64
N64 C DOWN, ANALOG RIGHT DOWN type 0 mapped to 133 with threshold 64
N64 C LEFT, ANALOG RIGHT LEFT type 0 mapped to 134 with threshold 64
N64 C RIGHT, ANALOG RIGHT RIGHT type 0 mapped to 135 with threshold 64
N64 START, BUTTON START type 1 mapped to 56 with threshold 0
EXIT EMULATOR, BUTTON MENU type 1 mapped to 139 with threshold 0
[ppsp_input]: Found config ./config//ppsp_input.conf
N64 ANALOG, ANALOG LEFT mapped to 0 with velocity 0.000000
N64 DPAD UP, BUTTON DPAD UP type 1 mapped to 103 with threshold 0
N64 DPAD DOWN, BUTTON DPAD DOWN type 1 mapped to 108 with threshold 0
N64 DPAD LEFT, BUTTON DPAD LEFT type 1 mapped to 105 with threshold 0
N64 DPAD RIGHT, BUTTON DPAD RIGHT type 1 mapped to 106 with threshold 0
N64 A, BUTTON RIGHT type 1 mapped to 107 with threshold 0
N64 B, BUTTON DOWN type 1 mapped to 109 with threshold 0
N64 L, KBOARD P type 2 mapped to 25 with threshold 0
N64 R, BUTTON R type 1 mapped to 97 with threshold 0
N64 Z, BUTTON L type 1 mapped to 54 with threshold 0
N64 C UP, ANALOG RIGHT UP type 0 mapped to 132 with threshold 64
N64 C DOWN, ANALOG RIGHT DOWN type 0 mapped to 133 with threshold 64
N64 C LEFT, ANALOG RIGHT LEFT type 0 mapped to 134 with threshold 64
N64 C RIGHT, ANALOG RIGHT RIGHT type 0 mapped to 135 with threshold 64
N64 START, BUTTON START type 1 mapped to 56 with threshold 0
EXIT EMULATOR, BUTTON MENU type 1 mapped to 139 with threshold 0
memory initialized
[gles2n64]: Starting X11 Window
[gles2n64]: EGL Context Creation
[gles2n64]: Generate Default Shader Program.
[gles2n64]: Create offscreen framebuffer.
[gles2n64]: Width: 400 Height:240
[gles2n64]: Depth Size: 24
[gles2n64]: Color Buffer Size: 16
[gles2n64]: Enable Runfast...
=============================================================
Vertex Shader:
=============================================================
attribute highp vec4 aPosition;
attribute lowp vec4 aColor;
attribute highp vec2 aTexCoord0;
attribute highp vec2 aTexCoord1;
uniform bool uEnableFog;
uniform float uFogMultiplier, uFogOffset;
uniform float uRenderState;
uniform mediump vec2 uTexScale;
uniform mediump vec2 uTexOffset[2];
uniform mediump vec2 uCacheShiftScale[2];
uniform mediump vec2 uCacheScale[2];
uniform mediump vec2 uCacheOffset[2];
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
gl_Position = aPosition;
vShadeColor = aColor;
if (uRenderState == 1.0)
{
vTexCoord0 = (aTexCoord0 * (uTexScale[0] *
uCacheShiftScale[0]) + (uCacheOffset[0] -
uTexOffset[0])) * uCacheScale[0];
vTexCoord1 = (aTexCoord0 * (uTexScale[1] *
uCacheShiftScale[1]) + (uCacheOffset[1] -
uTexOffset[1])) * uCacheScale[1];
}
else
{
vTexCoord0 = aTexCoord0;
vTexCoord1 = aTexCoord1;
}
}
=============================================================
=============================================================
Combine=fffffffffcf279 flags=0
Num=1 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + lTex0.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + lTex0.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=fffffffffe7d3e flags=0
Num=2 usesT0=0 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + vShadeColor.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + 1.0;
gl_FragColor = lFragColor;
}
=============================================================
[JttL's SDL Audio plugin] Error: Cannot open config file.
[JttL's SDL Audio plugin] Error: Cannot open config file.
[JttL's SDL Audio plugin] version 1.5-development initalizing.
[JttL's SDL Audio plugin] Initializing SDL audio subsystem...
[JttL's SDL Audio plugin] Allocating memory for audio buffer: 65536 bytes.
READ SCREEN!
Starting r4300 emulator
R4300 Core mode: Dynamic Recompiler
Init new dynarec
fps = 0.200000
average shader changes per frame = 0.000000
fps = 0.400000
average shader changes per frame = 0.000000
=============================================================
Combine=127e24fffff9fc flags=0
Num=3 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (0.0 - 0.0) * 0.0 + vShadeColor.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=fffffffffe793c flags=0
Num=4 usesT0=0 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + vShadeColor.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + vShadeColor.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=fffffffffcfa7d flags=0
Num=5 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + lTex0.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + uEnvColor.a;
gl_FragColor = lFragColor;
}
=============================================================
fps = 2.800000
average shader changes per frame = 3.666667
fps = 8.800000
average shader changes per frame = 4.000000
fps = 14.800000
average shader changes per frame = 4.000000
Enabled TLB
fps = 19.200001
average shader changes per frame = 4.173913
=============================================================
Combine=fffffffffcf87c flags=0
Num=6 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + lTex0.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + vShadeColor.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=fffffffffcf279 flags=6
Num=7 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + lTex0.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + lTex0.a;
gl_FragColor = lFragColor;
if (gl_FragColor.a < uAlphaRef) discard;
}
=============================================================
=============================================================
Combine=119623ff2fffff flags=6
Num=8 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * uPrimColor.rgb + vec3(0.0);
lFragColor.a = (lTex0.a - 0.0) * uPrimColor.a + 0.0;
gl_FragColor = lFragColor;
if (gl_FragColor.a < uAlphaRef) discard;
}
=============================================================
=============================================================
Combine=30b26144664924 flags=0
Num=9 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (uPrimColor.rgb - vShadeColor.rgb) * lTex0.rgb + vShadeColor.rgb;
lFragColor.a = (uPrimColor.a - vShadeColor.a) * lTex0.a + vShadeColor.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=127e24fffff3f9 flags=0
Num=10 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (0.0 - 0.0) * 0.0 + lTex0.a;
gl_FragColor = lFragColor;
}
=============================================================
fps = 19.800001
average shader changes per frame = 5.250000
fps = 21.000000
average shader changes per frame = 6.888889
fps = 17.800001
average shader changes per frame = 5.357143
fps = 14.800000
average shader changes per frame = 6.000000
fps = 13.200000
average shader changes per frame = 5.200000
fps = 15.400001
average shader changes per frame = 6.000000
fps = 14.600000
average shader changes per frame = 5.642857
=============================================================
Combine=129a25ff37ffff flags=0
Num=11 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * uEnvColor.rgb + vec3(0.0);
lFragColor.a = (lTex0.a - 0.0) * uEnvColor.a + 0.0;
gl_FragColor = lFragColor;
}
=============================================================
fps = 14.200000
average shader changes per frame = 5.583333
fps = 17.200001
average shader changes per frame = 12.166667
=============================================================
Combine=121824ff33ffff flags=6
Num=12 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (lTex0.a - 0.0) * vShadeColor.a + 0.0;
gl_FragColor = lFragColor;
if (gl_FragColor.a < uAlphaRef) discard;
}
=============================================================
=============================================================
Combine=121a24ff37ffff flags=0
Num=13 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (lTex0.a - 0.0) * uEnvColor.a + 0.0;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=121824ff33ffff flags=0
Num=14 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (lTex0.a - 0.0) * vShadeColor.a + 0.0;
gl_FragColor = lFragColor;
}
=============================================================
fps = 19.000000
average shader changes per frame = 11.833333
=============================================================
Combine=127e24fffffbfd flags=0
Num=15 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vec3(0.0)) * vShadeColor.rgb + vec3(0.0);
lFragColor.a = (0.0 - 0.0) * 0.0 + uEnvColor.a;
gl_FragColor = lFragColor;
}
=============================================================
=============================================================
Combine=fffffffffe7b3d flags=0
Num=16 usesT0=0 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + vShadeColor.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + uEnvColor.a;
gl_FragColor = lFragColor;
}
=============================================================
fps = 20.800001
average shader changes per frame = 18.500000
fps = 23.200001
average shader changes per frame = 19.000000
=============================================================
Combine=ff9bffff34fe7f flags=0
Num=17 usesT0=1 usesT1=0 usesCol=0
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (vec3(0.0) - vec3(0.0)) * vec3(0.0) + lTex0.rgb;
lFragColor.a = (lTex0.a - 0.0) * uEnvColor.a + 0.0;
gl_FragColor = lFragColor;
}
=============================================================
fps = 25.200001
average shader changes per frame = 19.636364
fps = 23.000000
average shader changes per frame = 20.894737
fps = 22.000000
average shader changes per frame = 20.000000
fps = 21.000000
average shader changes per frame = 20.000000
fps = 19.400000
average shader changes per frame = 20.000000
fps = 18.800001
average shader changes per frame = 20.000000
fps = 18.600000
average shader changes per frame = 20.000000
fps = 18.400000
average shader changes per frame = 20.000000
fps = 18.400000
average shader changes per frame = 20.000000
fps = 18.600000
average shader changes per frame = 20.000000
fps = 18.600000
average shader changes per frame = 20.000000
fps = 18.800001
average shader changes per frame = 20.000000
fps = 19.000000
average shader changes per frame = 20.000000
fps = 19.200001
average shader changes per frame = 20.000000
fps = 19.400000
average shader changes per frame = 20.000000
fps = 20.800001
average shader changes per frame = 17.038462
fps = 21.400000
average shader changes per frame = 19.909090
fps = 22.400000
average shader changes per frame = 19.416666
fps = 23.800001
average shader changes per frame = 13.000000
fps = 24.600000
average shader changes per frame = 13.000000
fps = 24.400000
average shader changes per frame = 14.520000
fps = 24.800001
average shader changes per frame = 17.000000
fps = 24.400000
average shader changes per frame = 17.000000
fps = 23.800001
average shader changes per frame = 17.000000
fps = 23.400000
average shader changes per frame = 17.000000
fps = 22.800001
average shader changes per frame = 17.181818
fps = 22.400000
average shader changes per frame = 23.000000
fps = 22.200001
average shader changes per frame = 23.000000
fps = 21.400000
average shader changes per frame = 22.950001
fps = 21.400000
average shader changes per frame = 22.000000
fps = 21.400000
average shader changes per frame = 22.000000
fps = 21.000000
average shader changes per frame = 22.000000
fps = 20.800001
average shader changes per frame = 21.000000
fps = 20.600000
average shader changes per frame = 15.947369
fps = 20.000000
average shader changes per frame = 16.210526
fps = 19.200001
average shader changes per frame = 24.000000
fps = 18.600000
average shader changes per frame = 24.000000
fps = 18.400000
average shader changes per frame = 24.000000
fps = 18.200001
average shader changes per frame = 23.333334
fps = 18.200001
average shader changes per frame = 21.789474
fps = 18.200001
average shader changes per frame = 21.000000
fps = 18.200001
average shader changes per frame = 20.294117
fps = 18.000000
average shader changes per frame = 17.000000
fps = 18.000000
average shader changes per frame = 17.000000
fps = 18.000000
average shader changes per frame = 17.000000
fps = 18.400000
average shader changes per frame = 15.700000
fps = 19.600000
average shader changes per frame = 13.260870
fps = 20.800001
average shader changes per frame = 8.000000
fps = 21.800001
average shader changes per frame = 8.000000
fps = 23.000000
average shader changes per frame = 8.000000
fps = 24.000000
average shader changes per frame = 6.560000
fps = 23.800001
average shader changes per frame = 12.681818
fps = 22.800001
average shader changes per frame = 14.894737
fps = 22.600000
average shader changes per frame = 15.000000
fps = 22.200001
average shader changes per frame = 15.000000
fps = 21.400000
average shader changes per frame = 9.571428
fps = 21.600000
average shader changes per frame = 9.000000
fps = 22.400000
average shader changes per frame = 9.000000
fps = 23.200001
average shader changes per frame = 9.000000
=============================================================
Combine=147e2844fe7b3d flags=0
Num=18 usesT0=1 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lowp vec4 lTex0 = texture2D(uTex0, vTexCoord0);
lFragColor.rgb = (lTex0.rgb - vShadeColor.rgb) * vec3(lTex0.a) + vShadeColor.rgb;
lFragColor.a = (0.0 - 0.0) * 0.0 + uEnvColor.a;
gl_FragColor = lFragColor;
}
=============================================================
fps = 22.600000
average shader changes per frame = 14.400000
fps = 22.600000
average shader changes per frame = 15.000000
fps = 22.600000
average shader changes per frame = 15.000000
fps = 22.600000
average shader changes per frame = 15.000000
fps = 22.200001
average shader changes per frame = 13.666667
fps = 22.000000
average shader changes per frame = 17.789474
fps = 21.200001
average shader changes per frame = 26.000000
=============================================================
Combine=42ca85ff97ffff flags=0
Num=19 usesT0=0 usesT1=0 usesCol=1
=============================================================
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform lowp vec4 uEnvColor;
uniform lowp vec4 uPrimColor;
uniform lowp vec4 uFogColor;
uniform highp float uAlphaRef;
uniform lowp float uPrimLODFrac;
varying lowp float vFactor;
varying lowp vec4 vShadeColor;
varying mediump vec2 vTexCoord0;
varying mediump vec2 vTexCoord1;
void main()
{
lowp vec4 lFragColor;
lFragColor.rgb = (vShadeColor.rgb - vec3(0.0)) * uEnvColor.rgb + vec3(0.0);
lFragColor.a = (vShadeColor.a - 0.0) * uEnvColor.a + 0.0;
gl_FragColor = lFragColor;
}
=============================================================
././run.sh: line 23: 1900 Killed ./mupen64plus
app exited
rmdir: failed to remove `/mnt/utmp/mupen64plus-r1': Device or resource busy
rm: cannot remove `/mnt/utmp/mupen64plus-r1': Is a directory
rmdir: failed to remove `/media/32GB/pandora/appdata/mupen64plus-r1/.wh..wh.plnk': No such file or directory
rmdir: failed to remove `/media/32GB/pandora/appdata/mupen64plus-r1/.wh..wh..tmp': No such file or directory
rmdir: failed to remove `/media/32GB/pandora/appdata/mupen64plus-r1/': Directory not empty
cleanup done