=============================================================================== GLIntercept version 1.34 Log generated on: Wed Jul 05 12:45:42 2023 =============================================================================== wglChoosePixelFormat(FFFFFFFFCD012DF6,000000C97011F5A0)=5 Time= 12365us wglSetPixelFormat(FFFFFFFFCD012DF6,5,000000C97011F5A0)=true Time= 160us wglCreateContext(FFFFFFFFCD012DF6)=0000000000010000 Time= 16324us wglMakeCurrent(FFFFFFFFCD012DF6,0000000000010000)=true Time= 2620us wglGetProcAddress("wglChoosePixelFormatARB")=0000000180033D80 Time= 86us wglGetProcAddress("wglCreateContextAttribsAR...")=000000018007C0C0 Time= 33us wglGetProcAddress("wglMakeContextCurrentARB")=0000000180033E13 Time= 21us wglGetProcAddress("wglSwapIntervalEXT")=0000000180033EA6 Time= 21us wglChoosePixelFormatARB(FFFFFFFF85010CE9,000000C97011F680,0000000000000000,1,000000C97011F618,000000C97011F61C)=true Time= 659us wglSetPixelFormat(FFFFFFFF85010CE9,5,000000C97011F630)=true Time= 407us wglCreateContextAttribsARB(FFFFFFFF85010CE9,0000000000010000,000000C97011F658)=0000000000010001 Time= 21823us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 876us wglSwapIntervalEXT(1)=true wglGetProcAddress("glCullFace")=000000018000D130 wglGetProcAddress("glFrontFace")=000000018000D1D0 wglGetProcAddress("glHint")=000000018000E470 wglGetProcAddress("glLineWidth")=000000018000D320 wglGetProcAddress("glPointSize")=000000018000D270 wglGetProcAddress("glPolygonMode")=000000018000D490 wglGetProcAddress("glScissor")=000000018000D870 wglGetProcAddress("glTexParameterf")=0000000180019910 wglGetProcAddress("glTexParameterfv")=0000000180019AF0 wglGetProcAddress("glTexParameteri")=0000000180019A00 wglGetProcAddress("glTexParameteriv")=0000000180019BD0 wglGetProcAddress("glTexImage1D")=000000018001A070 wglGetProcAddress("glTexImage2D")=000000018001A1E0 wglGetProcAddress("glDrawBuffer")=000000018000DAD0 wglGetProcAddress("glClear")=000000018000CCC0 wglGetProcAddress("glClearColor")=000000018000CBA0 wglGetProcAddress("glClearStencil")=0000000180018B00 wglGetProcAddress("glClearDepth")=000000018000E530 wglGetProcAddress("glStencilMask")=0000000180018970 wglGetProcAddress("glColorMask")=000000018000CE00 wglGetProcAddress("glDepthMask")=000000018000E670 wglGetProcAddress("glDisable")=000000018000DCB0 wglGetProcAddress("glEnable")=000000018000DC10 wglGetProcAddress("glFinish")=000000018000C580 wglGetProcAddress("glFlush")=000000018000C600 wglGetProcAddress("glBlendFunc")=000000018000CFD0 wglGetProcAddress("glLogicOp")=000000018000D090 wglGetProcAddress("glStencilFunc")=0000000180018880 wglGetProcAddress("glStencilOp")=0000000180018A10 wglGetProcAddress("glDepthFunc")=000000018000E5D0 wglGetProcAddress("glPixelStoref")=0000000180017BA0 wglGetProcAddress("glPixelStorei")=0000000180017C70 wglGetProcAddress("glReadBuffer")=000000018000DB70 wglGetProcAddress("glReadPixels")=00000001800184F0 wglGetProcAddress("glGetBooleanv")=000000018000DF30 wglGetProcAddress("glGetDoublev")=000000018000DFE0 wglGetProcAddress("glGetError")=000000018000C3D0 wglGetProcAddress("glGetFloatv")=000000018000E090 wglGetProcAddress("glGetIntegerv")=000000018000E140 wglGetProcAddress("glGetString")=000000018000E3D0 wglGetProcAddress("glGetTexImage")=000000018001A380 wglGetProcAddress("glGetTexParameterfv")=0000000180019CB0 wglGetProcAddress("glGetTexParameteriv")=0000000180019D90 wglGetProcAddress("glGetTexLevelParameterfv")=0000000180019E70 wglGetProcAddress("glGetTexLevelParameteriv")=0000000180019F70 wglGetProcAddress("glIsEnabled")=000000018000DD50 wglGetProcAddress("glDepthRange")=000000018000E710 wglGetProcAddress("glViewport")=000000018000ED20 wglGetProcAddress("glDrawArrays")=00000001800168F0 wglGetProcAddress("glDrawElements")=00000001800169E0 wglGetProcAddress("glPolygonOffset")=000000018000D550 wglGetProcAddress("glCopyTexImage1D")=000000018001ABF0 wglGetProcAddress("glCopyTexImage2D")=000000018001AD50 wglGetProcAddress("glCopyTexSubImage1D")=000000018001AED0 wglGetProcAddress("glCopyTexSubImage2D")=000000018001B010 wglGetProcAddress("glTexSubImage1D")=000000018001A8F0 wglGetProcAddress("glTexSubImage2D")=000000018001AA50 wglGetProcAddress("glBindTexture")=000000018001A5F0 wglGetProcAddress("glDeleteTextures")=000000018001A540 wglGetProcAddress("glGenTextures")=000000018001A490 wglGetProcAddress("glIsTexture")=000000018001A850 wglGetProcAddress("glDrawRangeElements")=0000000180033F39 wglGetProcAddress("glTexImage3D")=0000000180033FCC wglGetProcAddress("glTexSubImage3D")=000000018003405F wglGetProcAddress("glCopyTexSubImage3D")=00000001800340F2 wglGetProcAddress("glActiveTexture")=0000000180034185 wglGetProcAddress("glSampleCoverage")=0000000180034218 wglGetProcAddress("glCompressedTexImage3D")=00000001800342AB wglGetProcAddress("glCompressedTexImage2D")=000000018003433E wglGetProcAddress("glCompressedTexImage1D")=00000001800343D1 wglGetProcAddress("glCompressedTexSubImage3D")=0000000180034464 wglGetProcAddress("glCompressedTexSubImage2D")=00000001800344F7 wglGetProcAddress("glCompressedTexSubImage1D")=000000018003458A wglGetProcAddress("glGetCompressedTexImage")=000000018003461D wglGetProcAddress("glBlendFuncSeparate")=00000001800346B0 wglGetProcAddress("glMultiDrawArrays")=0000000180034743 wglGetProcAddress("glMultiDrawElements")=00000001800347D6 wglGetProcAddress("glPointParameterf")=0000000180034869 wglGetProcAddress("glPointParameterfv")=00000001800348FC wglGetProcAddress("glPointParameteri")=000000018003498F wglGetProcAddress("glPointParameteriv")=0000000180034A22 wglGetProcAddress("glBlendColor")=0000000180034AB5 wglGetProcAddress("glBlendEquation")=0000000180034B48 wglGetProcAddress("glGenQueries")=0000000180034BDB wglGetProcAddress("glDeleteQueries")=0000000180034C6E wglGetProcAddress("glIsQuery")=0000000180034D01 wglGetProcAddress("glBeginQuery")=0000000180034D94 wglGetProcAddress("glEndQuery")=0000000180034E27 wglGetProcAddress("glGetQueryiv")=0000000180034EBA wglGetProcAddress("glGetQueryObjectiv")=0000000180034F4D wglGetProcAddress("glGetQueryObjectuiv")=0000000180034FE0 wglGetProcAddress("glBindBuffer")=0000000180035073 wglGetProcAddress("glDeleteBuffers")=0000000180035106 wglGetProcAddress("glGenBuffers")=0000000180035199 wglGetProcAddress("glIsBuffer")=000000018003522C wglGetProcAddress("glBufferData")=00000001800352BF wglGetProcAddress("glBufferSubData")=0000000180035352 wglGetProcAddress("glGetBufferSubData")=00000001800353E5 wglGetProcAddress("glMapBuffer")=0000000180035478 wglGetProcAddress("glUnmapBuffer")=000000018003550B wglGetProcAddress("glGetBufferParameteriv")=000000018003559E wglGetProcAddress("glGetBufferPointerv")=0000000180035631 wglGetProcAddress("glBlendEquationSeparate")=00000001800356C4 wglGetProcAddress("glDrawBuffers")=0000000180035757 wglGetProcAddress("glStencilOpSeparate")=00000001800357EA wglGetProcAddress("glStencilFuncSeparate")=000000018003587D wglGetProcAddress("glStencilMaskSeparate")=0000000180035910 wglGetProcAddress("glAttachShader")=00000001800359A3 wglGetProcAddress("glBindAttribLocation")=0000000180035A36 wglGetProcAddress("glCompileShader")=0000000180035AC9 wglGetProcAddress("glCreateProgram")=0000000180035B5C wglGetProcAddress("glCreateShader")=0000000180035BEF wglGetProcAddress("glDeleteProgram")=0000000180035C82 wglGetProcAddress("glDeleteShader")=0000000180035D15 wglGetProcAddress("glDetachShader")=0000000180035DA8 wglGetProcAddress("glDisableVertexAttribArra...")=0000000180035E3B wglGetProcAddress("glEnableVertexAttribArray")=0000000180035ECE wglGetProcAddress("glGetActiveAttrib")=0000000180035F61 wglGetProcAddress("glGetActiveUniform")=0000000180035FF4 wglGetProcAddress("glGetAttachedShaders")=0000000180036087 wglGetProcAddress("glGetAttribLocation")=000000018003611A wglGetProcAddress("glGetProgramiv")=00000001800361AD wglGetProcAddress("glGetProgramInfoLog")=0000000180036240 wglGetProcAddress("glGetShaderiv")=00000001800362D3 wglGetProcAddress("glGetShaderInfoLog")=0000000180036366 wglGetProcAddress("glGetShaderSource")=00000001800363F9 wglGetProcAddress("glGetUniformLocation")=000000018003648C wglGetProcAddress("glGetUniformfv")=000000018003651F Time= 22us wglGetProcAddress("glGetUniformiv")=00000001800365B2 wglGetProcAddress("glGetVertexAttribdv")=0000000180036645 wglGetProcAddress("glGetVertexAttribfv")=00000001800366D8 wglGetProcAddress("glGetVertexAttribiv")=000000018003676B wglGetProcAddress("glGetVertexAttribPointerv")=00000001800367FE wglGetProcAddress("glIsProgram")=0000000180036891 wglGetProcAddress("glIsShader")=0000000180036924 wglGetProcAddress("glLinkProgram")=00000001800369B7 wglGetProcAddress("glShaderSource")=0000000180036A4A wglGetProcAddress("glUseProgram")=0000000180036ADD wglGetProcAddress("glUniform1f")=0000000180036B70 wglGetProcAddress("glUniform2f")=0000000180036C03 wglGetProcAddress("glUniform3f")=0000000180036C96 wglGetProcAddress("glUniform4f")=0000000180036D29 wglGetProcAddress("glUniform1i")=0000000180036DBC wglGetProcAddress("glUniform2i")=0000000180036E4F wglGetProcAddress("glUniform3i")=0000000180036EE2 wglGetProcAddress("glUniform4i")=0000000180036F75 wglGetProcAddress("glUniform1fv")=0000000180037008 Time= 204us wglGetProcAddress("glUniform2fv")=000000018003709B wglGetProcAddress("glUniform3fv")=000000018003712E wglGetProcAddress("glUniform4fv")=00000001800371C1 wglGetProcAddress("glUniform1iv")=0000000180037254 wglGetProcAddress("glUniform2iv")=00000001800372E7 wglGetProcAddress("glUniform3iv")=000000018003737A wglGetProcAddress("glUniform4iv")=000000018003740D wglGetProcAddress("glUniformMatrix2fv")=00000001800374A0 wglGetProcAddress("glUniformMatrix3fv")=0000000180037533 wglGetProcAddress("glUniformMatrix4fv")=00000001800375C6 wglGetProcAddress("glValidateProgram")=0000000180037659 wglGetProcAddress("glVertexAttrib1d")=00000001800376EC wglGetProcAddress("glVertexAttrib1dv")=000000018003777F wglGetProcAddress("glVertexAttrib1f")=0000000180037812 wglGetProcAddress("glVertexAttrib1fv")=00000001800378A5 wglGetProcAddress("glVertexAttrib1s")=0000000180037938 wglGetProcAddress("glVertexAttrib1sv")=00000001800379CB wglGetProcAddress("glVertexAttrib2d")=0000000180037A5E wglGetProcAddress("glVertexAttrib2dv")=0000000180037AF1 wglGetProcAddress("glVertexAttrib2f")=0000000180037B84 wglGetProcAddress("glVertexAttrib2fv")=0000000180037C17 wglGetProcAddress("glVertexAttrib2s")=0000000180037CAA wglGetProcAddress("glVertexAttrib2sv")=0000000180037D3D wglGetProcAddress("glVertexAttrib3d")=0000000180037DD0 Time= 21us wglGetProcAddress("glVertexAttrib3dv")=0000000180037E63 wglGetProcAddress("glVertexAttrib3f")=0000000180037EF6 wglGetProcAddress("glVertexAttrib3fv")=0000000180037F89 wglGetProcAddress("glVertexAttrib3s")=000000018003801C wglGetProcAddress("glVertexAttrib3sv")=00000001800380AF wglGetProcAddress("glVertexAttrib4Nbv")=0000000180038142 wglGetProcAddress("glVertexAttrib4Niv")=00000001800381D5 wglGetProcAddress("glVertexAttrib4Nsv")=0000000180038268 wglGetProcAddress("glVertexAttrib4Nub")=00000001800382FB wglGetProcAddress("glVertexAttrib4Nubv")=000000018003838E wglGetProcAddress("glVertexAttrib4Nuiv")=0000000180038421 wglGetProcAddress("glVertexAttrib4Nusv")=00000001800384B4 wglGetProcAddress("glVertexAttrib4bv")=0000000180038547 wglGetProcAddress("glVertexAttrib4d")=00000001800385DA wglGetProcAddress("glVertexAttrib4dv")=000000018003866D wglGetProcAddress("glVertexAttrib4f")=0000000180038700 wglGetProcAddress("glVertexAttrib4fv")=0000000180038793 wglGetProcAddress("glVertexAttrib4iv")=0000000180038826 wglGetProcAddress("glVertexAttrib4s")=00000001800388B9 wglGetProcAddress("glVertexAttrib4sv")=000000018003894C wglGetProcAddress("glVertexAttrib4ubv")=00000001800389DF wglGetProcAddress("glVertexAttrib4uiv")=0000000180038A72 wglGetProcAddress("glVertexAttrib4usv")=0000000180038B05 wglGetProcAddress("glVertexAttribPointer")=0000000180038B98 wglGetProcAddress("glUniformMatrix2x3fv")=0000000180038C2B wglGetProcAddress("glUniformMatrix3x2fv")=0000000180038CBE wglGetProcAddress("glUniformMatrix2x4fv")=0000000180038D51 wglGetProcAddress("glUniformMatrix4x2fv")=0000000180038DE4 wglGetProcAddress("glUniformMatrix3x4fv")=0000000180038E77 wglGetProcAddress("glUniformMatrix4x3fv")=0000000180038F0A wglGetProcAddress("glColorMaski")=0000000180038F9D wglGetProcAddress("glGetBooleani_v")=0000000180039030 wglGetProcAddress("glGetIntegeri_v")=00000001800390C3 wglGetProcAddress("glEnablei")=0000000180039156 wglGetProcAddress("glDisablei")=00000001800391E9 wglGetProcAddress("glIsEnabledi")=000000018003927C wglGetProcAddress("glBeginTransformFeedback")=000000018003930F wglGetProcAddress("glEndTransformFeedback")=00000001800393A2 wglGetProcAddress("glBindBufferRange")=0000000180039435 wglGetProcAddress("glBindBufferBase")=00000001800394C8 wglGetProcAddress("glTransformFeedbackVaryin...")=000000018003955B wglGetProcAddress("glGetTransformFeedbackVar...")=00000001800395EE wglGetProcAddress("glClampColor")=0000000180039681 wglGetProcAddress("glBeginConditionalRender")=0000000180039714 wglGetProcAddress("glEndConditionalRender")=00000001800397A7 wglGetProcAddress("glVertexAttribIPointer")=000000018003983A wglGetProcAddress("glGetVertexAttribIiv")=00000001800398CD wglGetProcAddress("glGetVertexAttribIuiv")=0000000180039960 wglGetProcAddress("glVertexAttribI1i")=00000001800399F3 wglGetProcAddress("glVertexAttribI2i")=0000000180039A86 wglGetProcAddress("glVertexAttribI3i")=0000000180039B19 wglGetProcAddress("glVertexAttribI4i")=0000000180039BAC wglGetProcAddress("glVertexAttribI1ui")=0000000180039C3F wglGetProcAddress("glVertexAttribI2ui")=0000000180039CD2 wglGetProcAddress("glVertexAttribI3ui")=0000000180039D65 wglGetProcAddress("glVertexAttribI4ui")=0000000180039DF8 wglGetProcAddress("glVertexAttribI1iv")=0000000180039E8B wglGetProcAddress("glVertexAttribI2iv")=0000000180039F1E wglGetProcAddress("glVertexAttribI3iv")=0000000180039FB1 wglGetProcAddress("glVertexAttribI4iv")=000000018003A044 wglGetProcAddress("glVertexAttribI1uiv")=000000018003A0D7 wglGetProcAddress("glVertexAttribI2uiv")=000000018003A16A wglGetProcAddress("glVertexAttribI3uiv")=000000018003A1FD wglGetProcAddress("glVertexAttribI4uiv")=000000018003A290 wglGetProcAddress("glVertexAttribI4bv")=000000018003A323 wglGetProcAddress("glVertexAttribI4sv")=000000018003A3B6 wglGetProcAddress("glVertexAttribI4ubv")=000000018003A449 wglGetProcAddress("glVertexAttribI4usv")=000000018003A4DC wglGetProcAddress("glGetUniformuiv")=000000018003A56F wglGetProcAddress("glBindFragDataLocation")=000000018003A602 wglGetProcAddress("glGetFragDataLocation")=000000018003A695 wglGetProcAddress("glUniform1ui")=000000018003A728 wglGetProcAddress("glUniform2ui")=000000018003A7BB wglGetProcAddress("glUniform3ui")=000000018003A84E wglGetProcAddress("glUniform4ui")=000000018003A8E1 wglGetProcAddress("glUniform1uiv")=000000018003A974 wglGetProcAddress("glUniform2uiv")=000000018003AA07 wglGetProcAddress("glUniform3uiv")=000000018003AA9A wglGetProcAddress("glUniform4uiv")=000000018003AB2D wglGetProcAddress("glTexParameterIiv")=000000018003ABC0 wglGetProcAddress("glTexParameterIuiv")=000000018003AC53 wglGetProcAddress("glGetTexParameterIiv")=000000018003ACE6 wglGetProcAddress("glGetTexParameterIuiv")=000000018003AD79 wglGetProcAddress("glClearBufferiv")=000000018003AE0C wglGetProcAddress("glClearBufferuiv")=000000018003AE9F wglGetProcAddress("glClearBufferfv")=000000018003AF32 wglGetProcAddress("glClearBufferfi")=000000018003AFC5 wglGetProcAddress("glGetStringi")=000000018003B058 wglGetProcAddress("glIsRenderbuffer")=000000018003B0EB wglGetProcAddress("glBindRenderbuffer")=000000018003B17E wglGetProcAddress("glDeleteRenderbuffers")=000000018003B211 wglGetProcAddress("glGenRenderbuffers")=000000018003B2A4 wglGetProcAddress("glRenderbufferStorage")=000000018003B337 wglGetProcAddress("glGetRenderbufferParamete...")=000000018003B3CA wglGetProcAddress("glIsFramebuffer")=000000018003B45D wglGetProcAddress("glBindFramebuffer")=000000018003B4F0 wglGetProcAddress("glDeleteFramebuffers")=000000018003B583 wglGetProcAddress("glGenFramebuffers")=000000018003B616 wglGetProcAddress("glCheckFramebufferStatus")=000000018003B6A9 wglGetProcAddress("glFramebufferTexture1D")=000000018003B73C wglGetProcAddress("glFramebufferTexture2D")=000000018003B7CF wglGetProcAddress("glFramebufferTexture3D")=000000018003B862 wglGetProcAddress("glFramebufferRenderbuffer")=000000018003B8F5 wglGetProcAddress("glGetFramebufferAttachmen...")=000000018003B988 wglGetProcAddress("glGenerateMipmap")=000000018003BA1B wglGetProcAddress("glBlitFramebuffer")=000000018003BAAE wglGetProcAddress("glRenderbufferStorageMult...")=000000018003BB41 wglGetProcAddress("glFramebufferTextureLayer")=000000018003BBD4 wglGetProcAddress("glMapBufferRange")=000000018003BC67 wglGetProcAddress("glFlushMappedBufferRange")=000000018003BCFA wglGetProcAddress("glBindVertexArray")=000000018003BD8D wglGetProcAddress("glDeleteVertexArrays")=000000018003BE20 wglGetProcAddress("glGenVertexArrays")=000000018003BEB3 wglGetProcAddress("glIsVertexArray")=000000018003BF46 wglGetProcAddress("glDrawArraysInstanced")=000000018003BFD9 wglGetProcAddress("glDrawElementsInstanced")=000000018003C06C wglGetProcAddress("glTexBuffer")=000000018003C0FF wglGetProcAddress("glPrimitiveRestartIndex")=000000018003C192 wglGetProcAddress("glCopyBufferSubData")=000000018003C225 wglGetProcAddress("glGetUniformIndices")=000000018003C2B8 wglGetProcAddress("glGetActiveUniformsiv")=000000018003C34B wglGetProcAddress("glGetActiveUniformName")=000000018003C3DE wglGetProcAddress("glGetUniformBlockIndex")=000000018003C471 wglGetProcAddress("glGetActiveUniformBlockiv")=000000018003C504 wglGetProcAddress("glGetActiveUniformBlockNa...")=000000018003C597 wglGetProcAddress("glUniformBlockBinding")=000000018003C62A wglGetProcAddress("glBindBufferRange")=0000000180039435 wglGetProcAddress("glBindBufferBase")=00000001800394C8 wglGetProcAddress("glGetIntegeri_v")=00000001800390C3 wglGetProcAddress("glDrawElementsBaseVertex")=000000018003C6BD wglGetProcAddress("glDrawRangeElementsBaseVe...")=000000018003C750 wglGetProcAddress("glDrawElementsInstancedBa...")=000000018003C7E3 wglGetProcAddress("glMultiDrawElementsBaseVe...")=000000018003C876 wglGetProcAddress("glProvokingVertex")=000000018003C909 wglGetProcAddress("glFenceSync")=000000018003C99C wglGetProcAddress("glIsSync")=000000018003CA2F wglGetProcAddress("glDeleteSync")=000000018003CAC2 wglGetProcAddress("glClientWaitSync")=000000018003CB55 wglGetProcAddress("glWaitSync")=000000018003CBE8 wglGetProcAddress("glGetInteger64v")=000000018003CC7B wglGetProcAddress("glGetSynciv")=000000018003CD0E wglGetProcAddress("glGetInteger64i_v")=000000018003CDA1 wglGetProcAddress("glGetBufferParameteri64v")=000000018003CE34 wglGetProcAddress("glFramebufferTexture")=000000018003CEC7 wglGetProcAddress("glTexImage2DMultisample")=000000018003CF5A wglGetProcAddress("glTexImage3DMultisample")=000000018003CFED wglGetProcAddress("glGetMultisamplefv")=000000018003D080 wglGetProcAddress("glSampleMaski")=000000018003D113 wglGetProcAddress("glBindFragDataLocationInd...")=000000018003D1A6 wglGetProcAddress("glGetFragDataIndex")=000000018003D239 wglGetProcAddress("glGenSamplers")=000000018003D2CC wglGetProcAddress("glDeleteSamplers")=000000018003D35F wglGetProcAddress("glIsSampler")=000000018003D3F2 wglGetProcAddress("glBindSampler")=000000018003D485 wglGetProcAddress("glSamplerParameteri")=000000018003D518 wglGetProcAddress("glSamplerParameteriv")=000000018003D5AB wglGetProcAddress("glSamplerParameterf")=000000018003D63E wglGetProcAddress("glSamplerParameterfv")=000000018003D6D1 wglGetProcAddress("glSamplerParameterIiv")=000000018003D764 wglGetProcAddress("glSamplerParameterIuiv")=000000018003D7F7 wglGetProcAddress("glGetSamplerParameteriv")=000000018003D88A wglGetProcAddress("glGetSamplerParameterIiv")=000000018003D91D wglGetProcAddress("glGetSamplerParameterfv")=000000018003D9B0 wglGetProcAddress("glGetSamplerParameterIuiv")=000000018003DA43 wglGetProcAddress("glQueryCounter")=000000018003DAD6 wglGetProcAddress("glGetQueryObjecti64v")=000000018003DB69 wglGetProcAddress("glGetQueryObjectui64v")=000000018003DBFC wglGetProcAddress("glVertexAttribDivisor")=000000018003DC8F wglGetProcAddress("glVertexAttribP1ui")=000000018003DD22 wglGetProcAddress("glVertexAttribP1uiv")=000000018003DDB5 wglGetProcAddress("glVertexAttribP2ui")=000000018003DE48 wglGetProcAddress("glVertexAttribP2uiv")=000000018003DEDB wglGetProcAddress("glVertexAttribP3ui")=000000018003DF6E wglGetProcAddress("glVertexAttribP3uiv")=000000018003E001 wglGetProcAddress("glVertexAttribP4ui")=000000018003E094 wglGetProcAddress("glVertexAttribP4uiv")=000000018003E127 wglGetProcAddress("glMinSampleShading")=000000018003E1BA wglGetProcAddress("glBlendEquationi")=000000018003E24D wglGetProcAddress("glBlendEquationSeparatei")=000000018003E2E0 wglGetProcAddress("glBlendFunci")=000000018003E373 wglGetProcAddress("glBlendFuncSeparatei")=000000018003E406 wglGetProcAddress("glDrawArraysIndirect")=000000018003E499 wglGetProcAddress("glDrawElementsIndirect")=000000018003E52C wglGetProcAddress("glUniform1d")=000000018003E5BF wglGetProcAddress("glUniform2d")=000000018003E652 wglGetProcAddress("glUniform3d")=000000018003E6E5 wglGetProcAddress("glUniform4d")=000000018003E778 wglGetProcAddress("glUniform1dv")=000000018003E80B wglGetProcAddress("glUniform2dv")=000000018003E89E wglGetProcAddress("glUniform3dv")=000000018003E931 wglGetProcAddress("glUniform4dv")=000000018003E9C4 wglGetProcAddress("glUniformMatrix2dv")=000000018003EA57 wglGetProcAddress("glUniformMatrix3dv")=000000018003EAEA wglGetProcAddress("glUniformMatrix4dv")=000000018003EB7D wglGetProcAddress("glUniformMatrix2x3dv")=000000018003EC10 wglGetProcAddress("glUniformMatrix2x4dv")=000000018003ECA3 wglGetProcAddress("glUniformMatrix3x2dv")=000000018003ED36 wglGetProcAddress("glUniformMatrix3x4dv")=000000018003EDC9 wglGetProcAddress("glUniformMatrix4x2dv")=000000018003EE5C wglGetProcAddress("glUniformMatrix4x3dv")=000000018003EEEF wglGetProcAddress("glGetUniformdv")=000000018003EF82 wglGetProcAddress("glGetSubroutineUniformLoc...")=000000018003F015 wglGetProcAddress("glGetSubroutineIndex")=000000018003F0A8 wglGetProcAddress("glGetActiveSubroutineUnif...")=000000018003F13B Time= 257us wglGetProcAddress("glGetActiveSubroutineUnif...")=000000018003F1CE wglGetProcAddress("glGetActiveSubroutineName")=000000018003F261 wglGetProcAddress("glUniformSubroutinesuiv")=000000018003F2F4 wglGetProcAddress("glGetUniformSubroutineuiv")=000000018003F387 wglGetProcAddress("glGetProgramStageiv")=000000018003F41A wglGetProcAddress("glPatchParameteri")=000000018003F4AD wglGetProcAddress("glPatchParameterfv")=000000018003F540 wglGetProcAddress("glBindTransformFeedback")=000000018003F5D3 wglGetProcAddress("glDeleteTransformFeedback...")=000000018003F666 wglGetProcAddress("glGenTransformFeedbacks")=000000018003F6F9 wglGetProcAddress("glIsTransformFeedback")=000000018003F78C wglGetProcAddress("glPauseTransformFeedback")=000000018003F81F wglGetProcAddress("glResumeTransformFeedback")=000000018003F8B2 wglGetProcAddress("glDrawTransformFeedback")=000000018003F945 wglGetProcAddress("glDrawTransformFeedbackSt...")=000000018003F9D8 wglGetProcAddress("glBeginQueryIndexed")=000000018003FA6B wglGetProcAddress("glEndQueryIndexed")=000000018003FAFE wglGetProcAddress("glGetQueryIndexediv")=000000018003FB91 wglGetProcAddress("glReleaseShaderCompiler")=000000018003FC24 wglGetProcAddress("glShaderBinary")=000000018003FCB7 wglGetProcAddress("glGetShaderPrecisionForma...")=000000018003FD4A wglGetProcAddress("glDepthRangef")=000000018003FDDD wglGetProcAddress("glClearDepthf")=000000018003FE70 wglGetProcAddress("glGetProgramBinary")=000000018003FF03 wglGetProcAddress("glProgramBinary")=000000018003FF96 wglGetProcAddress("glProgramParameteri")=0000000180040029 wglGetProcAddress("glUseProgramStages")=00000001800400BC wglGetProcAddress("glActiveShaderProgram")=000000018004014F wglGetProcAddress("glCreateShaderProgramv")=00000001800401E2 wglGetProcAddress("glBindProgramPipeline")=0000000180040275 wglGetProcAddress("glDeleteProgramPipelines")=0000000180040308 wglGetProcAddress("glGenProgramPipelines")=000000018004039B wglGetProcAddress("glIsProgramPipeline")=000000018004042E wglGetProcAddress("glGetProgramPipelineiv")=00000001800404C1 wglGetProcAddress("glProgramParameteri")=0000000180040029 wglGetProcAddress("glProgramUniform1i")=0000000180040554 wglGetProcAddress("glProgramUniform1iv")=00000001800405E7 wglGetProcAddress("glProgramUniform1f")=000000018004067A wglGetProcAddress("glProgramUniform1fv")=000000018004070D wglGetProcAddress("glProgramUniform1d")=00000001800407A0 wglGetProcAddress("glProgramUniform1dv")=0000000180040833 wglGetProcAddress("glProgramUniform1ui")=00000001800408C6 wglGetProcAddress("glProgramUniform1uiv")=0000000180040959 wglGetProcAddress("glProgramUniform2i")=00000001800409EC wglGetProcAddress("glProgramUniform2iv")=0000000180040A7F wglGetProcAddress("glProgramUniform2f")=0000000180040B12 wglGetProcAddress("glProgramUniform2fv")=0000000180040BA5 wglGetProcAddress("glProgramUniform2d")=0000000180040C38 wglGetProcAddress("glProgramUniform2dv")=0000000180040CCB wglGetProcAddress("glProgramUniform2ui")=0000000180040D5E wglGetProcAddress("glProgramUniform2uiv")=0000000180040DF1 wglGetProcAddress("glProgramUniform3i")=0000000180040E84 wglGetProcAddress("glProgramUniform3iv")=0000000180040F17 wglGetProcAddress("glProgramUniform3f")=0000000180040FAA wglGetProcAddress("glProgramUniform3fv")=000000018004103D wglGetProcAddress("glProgramUniform3d")=00000001800410D0 wglGetProcAddress("glProgramUniform3dv")=0000000180041163 wglGetProcAddress("glProgramUniform3ui")=00000001800411F6 wglGetProcAddress("glProgramUniform3uiv")=0000000180041289 wglGetProcAddress("glProgramUniform4i")=000000018004131C wglGetProcAddress("glProgramUniform4iv")=00000001800413AF wglGetProcAddress("glProgramUniform4f")=0000000180041442 wglGetProcAddress("glProgramUniform4fv")=00000001800414D5 wglGetProcAddress("glProgramUniform4d")=0000000180041568 wglGetProcAddress("glProgramUniform4dv")=00000001800415FB wglGetProcAddress("glProgramUniform4ui")=000000018004168E wglGetProcAddress("glProgramUniform4uiv")=0000000180041721 wglGetProcAddress("glProgramUniformMatrix2fv")=00000001800417B4 wglGetProcAddress("glProgramUniformMatrix3fv")=0000000180041847 wglGetProcAddress("glProgramUniformMatrix4fv")=00000001800418DA wglGetProcAddress("glProgramUniformMatrix2dv")=000000018004196D wglGetProcAddress("glProgramUniformMatrix3dv")=0000000180041A00 wglGetProcAddress("glProgramUniformMatrix4dv")=0000000180041A93 wglGetProcAddress("glProgramUniformMatrix2x3...")=0000000180041B26 wglGetProcAddress("glProgramUniformMatrix3x2...")=0000000180041BB9 wglGetProcAddress("glProgramUniformMatrix2x4...")=0000000180041C4C wglGetProcAddress("glProgramUniformMatrix4x2...")=0000000180041CDF wglGetProcAddress("glProgramUniformMatrix3x4...")=0000000180041D72 wglGetProcAddress("glProgramUniformMatrix4x3...")=0000000180041E05 wglGetProcAddress("glProgramUniformMatrix2x3...")=0000000180041E98 wglGetProcAddress("glProgramUniformMatrix3x2...")=0000000180041F2B wglGetProcAddress("glProgramUniformMatrix2x4...")=0000000180041FBE wglGetProcAddress("glProgramUniformMatrix4x2...")=0000000180042051 wglGetProcAddress("glProgramUniformMatrix3x4...")=00000001800420E4 wglGetProcAddress("glProgramUniformMatrix4x3...")=0000000180042177 wglGetProcAddress("glValidateProgramPipeline")=000000018004220A wglGetProcAddress("glGetProgramPipelineInfoL...")=000000018004229D wglGetProcAddress("glVertexAttribL1d")=0000000180042330 wglGetProcAddress("glVertexAttribL2d")=00000001800423C3 wglGetProcAddress("glVertexAttribL3d")=0000000180042456 wglGetProcAddress("glVertexAttribL4d")=00000001800424E9 wglGetProcAddress("glVertexAttribL1dv")=000000018004257C wglGetProcAddress("glVertexAttribL2dv")=000000018004260F wglGetProcAddress("glVertexAttribL3dv")=00000001800426A2 wglGetProcAddress("glVertexAttribL4dv")=0000000180042735 wglGetProcAddress("glVertexAttribLPointer")=00000001800427C8 wglGetProcAddress("glGetVertexAttribLdv")=000000018004285B wglGetProcAddress("glViewportArrayv")=00000001800428EE wglGetProcAddress("glViewportIndexedf")=0000000180042981 wglGetProcAddress("glViewportIndexedfv")=0000000180042A14 wglGetProcAddress("glScissorArrayv")=0000000180042AA7 wglGetProcAddress("glScissorIndexed")=0000000180042B3A wglGetProcAddress("glScissorIndexedv")=0000000180042BCD wglGetProcAddress("glDepthRangeArrayv")=0000000180042C60 wglGetProcAddress("glDepthRangeIndexed")=0000000180042CF3 wglGetProcAddress("glGetFloati_v")=0000000180042D86 wglGetProcAddress("glGetDoublei_v")=0000000180042E19 wglGetProcAddress("glDrawArraysInstancedBase...")=0000000180042EAC wglGetProcAddress("glDrawElementsInstancedBa...")=0000000180042F3F wglGetProcAddress("glDrawElementsInstancedBa...")=0000000180042FD2 wglGetProcAddress("glGetInternalformativ")=0000000180043065 wglGetProcAddress("glGetActiveAtomicCounterB...")=00000001800430F8 wglGetProcAddress("glBindImageTexture")=000000018004318B wglGetProcAddress("glMemoryBarrier")=000000018004321E wglGetProcAddress("glTexStorage1D")=00000001800432B1 wglGetProcAddress("glTexStorage2D")=0000000180043344 wglGetProcAddress("glTexStorage3D")=00000001800433D7 wglGetProcAddress("glDrawTransformFeedbackIn...")=000000018004346A wglGetProcAddress("glDrawTransformFeedbackSt...")=00000001800434FD wglGetProcAddress("glClearBufferData")=0000000180043590 wglGetProcAddress("glClearBufferSubData")=0000000180043623 wglGetProcAddress("glDispatchCompute")=00000001800436B6 wglGetProcAddress("glDispatchComputeIndirect")=0000000180043749 wglGetProcAddress("glCopyImageSubData")=00000001800437DC wglGetProcAddress("glFramebufferParameteri")=000000018004386F wglGetProcAddress("glGetFramebufferParameter...")=0000000180043902 wglGetProcAddress("glGetInternalformati64v")=0000000180043995 wglGetProcAddress("glInvalidateTexSubImage")=0000000180043A28 wglGetProcAddress("glInvalidateTexImage")=0000000180043ABB wglGetProcAddress("glInvalidateBufferSubData")=0000000180043B4E wglGetProcAddress("glInvalidateBufferData")=0000000180043BE1 wglGetProcAddress("glInvalidateFramebuffer")=0000000180043C74 wglGetProcAddress("glInvalidateSubFramebuffe...")=0000000180043D07 wglGetProcAddress("glMultiDrawArraysIndirect")=0000000180043D9A wglGetProcAddress("glMultiDrawElementsIndire...")=0000000180043E2D wglGetProcAddress("glGetProgramInterfaceiv")=0000000180043EC0 wglGetProcAddress("glGetProgramResourceIndex")=0000000180043F53 wglGetProcAddress("glGetProgramResourceName")=0000000180043FE6 wglGetProcAddress("glGetProgramResourceiv")=0000000180044079 wglGetProcAddress("glGetProgramResourceLocat...")=000000018004410C wglGetProcAddress("glGetProgramResourceLocat...")=000000018004419F wglGetProcAddress("glShaderStorageBlockBindi...")=0000000180044232 wglGetProcAddress("glTexBufferRange")=00000001800442C5 wglGetProcAddress("glTexStorage2DMultisample")=0000000180044358 wglGetProcAddress("glTexStorage3DMultisample")=00000001800443EB wglGetProcAddress("glTextureView")=000000018004447E wglGetProcAddress("glBindVertexBuffer")=0000000180044511 wglGetProcAddress("glVertexAttribFormat")=00000001800445A4 wglGetProcAddress("glVertexAttribIFormat")=0000000180044637 wglGetProcAddress("glVertexAttribLFormat")=00000001800446CA wglGetProcAddress("glVertexAttribBinding")=000000018004475D wglGetProcAddress("glVertexBindingDivisor")=00000001800447F0 wglGetProcAddress("glDebugMessageControl")=0000000180044883 wglGetProcAddress("glDebugMessageInsert")=0000000180044916 wglGetProcAddress("glDebugMessageCallback")=00000001800449A9 wglGetProcAddress("glGetDebugMessageLog")=0000000180044A3C wglGetProcAddress("glPushDebugGroup")=0000000180044ACF wglGetProcAddress("glPopDebugGroup")=0000000180044B62 wglGetProcAddress("glObjectLabel")=0000000180044BF5 wglGetProcAddress("glGetObjectLabel")=0000000180044C88 wglGetProcAddress("glObjectPtrLabel")=0000000180044D1B wglGetProcAddress("glGetObjectPtrLabel")=0000000180044DAE wglGetProcAddress("glGetPointerv")=00000001800167A0 wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 102us glGenVertexArrays(1,000002C91ED808E8) glBindVertexArray(1) glCreateShader(GL_COMPUTE_SHADER)=1 glCreateProgram()=2 glShaderSource(1,3,000000C97011F2B0,0000000000000000) Time= 48us glCompileShader(1) Time= 1123us glGetShaderiv(1,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(2,1) glLinkProgram(2) Time= 9923us glGetProgramiv(2,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=3 glCreateProgram()=4 glShaderSource(3,3,000000C97011F2B0,0000000000000000) Time= 163us glCompileShader(3) Time= 3499us glGetShaderiv(3,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(4,3) glLinkProgram(4) Time= 408082us glGetProgramiv(4,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=5 glCreateProgram()=6 glShaderSource(5,3,000000C97011F2B0,0000000000000000) Time= 48us glCompileShader(5) Time= 587us glGetShaderiv(5,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(6,5) glLinkProgram(6) Time= 6815us glGetProgramiv(6,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=7 glCreateProgram()=8 glShaderSource(7,3,000000C97011F2B0,0000000000000000) Time= 62us glCompileShader(7) Time= 846us glGetShaderiv(7,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(8,7) glLinkProgram(8) Time= 15145us glGetProgramiv(8,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=9 glCreateProgram()=10 glShaderSource(9,3,000000C97011F2B0,0000000000000000) Time= 67us glCompileShader(9) Time= 1412us glGetShaderiv(9,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(10,9) glLinkProgram(10) Time= 119637us glGetProgramiv(10,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_VERTEX_SHADER)=11 glCreateShader(GL_FRAGMENT_SHADER)=12 glCreateProgram()=13 glShaderSource(11,3,000000C97011F2B0,0000000000000000) Time= 37us glCompileShader(11) Time= 519us glGetShaderiv(11,GL_COMPILE_STATUS,000000C97011F2A0) glShaderSource(12,3,000000C97011F2B0,0000000000000000) Time= 25us glCompileShader(12) Time= 442us glGetShaderiv(12,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(13,11) glAttachShader(13,12) glLinkProgram(13) Time= 9280us glGetProgramiv(13,GL_LINK_STATUS,000000C97011F440) glGetError()=GL_NO_ERROR glGenTextures(1,000002C91ED80904) glBindTexture(GL_TEXTURE_2D,1) glTexStorage2D(GL_TEXTURE_2D,1,GL_RGBA8,1393,1003) Time= 108us glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) glGenBuffers(1,000002C91ED80934) glBindBuffer(GL_ARRAY_BUFFER,1) glGenBuffers(1,000002C91ED8090C) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,469762048,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80910) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,201326592,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80914) glBindBuffer(GL_SHADER_STORAGE_BUFFER,4) glBufferData(GL_SHADER_STORAGE_BUFFER,503316480,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80918) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED8091C) glBindBuffer(GL_SHADER_STORAGE_BUFFER,6) glBufferData(GL_SHADER_STORAGE_BUFFER,134217728,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80920) glBindBuffer(GL_SHADER_STORAGE_BUFFER,7) glBufferData(GL_SHADER_STORAGE_BUFFER,50331648,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80924) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80928) glBindBuffer(GL_SHADER_STORAGE_BUFFER,9) glBufferData(GL_SHADER_STORAGE_BUFFER,83886080,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED8092C) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C91ED80930) glBindBuffer(GL_SHADER_STORAGE_BUFFER,11) glBufferData(GL_SHADER_STORAGE_BUFFER,22176,0000000000000000,GL_DYNAMIC_COPY) wglSwapIntervalEXT(1)=true wglMakeCurrent(FFFFFFFFCD012DF6,0000000000010000)=true Time= 138us wglChoosePixelFormatARB(FFFFFFFFB5010E0E,000000C97011F680,0000000000000000,1,000000C97011F618,000000C97011F61C)=true Time= 36us wglSetPixelFormat(FFFFFFFFB5010E0E,5,000000C97011F630)=true Time= 208us wglCreateContextAttribsARB(FFFFFFFFB5010E0E,0000000000010000,000000C97011F658)=0000000000010002 Time= 12681us wglMakeCurrent(FFFFFFFFB5010E0E,0000000000010002)=true Time= 546us wglSwapIntervalEXT(1)=true wglGetProcAddress("glCullFace")=000000018000D130 wglGetProcAddress("glFrontFace")=000000018000D1D0 wglGetProcAddress("glHint")=000000018000E470 wglGetProcAddress("glLineWidth")=000000018000D320 wglGetProcAddress("glPointSize")=000000018000D270 wglGetProcAddress("glPolygonMode")=000000018000D490 wglGetProcAddress("glScissor")=000000018000D870 wglGetProcAddress("glTexParameterf")=0000000180019910 wglGetProcAddress("glTexParameterfv")=0000000180019AF0 wglGetProcAddress("glTexParameteri")=0000000180019A00 wglGetProcAddress("glTexParameteriv")=0000000180019BD0 wglGetProcAddress("glTexImage1D")=000000018001A070 wglGetProcAddress("glTexImage2D")=000000018001A1E0 wglGetProcAddress("glDrawBuffer")=000000018000DAD0 wglGetProcAddress("glClear")=000000018000CCC0 wglGetProcAddress("glClearColor")=000000018000CBA0 wglGetProcAddress("glClearStencil")=0000000180018B00 wglGetProcAddress("glClearDepth")=000000018000E530 wglGetProcAddress("glStencilMask")=0000000180018970 wglGetProcAddress("glColorMask")=000000018000CE00 wglGetProcAddress("glDepthMask")=000000018000E670 wglGetProcAddress("glDisable")=000000018000DCB0 wglGetProcAddress("glEnable")=000000018000DC10 wglGetProcAddress("glFinish")=000000018000C580 wglGetProcAddress("glFlush")=000000018000C600 wglGetProcAddress("glBlendFunc")=000000018000CFD0 wglGetProcAddress("glLogicOp")=000000018000D090 wglGetProcAddress("glStencilFunc")=0000000180018880 wglGetProcAddress("glStencilOp")=0000000180018A10 wglGetProcAddress("glDepthFunc")=000000018000E5D0 wglGetProcAddress("glPixelStoref")=0000000180017BA0 wglGetProcAddress("glPixelStorei")=0000000180017C70 wglGetProcAddress("glReadBuffer")=000000018000DB70 wglGetProcAddress("glReadPixels")=00000001800184F0 wglGetProcAddress("glGetBooleanv")=000000018000DF30 wglGetProcAddress("glGetDoublev")=000000018000DFE0 wglGetProcAddress("glGetError")=000000018000C3D0 wglGetProcAddress("glGetFloatv")=000000018000E090 wglGetProcAddress("glGetIntegerv")=000000018000E140 wglGetProcAddress("glGetString")=000000018000E3D0 wglGetProcAddress("glGetTexImage")=000000018001A380 wglGetProcAddress("glGetTexParameterfv")=0000000180019CB0 wglGetProcAddress("glGetTexParameteriv")=0000000180019D90 wglGetProcAddress("glGetTexLevelParameterfv")=0000000180019E70 wglGetProcAddress("glGetTexLevelParameteriv")=0000000180019F70 wglGetProcAddress("glIsEnabled")=000000018000DD50 wglGetProcAddress("glDepthRange")=000000018000E710 wglGetProcAddress("glViewport")=000000018000ED20 wglGetProcAddress("glDrawArrays")=00000001800168F0 wglGetProcAddress("glDrawElements")=00000001800169E0 wglGetProcAddress("glPolygonOffset")=000000018000D550 wglGetProcAddress("glCopyTexImage1D")=000000018001ABF0 wglGetProcAddress("glCopyTexImage2D")=000000018001AD50 wglGetProcAddress("glCopyTexSubImage1D")=000000018001AED0 wglGetProcAddress("glCopyTexSubImage2D")=000000018001B010 wglGetProcAddress("glTexSubImage1D")=000000018001A8F0 wglGetProcAddress("glTexSubImage2D")=000000018001AA50 wglGetProcAddress("glBindTexture")=000000018001A5F0 wglGetProcAddress("glDeleteTextures")=000000018001A540 wglGetProcAddress("glGenTextures")=000000018001A490 wglGetProcAddress("glIsTexture")=000000018001A850 wglGetProcAddress("glDrawRangeElements")=0000000180033F39 wglGetProcAddress("glTexImage3D")=0000000180033FCC wglGetProcAddress("glTexSubImage3D")=000000018003405F wglGetProcAddress("glCopyTexSubImage3D")=00000001800340F2 wglGetProcAddress("glActiveTexture")=0000000180034185 wglGetProcAddress("glSampleCoverage")=0000000180034218 wglGetProcAddress("glCompressedTexImage3D")=00000001800342AB wglGetProcAddress("glCompressedTexImage2D")=000000018003433E wglGetProcAddress("glCompressedTexImage1D")=00000001800343D1 wglGetProcAddress("glCompressedTexSubImage3D")=0000000180034464 wglGetProcAddress("glCompressedTexSubImage2D")=00000001800344F7 wglGetProcAddress("glCompressedTexSubImage1D")=000000018003458A wglGetProcAddress("glGetCompressedTexImage")=000000018003461D wglGetProcAddress("glBlendFuncSeparate")=00000001800346B0 wglGetProcAddress("glMultiDrawArrays")=0000000180034743 wglGetProcAddress("glMultiDrawElements")=00000001800347D6 wglGetProcAddress("glPointParameterf")=0000000180034869 wglGetProcAddress("glPointParameterfv")=00000001800348FC wglGetProcAddress("glPointParameteri")=000000018003498F wglGetProcAddress("glPointParameteriv")=0000000180034A22 wglGetProcAddress("glBlendColor")=0000000180034AB5 wglGetProcAddress("glBlendEquation")=0000000180034B48 wglGetProcAddress("glGenQueries")=0000000180034BDB wglGetProcAddress("glDeleteQueries")=0000000180034C6E wglGetProcAddress("glIsQuery")=0000000180034D01 wglGetProcAddress("glBeginQuery")=0000000180034D94 wglGetProcAddress("glEndQuery")=0000000180034E27 wglGetProcAddress("glGetQueryiv")=0000000180034EBA wglGetProcAddress("glGetQueryObjectiv")=0000000180034F4D wglGetProcAddress("glGetQueryObjectuiv")=0000000180034FE0 wglGetProcAddress("glBindBuffer")=0000000180035073 wglGetProcAddress("glDeleteBuffers")=0000000180035106 wglGetProcAddress("glGenBuffers")=0000000180035199 wglGetProcAddress("glIsBuffer")=000000018003522C wglGetProcAddress("glBufferData")=00000001800352BF wglGetProcAddress("glBufferSubData")=0000000180035352 wglGetProcAddress("glGetBufferSubData")=00000001800353E5 wglGetProcAddress("glMapBuffer")=0000000180035478 wglGetProcAddress("glUnmapBuffer")=000000018003550B wglGetProcAddress("glGetBufferParameteriv")=000000018003559E wglGetProcAddress("glGetBufferPointerv")=0000000180035631 wglGetProcAddress("glBlendEquationSeparate")=00000001800356C4 wglGetProcAddress("glDrawBuffers")=0000000180035757 wglGetProcAddress("glStencilOpSeparate")=00000001800357EA wglGetProcAddress("glStencilFuncSeparate")=000000018003587D wglGetProcAddress("glStencilMaskSeparate")=0000000180035910 wglGetProcAddress("glAttachShader")=00000001800359A3 wglGetProcAddress("glBindAttribLocation")=0000000180035A36 wglGetProcAddress("glCompileShader")=0000000180035AC9 wglGetProcAddress("glCreateProgram")=0000000180035B5C wglGetProcAddress("glCreateShader")=0000000180035BEF wglGetProcAddress("glDeleteProgram")=0000000180035C82 wglGetProcAddress("glDeleteShader")=0000000180035D15 wglGetProcAddress("glDetachShader")=0000000180035DA8 wglGetProcAddress("glDisableVertexAttribArra...")=0000000180035E3B wglGetProcAddress("glEnableVertexAttribArray")=0000000180035ECE wglGetProcAddress("glGetActiveAttrib")=0000000180035F61 wglGetProcAddress("glGetActiveUniform")=0000000180035FF4 wglGetProcAddress("glGetAttachedShaders")=0000000180036087 wglGetProcAddress("glGetAttribLocation")=000000018003611A wglGetProcAddress("glGetProgramiv")=00000001800361AD wglGetProcAddress("glGetProgramInfoLog")=0000000180036240 wglGetProcAddress("glGetShaderiv")=00000001800362D3 wglGetProcAddress("glGetShaderInfoLog")=0000000180036366 wglGetProcAddress("glGetShaderSource")=00000001800363F9 wglGetProcAddress("glGetUniformLocation")=000000018003648C wglGetProcAddress("glGetUniformfv")=000000018003651F wglGetProcAddress("glGetUniformiv")=00000001800365B2 wglGetProcAddress("glGetVertexAttribdv")=0000000180036645 wglGetProcAddress("glGetVertexAttribfv")=00000001800366D8 wglGetProcAddress("glGetVertexAttribiv")=000000018003676B wglGetProcAddress("glGetVertexAttribPointerv")=00000001800367FE wglGetProcAddress("glIsProgram")=0000000180036891 wglGetProcAddress("glIsShader")=0000000180036924 wglGetProcAddress("glLinkProgram")=00000001800369B7 wglGetProcAddress("glShaderSource")=0000000180036A4A wglGetProcAddress("glUseProgram")=0000000180036ADD wglGetProcAddress("glUniform1f")=0000000180036B70 wglGetProcAddress("glUniform2f")=0000000180036C03 wglGetProcAddress("glUniform3f")=0000000180036C96 wglGetProcAddress("glUniform4f")=0000000180036D29 wglGetProcAddress("glUniform1i")=0000000180036DBC wglGetProcAddress("glUniform2i")=0000000180036E4F wglGetProcAddress("glUniform3i")=0000000180036EE2 wglGetProcAddress("glUniform4i")=0000000180036F75 wglGetProcAddress("glUniform1fv")=0000000180037008 wglGetProcAddress("glUniform2fv")=000000018003709B wglGetProcAddress("glUniform3fv")=000000018003712E wglGetProcAddress("glUniform4fv")=00000001800371C1 wglGetProcAddress("glUniform1iv")=0000000180037254 wglGetProcAddress("glUniform2iv")=00000001800372E7 wglGetProcAddress("glUniform3iv")=000000018003737A wglGetProcAddress("glUniform4iv")=000000018003740D wglGetProcAddress("glUniformMatrix2fv")=00000001800374A0 wglGetProcAddress("glUniformMatrix3fv")=0000000180037533 wglGetProcAddress("glUniformMatrix4fv")=00000001800375C6 wglGetProcAddress("glValidateProgram")=0000000180037659 wglGetProcAddress("glVertexAttrib1d")=00000001800376EC wglGetProcAddress("glVertexAttrib1dv")=000000018003777F wglGetProcAddress("glVertexAttrib1f")=0000000180037812 wglGetProcAddress("glVertexAttrib1fv")=00000001800378A5 wglGetProcAddress("glVertexAttrib1s")=0000000180037938 wglGetProcAddress("glVertexAttrib1sv")=00000001800379CB wglGetProcAddress("glVertexAttrib2d")=0000000180037A5E wglGetProcAddress("glVertexAttrib2dv")=0000000180037AF1 wglGetProcAddress("glVertexAttrib2f")=0000000180037B84 wglGetProcAddress("glVertexAttrib2fv")=0000000180037C17 wglGetProcAddress("glVertexAttrib2s")=0000000180037CAA wglGetProcAddress("glVertexAttrib2sv")=0000000180037D3D wglGetProcAddress("glVertexAttrib3d")=0000000180037DD0 wglGetProcAddress("glVertexAttrib3dv")=0000000180037E63 wglGetProcAddress("glVertexAttrib3f")=0000000180037EF6 wglGetProcAddress("glVertexAttrib3fv")=0000000180037F89 wglGetProcAddress("glVertexAttrib3s")=000000018003801C wglGetProcAddress("glVertexAttrib3sv")=00000001800380AF wglGetProcAddress("glVertexAttrib4Nbv")=0000000180038142 wglGetProcAddress("glVertexAttrib4Niv")=00000001800381D5 wglGetProcAddress("glVertexAttrib4Nsv")=0000000180038268 wglGetProcAddress("glVertexAttrib4Nub")=00000001800382FB wglGetProcAddress("glVertexAttrib4Nubv")=000000018003838E wglGetProcAddress("glVertexAttrib4Nuiv")=0000000180038421 wglGetProcAddress("glVertexAttrib4Nusv")=00000001800384B4 wglGetProcAddress("glVertexAttrib4bv")=0000000180038547 wglGetProcAddress("glVertexAttrib4d")=00000001800385DA wglGetProcAddress("glVertexAttrib4dv")=000000018003866D wglGetProcAddress("glVertexAttrib4f")=0000000180038700 wglGetProcAddress("glVertexAttrib4fv")=0000000180038793 wglGetProcAddress("glVertexAttrib4iv")=0000000180038826 wglGetProcAddress("glVertexAttrib4s")=00000001800388B9 wglGetProcAddress("glVertexAttrib4sv")=000000018003894C wglGetProcAddress("glVertexAttrib4ubv")=00000001800389DF wglGetProcAddress("glVertexAttrib4uiv")=0000000180038A72 wglGetProcAddress("glVertexAttrib4usv")=0000000180038B05 wglGetProcAddress("glVertexAttribPointer")=0000000180038B98 wglGetProcAddress("glUniformMatrix2x3fv")=0000000180038C2B wglGetProcAddress("glUniformMatrix3x2fv")=0000000180038CBE wglGetProcAddress("glUniformMatrix2x4fv")=0000000180038D51 wglGetProcAddress("glUniformMatrix4x2fv")=0000000180038DE4 wglGetProcAddress("glUniformMatrix3x4fv")=0000000180038E77 wglGetProcAddress("glUniformMatrix4x3fv")=0000000180038F0A wglGetProcAddress("glColorMaski")=0000000180038F9D wglGetProcAddress("glGetBooleani_v")=0000000180039030 wglGetProcAddress("glGetIntegeri_v")=00000001800390C3 wglGetProcAddress("glEnablei")=0000000180039156 wglGetProcAddress("glDisablei")=00000001800391E9 wglGetProcAddress("glIsEnabledi")=000000018003927C wglGetProcAddress("glBeginTransformFeedback")=000000018003930F wglGetProcAddress("glEndTransformFeedback")=00000001800393A2 wglGetProcAddress("glBindBufferRange")=0000000180039435 wglGetProcAddress("glBindBufferBase")=00000001800394C8 wglGetProcAddress("glTransformFeedbackVaryin...")=000000018003955B wglGetProcAddress("glGetTransformFeedbackVar...")=00000001800395EE wglGetProcAddress("glClampColor")=0000000180039681 wglGetProcAddress("glBeginConditionalRender")=0000000180039714 wglGetProcAddress("glEndConditionalRender")=00000001800397A7 wglGetProcAddress("glVertexAttribIPointer")=000000018003983A wglGetProcAddress("glGetVertexAttribIiv")=00000001800398CD wglGetProcAddress("glGetVertexAttribIuiv")=0000000180039960 wglGetProcAddress("glVertexAttribI1i")=00000001800399F3 wglGetProcAddress("glVertexAttribI2i")=0000000180039A86 wglGetProcAddress("glVertexAttribI3i")=0000000180039B19 wglGetProcAddress("glVertexAttribI4i")=0000000180039BAC wglGetProcAddress("glVertexAttribI1ui")=0000000180039C3F wglGetProcAddress("glVertexAttribI2ui")=0000000180039CD2 wglGetProcAddress("glVertexAttribI3ui")=0000000180039D65 wglGetProcAddress("glVertexAttribI4ui")=0000000180039DF8 wglGetProcAddress("glVertexAttribI1iv")=0000000180039E8B wglGetProcAddress("glVertexAttribI2iv")=0000000180039F1E wglGetProcAddress("glVertexAttribI3iv")=0000000180039FB1 wglGetProcAddress("glVertexAttribI4iv")=000000018003A044 wglGetProcAddress("glVertexAttribI1uiv")=000000018003A0D7 wglGetProcAddress("glVertexAttribI2uiv")=000000018003A16A wglGetProcAddress("glVertexAttribI3uiv")=000000018003A1FD wglGetProcAddress("glVertexAttribI4uiv")=000000018003A290 wglGetProcAddress("glVertexAttribI4bv")=000000018003A323 wglGetProcAddress("glVertexAttribI4sv")=000000018003A3B6 wglGetProcAddress("glVertexAttribI4ubv")=000000018003A449 wglGetProcAddress("glVertexAttribI4usv")=000000018003A4DC wglGetProcAddress("glGetUniformuiv")=000000018003A56F wglGetProcAddress("glBindFragDataLocation")=000000018003A602 wglGetProcAddress("glGetFragDataLocation")=000000018003A695 wglGetProcAddress("glUniform1ui")=000000018003A728 wglGetProcAddress("glUniform2ui")=000000018003A7BB wglGetProcAddress("glUniform3ui")=000000018003A84E wglGetProcAddress("glUniform4ui")=000000018003A8E1 wglGetProcAddress("glUniform1uiv")=000000018003A974 wglGetProcAddress("glUniform2uiv")=000000018003AA07 wglGetProcAddress("glUniform3uiv")=000000018003AA9A wglGetProcAddress("glUniform4uiv")=000000018003AB2D wglGetProcAddress("glTexParameterIiv")=000000018003ABC0 wglGetProcAddress("glTexParameterIuiv")=000000018003AC53 wglGetProcAddress("glGetTexParameterIiv")=000000018003ACE6 wglGetProcAddress("glGetTexParameterIuiv")=000000018003AD79 wglGetProcAddress("glClearBufferiv")=000000018003AE0C wglGetProcAddress("glClearBufferuiv")=000000018003AE9F wglGetProcAddress("glClearBufferfv")=000000018003AF32 wglGetProcAddress("glClearBufferfi")=000000018003AFC5 wglGetProcAddress("glGetStringi")=000000018003B058 wglGetProcAddress("glIsRenderbuffer")=000000018003B0EB wglGetProcAddress("glBindRenderbuffer")=000000018003B17E wglGetProcAddress("glDeleteRenderbuffers")=000000018003B211 wglGetProcAddress("glGenRenderbuffers")=000000018003B2A4 wglGetProcAddress("glRenderbufferStorage")=000000018003B337 wglGetProcAddress("glGetRenderbufferParamete...")=000000018003B3CA wglGetProcAddress("glIsFramebuffer")=000000018003B45D wglGetProcAddress("glBindFramebuffer")=000000018003B4F0 wglGetProcAddress("glDeleteFramebuffers")=000000018003B583 wglGetProcAddress("glGenFramebuffers")=000000018003B616 wglGetProcAddress("glCheckFramebufferStatus")=000000018003B6A9 wglGetProcAddress("glFramebufferTexture1D")=000000018003B73C wglGetProcAddress("glFramebufferTexture2D")=000000018003B7CF wglGetProcAddress("glFramebufferTexture3D")=000000018003B862 wglGetProcAddress("glFramebufferRenderbuffer")=000000018003B8F5 wglGetProcAddress("glGetFramebufferAttachmen...")=000000018003B988 wglGetProcAddress("glGenerateMipmap")=000000018003BA1B wglGetProcAddress("glBlitFramebuffer")=000000018003BAAE wglGetProcAddress("glRenderbufferStorageMult...")=000000018003BB41 wglGetProcAddress("glFramebufferTextureLayer")=000000018003BBD4 wglGetProcAddress("glMapBufferRange")=000000018003BC67 wglGetProcAddress("glFlushMappedBufferRange")=000000018003BCFA wglGetProcAddress("glBindVertexArray")=000000018003BD8D wglGetProcAddress("glDeleteVertexArrays")=000000018003BE20 wglGetProcAddress("glGenVertexArrays")=000000018003BEB3 wglGetProcAddress("glIsVertexArray")=000000018003BF46 wglGetProcAddress("glDrawArraysInstanced")=000000018003BFD9 wglGetProcAddress("glDrawElementsInstanced")=000000018003C06C wglGetProcAddress("glTexBuffer")=000000018003C0FF wglGetProcAddress("glPrimitiveRestartIndex")=000000018003C192 wglGetProcAddress("glCopyBufferSubData")=000000018003C225 wglGetProcAddress("glGetUniformIndices")=000000018003C2B8 wglGetProcAddress("glGetActiveUniformsiv")=000000018003C34B wglGetProcAddress("glGetActiveUniformName")=000000018003C3DE wglGetProcAddress("glGetUniformBlockIndex")=000000018003C471 wglGetProcAddress("glGetActiveUniformBlockiv")=000000018003C504 wglGetProcAddress("glGetActiveUniformBlockNa...")=000000018003C597 wglGetProcAddress("glUniformBlockBinding")=000000018003C62A wglGetProcAddress("glBindBufferRange")=0000000180039435 wglGetProcAddress("glBindBufferBase")=00000001800394C8 wglGetProcAddress("glGetIntegeri_v")=00000001800390C3 wglGetProcAddress("glDrawElementsBaseVertex")=000000018003C6BD wglGetProcAddress("glDrawRangeElementsBaseVe...")=000000018003C750 wglGetProcAddress("glDrawElementsInstancedBa...")=000000018003C7E3 wglGetProcAddress("glMultiDrawElementsBaseVe...")=000000018003C876 wglGetProcAddress("glProvokingVertex")=000000018003C909 wglGetProcAddress("glFenceSync")=000000018003C99C wglGetProcAddress("glIsSync")=000000018003CA2F wglGetProcAddress("glDeleteSync")=000000018003CAC2 wglGetProcAddress("glClientWaitSync")=000000018003CB55 wglGetProcAddress("glWaitSync")=000000018003CBE8 wglGetProcAddress("glGetInteger64v")=000000018003CC7B wglGetProcAddress("glGetSynciv")=000000018003CD0E wglGetProcAddress("glGetInteger64i_v")=000000018003CDA1 wglGetProcAddress("glGetBufferParameteri64v")=000000018003CE34 wglGetProcAddress("glFramebufferTexture")=000000018003CEC7 wglGetProcAddress("glTexImage2DMultisample")=000000018003CF5A wglGetProcAddress("glTexImage3DMultisample")=000000018003CFED wglGetProcAddress("glGetMultisamplefv")=000000018003D080 wglGetProcAddress("glSampleMaski")=000000018003D113 wglGetProcAddress("glBindFragDataLocationInd...")=000000018003D1A6 wglGetProcAddress("glGetFragDataIndex")=000000018003D239 wglGetProcAddress("glGenSamplers")=000000018003D2CC wglGetProcAddress("glDeleteSamplers")=000000018003D35F wglGetProcAddress("glIsSampler")=000000018003D3F2 wglGetProcAddress("glBindSampler")=000000018003D485 wglGetProcAddress("glSamplerParameteri")=000000018003D518 wglGetProcAddress("glSamplerParameteriv")=000000018003D5AB wglGetProcAddress("glSamplerParameterf")=000000018003D63E wglGetProcAddress("glSamplerParameterfv")=000000018003D6D1 wglGetProcAddress("glSamplerParameterIiv")=000000018003D764 wglGetProcAddress("glSamplerParameterIuiv")=000000018003D7F7 wglGetProcAddress("glGetSamplerParameteriv")=000000018003D88A wglGetProcAddress("glGetSamplerParameterIiv")=000000018003D91D wglGetProcAddress("glGetSamplerParameterfv")=000000018003D9B0 wglGetProcAddress("glGetSamplerParameterIuiv")=000000018003DA43 wglGetProcAddress("glQueryCounter")=000000018003DAD6 wglGetProcAddress("glGetQueryObjecti64v")=000000018003DB69 wglGetProcAddress("glGetQueryObjectui64v")=000000018003DBFC wglGetProcAddress("glVertexAttribDivisor")=000000018003DC8F wglGetProcAddress("glVertexAttribP1ui")=000000018003DD22 wglGetProcAddress("glVertexAttribP1uiv")=000000018003DDB5 wglGetProcAddress("glVertexAttribP2ui")=000000018003DE48 wglGetProcAddress("glVertexAttribP2uiv")=000000018003DEDB wglGetProcAddress("glVertexAttribP3ui")=000000018003DF6E wglGetProcAddress("glVertexAttribP3uiv")=000000018003E001 wglGetProcAddress("glVertexAttribP4ui")=000000018003E094 wglGetProcAddress("glVertexAttribP4uiv")=000000018003E127 wglGetProcAddress("glMinSampleShading")=000000018003E1BA wglGetProcAddress("glBlendEquationi")=000000018003E24D wglGetProcAddress("glBlendEquationSeparatei")=000000018003E2E0 wglGetProcAddress("glBlendFunci")=000000018003E373 wglGetProcAddress("glBlendFuncSeparatei")=000000018003E406 wglGetProcAddress("glDrawArraysIndirect")=000000018003E499 wglGetProcAddress("glDrawElementsIndirect")=000000018003E52C wglGetProcAddress("glUniform1d")=000000018003E5BF wglGetProcAddress("glUniform2d")=000000018003E652 wglGetProcAddress("glUniform3d")=000000018003E6E5 wglGetProcAddress("glUniform4d")=000000018003E778 wglGetProcAddress("glUniform1dv")=000000018003E80B wglGetProcAddress("glUniform2dv")=000000018003E89E wglGetProcAddress("glUniform3dv")=000000018003E931 wglGetProcAddress("glUniform4dv")=000000018003E9C4 wglGetProcAddress("glUniformMatrix2dv")=000000018003EA57 wglGetProcAddress("glUniformMatrix3dv")=000000018003EAEA wglGetProcAddress("glUniformMatrix4dv")=000000018003EB7D wglGetProcAddress("glUniformMatrix2x3dv")=000000018003EC10 wglGetProcAddress("glUniformMatrix2x4dv")=000000018003ECA3 wglGetProcAddress("glUniformMatrix3x2dv")=000000018003ED36 wglGetProcAddress("glUniformMatrix3x4dv")=000000018003EDC9 wglGetProcAddress("glUniformMatrix4x2dv")=000000018003EE5C wglGetProcAddress("glUniformMatrix4x3dv")=000000018003EEEF wglGetProcAddress("glGetUniformdv")=000000018003EF82 wglGetProcAddress("glGetSubroutineUniformLoc...")=000000018003F015 wglGetProcAddress("glGetSubroutineIndex")=000000018003F0A8 wglGetProcAddress("glGetActiveSubroutineUnif...")=000000018003F13B wglGetProcAddress("glGetActiveSubroutineUnif...")=000000018003F1CE wglGetProcAddress("glGetActiveSubroutineName")=000000018003F261 wglGetProcAddress("glUniformSubroutinesuiv")=000000018003F2F4 wglGetProcAddress("glGetUniformSubroutineuiv")=000000018003F387 wglGetProcAddress("glGetProgramStageiv")=000000018003F41A wglGetProcAddress("glPatchParameteri")=000000018003F4AD wglGetProcAddress("glPatchParameterfv")=000000018003F540 wglGetProcAddress("glBindTransformFeedback")=000000018003F5D3 wglGetProcAddress("glDeleteTransformFeedback...")=000000018003F666 wglGetProcAddress("glGenTransformFeedbacks")=000000018003F6F9 wglGetProcAddress("glIsTransformFeedback")=000000018003F78C wglGetProcAddress("glPauseTransformFeedback")=000000018003F81F wglGetProcAddress("glResumeTransformFeedback")=000000018003F8B2 wglGetProcAddress("glDrawTransformFeedback")=000000018003F945 wglGetProcAddress("glDrawTransformFeedbackSt...")=000000018003F9D8 wglGetProcAddress("glBeginQueryIndexed")=000000018003FA6B wglGetProcAddress("glEndQueryIndexed")=000000018003FAFE wglGetProcAddress("glGetQueryIndexediv")=000000018003FB91 wglGetProcAddress("glReleaseShaderCompiler")=000000018003FC24 wglGetProcAddress("glShaderBinary")=000000018003FCB7 wglGetProcAddress("glGetShaderPrecisionForma...")=000000018003FD4A wglGetProcAddress("glDepthRangef")=000000018003FDDD wglGetProcAddress("glClearDepthf")=000000018003FE70 wglGetProcAddress("glGetProgramBinary")=000000018003FF03 wglGetProcAddress("glProgramBinary")=000000018003FF96 wglGetProcAddress("glProgramParameteri")=0000000180040029 wglGetProcAddress("glUseProgramStages")=00000001800400BC wglGetProcAddress("glActiveShaderProgram")=000000018004014F wglGetProcAddress("glCreateShaderProgramv")=00000001800401E2 wglGetProcAddress("glBindProgramPipeline")=0000000180040275 wglGetProcAddress("glDeleteProgramPipelines")=0000000180040308 wglGetProcAddress("glGenProgramPipelines")=000000018004039B wglGetProcAddress("glIsProgramPipeline")=000000018004042E wglGetProcAddress("glGetProgramPipelineiv")=00000001800404C1 wglGetProcAddress("glProgramParameteri")=0000000180040029 wglGetProcAddress("glProgramUniform1i")=0000000180040554 wglGetProcAddress("glProgramUniform1iv")=00000001800405E7 wglGetProcAddress("glProgramUniform1f")=000000018004067A wglGetProcAddress("glProgramUniform1fv")=000000018004070D wglGetProcAddress("glProgramUniform1d")=00000001800407A0 wglGetProcAddress("glProgramUniform1dv")=0000000180040833 wglGetProcAddress("glProgramUniform1ui")=00000001800408C6 wglGetProcAddress("glProgramUniform1uiv")=0000000180040959 wglGetProcAddress("glProgramUniform2i")=00000001800409EC wglGetProcAddress("glProgramUniform2iv")=0000000180040A7F wglGetProcAddress("glProgramUniform2f")=0000000180040B12 wglGetProcAddress("glProgramUniform2fv")=0000000180040BA5 wglGetProcAddress("glProgramUniform2d")=0000000180040C38 wglGetProcAddress("glProgramUniform2dv")=0000000180040CCB wglGetProcAddress("glProgramUniform2ui")=0000000180040D5E wglGetProcAddress("glProgramUniform2uiv")=0000000180040DF1 wglGetProcAddress("glProgramUniform3i")=0000000180040E84 wglGetProcAddress("glProgramUniform3iv")=0000000180040F17 wglGetProcAddress("glProgramUniform3f")=0000000180040FAA wglGetProcAddress("glProgramUniform3fv")=000000018004103D wglGetProcAddress("glProgramUniform3d")=00000001800410D0 wglGetProcAddress("glProgramUniform3dv")=0000000180041163 wglGetProcAddress("glProgramUniform3ui")=00000001800411F6 wglGetProcAddress("glProgramUniform3uiv")=0000000180041289 wglGetProcAddress("glProgramUniform4i")=000000018004131C wglGetProcAddress("glProgramUniform4iv")=00000001800413AF wglGetProcAddress("glProgramUniform4f")=0000000180041442 wglGetProcAddress("glProgramUniform4fv")=00000001800414D5 wglGetProcAddress("glProgramUniform4d")=0000000180041568 wglGetProcAddress("glProgramUniform4dv")=00000001800415FB wglGetProcAddress("glProgramUniform4ui")=000000018004168E wglGetProcAddress("glProgramUniform4uiv")=0000000180041721 wglGetProcAddress("glProgramUniformMatrix2fv")=00000001800417B4 wglGetProcAddress("glProgramUniformMatrix3fv")=0000000180041847 wglGetProcAddress("glProgramUniformMatrix4fv")=00000001800418DA wglGetProcAddress("glProgramUniformMatrix2dv")=000000018004196D wglGetProcAddress("glProgramUniformMatrix3dv")=0000000180041A00 wglGetProcAddress("glProgramUniformMatrix4dv")=0000000180041A93 wglGetProcAddress("glProgramUniformMatrix2x3...")=0000000180041B26 wglGetProcAddress("glProgramUniformMatrix3x2...")=0000000180041BB9 wglGetProcAddress("glProgramUniformMatrix2x4...")=0000000180041C4C wglGetProcAddress("glProgramUniformMatrix4x2...")=0000000180041CDF wglGetProcAddress("glProgramUniformMatrix3x4...")=0000000180041D72 wglGetProcAddress("glProgramUniformMatrix4x3...")=0000000180041E05 wglGetProcAddress("glProgramUniformMatrix2x3...")=0000000180041E98 wglGetProcAddress("glProgramUniformMatrix3x2...")=0000000180041F2B wglGetProcAddress("glProgramUniformMatrix2x4...")=0000000180041FBE wglGetProcAddress("glProgramUniformMatrix4x2...")=0000000180042051 wglGetProcAddress("glProgramUniformMatrix3x4...")=00000001800420E4 wglGetProcAddress("glProgramUniformMatrix4x3...")=0000000180042177 wglGetProcAddress("glValidateProgramPipeline")=000000018004220A wglGetProcAddress("glGetProgramPipelineInfoL...")=000000018004229D wglGetProcAddress("glVertexAttribL1d")=0000000180042330 wglGetProcAddress("glVertexAttribL2d")=00000001800423C3 wglGetProcAddress("glVertexAttribL3d")=0000000180042456 wglGetProcAddress("glVertexAttribL4d")=00000001800424E9 wglGetProcAddress("glVertexAttribL1dv")=000000018004257C wglGetProcAddress("glVertexAttribL2dv")=000000018004260F wglGetProcAddress("glVertexAttribL3dv")=00000001800426A2 wglGetProcAddress("glVertexAttribL4dv")=0000000180042735 wglGetProcAddress("glVertexAttribLPointer")=00000001800427C8 wglGetProcAddress("glGetVertexAttribLdv")=000000018004285B wglGetProcAddress("glViewportArrayv")=00000001800428EE wglGetProcAddress("glViewportIndexedf")=0000000180042981 wglGetProcAddress("glViewportIndexedfv")=0000000180042A14 wglGetProcAddress("glScissorArrayv")=0000000180042AA7 wglGetProcAddress("glScissorIndexed")=0000000180042B3A wglGetProcAddress("glScissorIndexedv")=0000000180042BCD wglGetProcAddress("glDepthRangeArrayv")=0000000180042C60 wglGetProcAddress("glDepthRangeIndexed")=0000000180042CF3 wglGetProcAddress("glGetFloati_v")=0000000180042D86 wglGetProcAddress("glGetDoublei_v")=0000000180042E19 wglGetProcAddress("glDrawArraysInstancedBase...")=0000000180042EAC wglGetProcAddress("glDrawElementsInstancedBa...")=0000000180042F3F wglGetProcAddress("glDrawElementsInstancedBa...")=0000000180042FD2 wglGetProcAddress("glGetInternalformativ")=0000000180043065 wglGetProcAddress("glGetActiveAtomicCounterB...")=00000001800430F8 wglGetProcAddress("glBindImageTexture")=000000018004318B wglGetProcAddress("glMemoryBarrier")=000000018004321E wglGetProcAddress("glTexStorage1D")=00000001800432B1 wglGetProcAddress("glTexStorage2D")=0000000180043344 wglGetProcAddress("glTexStorage3D")=00000001800433D7 wglGetProcAddress("glDrawTransformFeedbackIn...")=000000018004346A wglGetProcAddress("glDrawTransformFeedbackSt...")=00000001800434FD wglGetProcAddress("glClearBufferData")=0000000180043590 wglGetProcAddress("glClearBufferSubData")=0000000180043623 wglGetProcAddress("glDispatchCompute")=00000001800436B6 wglGetProcAddress("glDispatchComputeIndirect")=0000000180043749 wglGetProcAddress("glCopyImageSubData")=00000001800437DC wglGetProcAddress("glFramebufferParameteri")=000000018004386F wglGetProcAddress("glGetFramebufferParameter...")=0000000180043902 wglGetProcAddress("glGetInternalformati64v")=0000000180043995 wglGetProcAddress("glInvalidateTexSubImage")=0000000180043A28 wglGetProcAddress("glInvalidateTexImage")=0000000180043ABB wglGetProcAddress("glInvalidateBufferSubData")=0000000180043B4E wglGetProcAddress("glInvalidateBufferData")=0000000180043BE1 wglGetProcAddress("glInvalidateFramebuffer")=0000000180043C74 wglGetProcAddress("glInvalidateSubFramebuffe...")=0000000180043D07 wglGetProcAddress("glMultiDrawArraysIndirect")=0000000180043D9A wglGetProcAddress("glMultiDrawElementsIndire...")=0000000180043E2D wglGetProcAddress("glGetProgramInterfaceiv")=0000000180043EC0 wglGetProcAddress("glGetProgramResourceIndex")=0000000180043F53 wglGetProcAddress("glGetProgramResourceName")=0000000180043FE6 wglGetProcAddress("glGetProgramResourceiv")=0000000180044079 wglGetProcAddress("glGetProgramResourceLocat...")=000000018004410C wglGetProcAddress("glGetProgramResourceLocat...")=000000018004419F wglGetProcAddress("glShaderStorageBlockBindi...")=0000000180044232 wglGetProcAddress("glTexBufferRange")=00000001800442C5 wglGetProcAddress("glTexStorage2DMultisample")=0000000180044358 wglGetProcAddress("glTexStorage3DMultisample")=00000001800443EB wglGetProcAddress("glTextureView")=000000018004447E wglGetProcAddress("glBindVertexBuffer")=0000000180044511 wglGetProcAddress("glVertexAttribFormat")=00000001800445A4 wglGetProcAddress("glVertexAttribIFormat")=0000000180044637 wglGetProcAddress("glVertexAttribLFormat")=00000001800446CA wglGetProcAddress("glVertexAttribBinding")=000000018004475D wglGetProcAddress("glVertexBindingDivisor")=00000001800447F0 wglGetProcAddress("glDebugMessageControl")=0000000180044883 wglGetProcAddress("glDebugMessageInsert")=0000000180044916 wglGetProcAddress("glDebugMessageCallback")=00000001800449A9 wglGetProcAddress("glGetDebugMessageLog")=0000000180044A3C wglGetProcAddress("glPushDebugGroup")=0000000180044ACF wglGetProcAddress("glPopDebugGroup")=0000000180044B62 wglGetProcAddress("glObjectLabel")=0000000180044BF5 wglGetProcAddress("glGetObjectLabel")=0000000180044C88 wglGetProcAddress("glObjectPtrLabel")=0000000180044D1B wglGetProcAddress("glGetObjectPtrLabel")=0000000180044DAE wglGetProcAddress("glGetPointerv")=00000001800167A0 wglMakeCurrent(FFFFFFFFB5010E0E,0000000000010002)=true Time= 88us glGenVertexArrays(1,000002C9265EBA88) glBindVertexArray(1) glCreateShader(GL_COMPUTE_SHADER)=14 glCreateProgram()=15 glShaderSource(14,3,000000C97011F2B0,0000000000000000) Time= 36us glCompileShader(14) Time= 980us glGetShaderiv(14,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(15,14) glLinkProgram(15) Time= 7415us glGetProgramiv(15,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=16 glCreateProgram()=17 glShaderSource(16,3,000000C97011F2B0,0000000000000000) Time= 106us glCompileShader(16) Time= 3364us glGetShaderiv(16,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(17,16) glLinkProgram(17) Time= 389556us glGetProgramiv(17,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=18 glCreateProgram()=19 glShaderSource(18,3,000000C97011F2B0,0000000000000000) Time= 36us glCompileShader(18) Time= 588us glGetShaderiv(18,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(19,18) glLinkProgram(19) Time= 6877us glGetProgramiv(19,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=20 glCreateProgram()=21 glShaderSource(20,3,000000C97011F2B0,0000000000000000) Time= 40us glCompileShader(20) Time= 808us glGetShaderiv(20,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(21,20) glLinkProgram(21) Time= 14776us glGetProgramiv(21,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_COMPUTE_SHADER)=22 glCreateProgram()=23 glShaderSource(22,3,000000C97011F2B0,0000000000000000) Time= 55us glCompileShader(22) Time= 1243us glGetShaderiv(22,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(23,22) glLinkProgram(23) Time= 118352us glGetProgramiv(23,GL_LINK_STATUS,000000C97011F43C) glCreateShader(GL_VERTEX_SHADER)=24 glCreateShader(GL_FRAGMENT_SHADER)=25 glCreateProgram()=26 glShaderSource(24,3,000000C97011F2B0,0000000000000000) Time= 26us glCompileShader(24) Time= 525us glGetShaderiv(24,GL_COMPILE_STATUS,000000C97011F2A0) glShaderSource(25,3,000000C97011F2B0,0000000000000000) Time= 24us glCompileShader(25) Time= 502us glGetShaderiv(25,GL_COMPILE_STATUS,000000C97011F2A0) glAttachShader(26,24) glAttachShader(26,25) glLinkProgram(26) Time= 10148us glGetProgramiv(26,GL_LINK_STATUS,000000C97011F440) glGetError()=GL_NO_ERROR glGenTextures(1,000002C9265EBAA4) glBindTexture(GL_TEXTURE_2D,2) glTexStorage2D(GL_TEXTURE_2D,1,GL_RGBA8,1393,1003) Time= 111us glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) glGenBuffers(1,000002C9265EBAD4) glBindBuffer(GL_ARRAY_BUFFER,12) glGenBuffers(1,000002C9265EBAAC) glBindBuffer(GL_SHADER_STORAGE_BUFFER,13) glBufferData(GL_SHADER_STORAGE_BUFFER,469762048,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAB0) glBindBuffer(GL_SHADER_STORAGE_BUFFER,14) glBufferData(GL_SHADER_STORAGE_BUFFER,201326592,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAB4) glBindBuffer(GL_SHADER_STORAGE_BUFFER,15) glBufferData(GL_SHADER_STORAGE_BUFFER,503316480,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAB8) glBindBuffer(GL_SHADER_STORAGE_BUFFER,16) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBABC) glBindBuffer(GL_SHADER_STORAGE_BUFFER,17) glBufferData(GL_SHADER_STORAGE_BUFFER,134217728,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAC0) glBindBuffer(GL_SHADER_STORAGE_BUFFER,18) glBufferData(GL_SHADER_STORAGE_BUFFER,50331648,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAC4) glBindBuffer(GL_SHADER_STORAGE_BUFFER,19) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAC8) glBindBuffer(GL_SHADER_STORAGE_BUFFER,20) glBufferData(GL_SHADER_STORAGE_BUFFER,83886080,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBACC) glBindBuffer(GL_SHADER_STORAGE_BUFFER,21) glBufferData(GL_SHADER_STORAGE_BUFFER,4,0000000000000000,GL_DYNAMIC_COPY) glGenBuffers(1,000002C9265EBAD0) glBindBuffer(GL_SHADER_STORAGE_BUFFER,22) glBufferData(GL_SHADER_STORAGE_BUFFER,22176,0000000000000000,GL_DYNAMIC_COPY) wglSwapIntervalEXT(0)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 274us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFFB5010E0E,0000000000010002)=true Time= 110584us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,13) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA43186040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,14) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA5F190040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,16) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,19) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,21) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,18) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,20) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,18) glUseProgram(21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,22) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(23) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,22) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,2,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(26) glBindBuffer(GL_ARRAY_BUFFER,12) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,2) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=26 Textures[ (0,2) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFFB5010E0E)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 102687us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFFB5010E0E,0000000000010002)=true Time= 43847us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,13) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA43186040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,14) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA5F190040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,16) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,19) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,21) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,18) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,20) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,18) glUseProgram(21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,22) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(23) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,22) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,2,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(26) glBindBuffer(GL_ARRAY_BUFFER,12) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,2) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=26 Textures[ (0,2) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFFB5010E0E)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 43284us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFFB5010E0E,0000000000010002)=true Time= 45352us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,0.000000,0.000000,0.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,13) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA43186040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,14) glBufferData(GL_SHADER_STORAGE_BUFFER,0,000002CA5F190040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,16) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,19) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,21) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C97011F200,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C97011F1F0) glUseProgram(15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,18) glUniform1i(0,16) glUniform1f(1,1.750000) glUseProgram(17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,20) glUniform1f(0,1.750000) glUniform1ui(1,16) glUseProgram(19) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,18) glUseProgram(21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,17) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,18) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,21) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,22) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,0) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(23) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,13) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,16) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,15) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,20) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,22) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,2,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(26) glBindBuffer(GL_ARRAY_BUFFER,12) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,2) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=26 Textures[ (0,2) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFFB5010E0E)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 406us glGenTextures(1,000002C92552C8C8) glBindTexture(GL_TEXTURE_2D,3) glTexStorage2D(GL_TEXTURE_2D,1,GL_RGBA8,512,512) Time= 120us glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) glBindTexture(GL_TEXTURE_2D,3) glTexSubImage2D(GL_TEXTURE_2D,0,0,0,512,512,GL_RGBA,GL_UNSIGNED_BYTE,000002CB72F10038) Time= 7698us glGenTextures(1,000002C92552C5C8) glBindTexture(GL_TEXTURE_2D,4) glTexStorage2D(GL_TEXTURE_2D,1,GL_RGBA8,800,160) Time= 125us glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) glBindTexture(GL_TEXTURE_2D,4) glTexSubImage2D(GL_TEXTURE_2D,0,0,0,800,160,GL_RGBA,GL_UNSIGNED_BYTE,000002CB72D70038) Time= 945us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 826us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 187us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,56928,000002C99A65B040,GL_STREAM_DRAW) Time= 281us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,56928) glDispatchCompute(1186,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 20us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 62684us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 78us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,58944,000002C99A65B040,GL_STREAM_DRAW) Time= 597us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,58944) glDispatchCompute(1228,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 201734us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 157us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) Time= 21us glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,59616,000002C99A65B040,GL_STREAM_DRAW) Time= 2340us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,59616) glDispatchCompute(1242,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 23us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 84972us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 76us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,57696,000002C99A65B040,GL_STREAM_DRAW) Time= 1430us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,57696) glDispatchCompute(1202,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 22us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 207061us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 163us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,58560,000002C99A65B040,GL_STREAM_DRAW) Time= 305us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,58560) glDispatchCompute(1220,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 21us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 49483us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 68us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,58848,000002C99A65B040,GL_STREAM_DRAW) Time= 248us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,58848) glDispatchCompute(1226,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 20us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 173227us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 64us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,57024,000002C99A65B040,GL_STREAM_DRAW) Time= 1430us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,57024) glDispatchCompute(1188,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 52710us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 111us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,59136,000002C99A65B040,GL_STREAM_DRAW) Time= 404us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,59136) glDispatchCompute(1232,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 77us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 204814us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 60us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,58656,000002C99A65B040,GL_STREAM_DRAW) Time= 1436us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,58656) glDispatchCompute(1222,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 59198us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 63us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) Time= 22us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,58272,000002C99A65B040,GL_STREAM_DRAW) Time= 435us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,58272) glDispatchCompute(1214,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 186406us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 137us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,57600,000002C99A65B040,GL_STREAM_DRAW) Time= 258us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,57600) glDispatchCompute(1200,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 34788us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 67us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,59616,000002C99A65B040,GL_STREAM_DRAW) Time= 312us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,59616) glDispatchCompute(1242,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 184us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 208724us wglMakeCurrent(FFFFFFFF85010CE9,0000000000010001)=true Time= 60us glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.000000,1.000000,1.000000,1.000000) glClear(GL_COLOR_BUFFER_BIT) glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,4) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,4) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,192,000002C99A65B040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,192) glDispatchCompute(4,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,0) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D,3) glUniform1ui(2,1) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR glBindBuffer(GL_SHADER_STORAGE_BUFFER,2) glBufferData(GL_SHADER_STORAGE_BUFFER,112,000002C97E643040,GL_STREAM_DRAW) glBindBuffer(GL_SHADER_STORAGE_BUFFER,3) glBufferData(GL_SHADER_STORAGE_BUFFER,60288,000002C99A65B040,GL_STREAM_DRAW) Time= 394us glBindBuffer(GL_SHADER_STORAGE_BUFFER,5) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,8) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glBindBuffer(GL_SHADER_STORAGE_BUFFER,10) glBufferData(GL_SHADER_STORAGE_BUFFER,4,000000C970CF9290,GL_DYNAMIC_COPY) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT,0,000000C970CF9280) glUseProgram(2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,7) glUniform1i(0,16) glUniform1f(1,1.750000) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,2,0,112) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,1,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,6,9) glUniform1f(0,1.750000) glUniform1ui(1,16) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,3,0,60288) glDispatchCompute(1256,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,7) glBindBufferRange(GL_SHADER_STORAGE_BUFFER,0,6,0,32) glDispatchCompute(1,1,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(8) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,6) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,7) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,5,11) glUniform1i(0,16) glUniform1f(1,1.750000) glUniform1i(2,1) glUniform1i(3,1) glDispatchCompute(88,63,1) glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) glUseProgram(10) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0,2) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,1,5) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,2,4) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,3,9) glBindBufferBase(GL_SHADER_STORAGE_BUFFER,4,11) glUniform1f(0,1.750000) glUniform1i(1,8) glBindImageTexture(0,1,0,false,0,GL_WRITE_ONLY,GL_RGBA8) glUniform1ui(2,0) glDispatchCompute(88,63,1) glUseProgram(13) glBindBuffer(GL_ARRAY_BUFFER,1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D,1) glUniform1i(0,0) glDrawArrays(GL_TRIANGLES,0,6) GLSL=13 Textures[ (0,1) (1,3) ] glGetError()=GL_NO_ERROR wglSwapBuffers(FFFFFFFF85010CE9)=true Time= 21us wglGetCurrentContext()=0000000000010002 wglDeleteContext(0000000000010001)=true Time= 110486us wglGetCurrentContext()=0000000000010002 wglMakeCurrent(0000000000000000,0000000000000000)=true Time= 11232us wglDeleteContext(0000000000010002)=true Time= 28851us