Beta Mupen64Plus


EvilDragon said:
I also had no video and simple deleted the old config files from the appdata dir.
Maybe you should try the same :)

Did it speed things up for you?

-God Ginrai
 
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God Ginrai said:
EvilDragon said:
I also had no video and simple deleted the old config files from the appdata dir.
Maybe you should try the same :)

Did it speed things up for you?

-God Ginrai

Haven't really done much in the older one, but speed seemed about the same I guess...?
 
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EvilDragon said:
God Ginrai said:
EvilDragon said:
I also had no video and simple deleted the old config files from the appdata dir.
Maybe you should try the same :)

Did it speed things up for you?

-God Ginrai

Haven't really done much in the older one, but speed seemed about the same I guess...?

Ok, I guess removing the files does speed it up, I'll have to check that later. I know that without removing the files that it is extremely slow, even on SM64. o.o (I can tell from the It's a Me, Mario that takes years to complete. I had to hard reset my Pandora because it was going so slow it didn't recognize the Esc command)

-God Ginrai
 
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God Ginrai said:
EvilDragon said:
God Ginrai said:
EvilDragon said:
I also had no video and simple deleted the old config files from the appdata dir.
Maybe you should try the same :)

Did it speed things up for you?

-God Ginrai

Haven't really done much in the older one, but speed seemed about the same I guess...?

Ok, I guess removing the files does speed it up, I'll have to check that later. I know that without removing the files that it is extremely slow, even on SM64. o.o (I can tell from the It's a Me, Mario that takes years to complete. I had to hard reset my Pandora because it was going so slow it didn't recognize the Esc command)

-God Ginrai

Well, I know I played the first level of Mario64 with frameskip 2 and 800MHz clockspeed with just rare stutters.
 
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Adventus said:
It works perfectly up until you hit someone in the game. If i remember correctly, At that point it throws an assert because one of the DS* opcodes isn't implemented.
I'm fairly certaiin it's not that. There are only two such opcodes in the game, and both are encountered before you begin the fight.

It'd be a lot more helpful if you can provide a source line number for an assert, or a backtrace, register dump, and disassembly from gdb.
 
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Gurumeditation said:
Oh this release runs like my dead grandma under the earth. The deleting of the config file in the appdata dir didnt chance the situation.

Hmm... have I missed something then?
I played Mario64 fullspeed with barely stuttering sound (stuttered once every 10 - 15 seconds) with FS2 and 800MHz.
Was the previous release THAT much faster? :eek:
 
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I remember Craigix saying, that he already played through Mario64 in the end of 2009, so it actualy can't be that bad with the performance. ^^

800MHz and FS 2 sounds very much for the "little" Mario 64. ^^" I remember that I've played it well at a 266MHz Pen II ages ago. And I only had a Voodoo2 GFX Card with not more than 8MB VRAM. :lol: I bet the Pandora can beat a Pentium II in every way, so I bet that there can be alot more improvements in the direction of "500MHz Full Speed, no FS", at least for simple N64 Games like Mario 64. :)
 
fusion_power said:
I remember Craigix saying, that he already played through Mario64 in the end of 2009, so it actualy can't be that bad with the performance. ^^

800MHz and FS 2 sounds very much for the "little" Mario 64. ^^" I remember that I've played it well at a 266MHz Pen II ages ago. And I only had a Voodoo2 GFX Card with not more than 8MB VRAM. :lol: I bet the Pandora can beat a Pentium II in every way, so I bet that there can be alot more improvements in the direction of "500MHz Full Speed, no FS", at least for simple N64 Games like Mario 64. :)

You played using UltraHLE, right? I think the current difference between using a thin API like Glide that maps almost directly to the hardware functionality and using OpenGL ES 2 on top of SGX must be night and day :/ Right now a ton of CPU time is being wasted churning around in the drivers. Once the number of draw calls are reduced this should improve a lot.
 
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have you tested the new beta though? its ridiculously slow what's changed with the beta that could cause this?
 
I'm getting the same extra slow speeds too. I've deleted the config file (the whole folder in fact) and swapped the pnds in the Desktop folder.
 
Exophase said:
You played using UltraHLE, right? I think the current difference between using a thin API like Glide that maps almost directly to the hardware functionality and using OpenGL ES 2 on top of SGX must be night and day :/ Right now a ton of CPU time is being wasted churning around in the drivers. Once the number of draw calls are reduced this should improve a lot.
You won! :D Yes, it was UltraHLE, i guess it was the only N64 Emulator at this time. It also could only emulate a handfull of games AFAIK but if they ran, they ran good.
Well, I thought Open GL ES (2) was invented to fit perfectly for mobile (ARM) Devices, so I guess it has some kind of usability, at least the inventors had a reason to create OpenGL ES 2. I still wonder what had to be done to speak "directly" to the SGX, without fiddling around with a Driver-layer, but I'm not a coder and I guess the OMAP doesn't work like this.
I just think IF this would be possible, we could see a really accelerated Pandora graphic output. :D
Maybe one day in the far future, there will be some kind of "raw mode" and a Program can run close to the Hardware of the Pandora. No OS underneeth, no drivers, just pure Assembler hardcore to speak directly with the hardware. :D
 
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EvilDragon said:
But I WAS playing the new beta :eek:
Oh wow... Well I also have Nintenslow 64 here... I thought that some how it was working in interpreter mode, but nope it's using the dynarec... I also had to tweak the GFX to use 640x480 and the non-scaled output... but still SLOW. I means really really slow. I don't know what went wrong here. It's like the GP2X trying to do N64...
 
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PokeParadox said:
It's like the GP2X trying to do N64...

Mupen64Plus R1 Beta 2 features list

*retrofeeling (to simulate emulator performance like as you would play on an older beloved handheld)
 
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I have no idea why your getting slow performance. Its works just as fast on my pandora as the previous release. Have you tried without sound? Is it only with the PND? If you want you can post the output of the gles2n64 config file, there might be something obvious. This is what happens when multiple people are pressuring me for a release.

Is there some way for a PND to write stdout to a file?

BTW: By default you exit the emulator by pressing the Pandora button.
 
Adventus said:
I have no idea why your getting slow performance. Its works just as fast on my pandora as the previous release. Have you tried without sound? Is it only with the PND? If you want you can post the output of the gles2n64 config file, there might be something obvious. This is what happens when multiple people are pressuring me for a release.

Is there some way for a PND to write stdout to a file?

BTW: By default you exit the emulator by pressing the Pandora button.

The output of the PND is /tmp/pndrun*

I'm running the PND and it doesn't run slow for me.
 
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The output of the PND is /tmp/pndrun*
Thanks.

If anyone who has it running really slow and would like to post the stdout (/tmp/pndrunmupen64plus-r1.out) of them playing super mario 64 (or some other normally well running game), it would help alot. For comparison here's what the pnd + sm64 @ 500mhz with default config + sound outputs on my pandora:

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

....Should probably fix those gtk warnings...
 
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