Recent logs - FIFA 14 - Es

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Game title Version Latest Report Message
FIFA 14 - Es v1.17.1 2024-04-23 Unknown GetPointerWrite ffff0033 PC 08ae6d38 LR 08ae6d60
FIFA 14 - Es v1.17.1 2024-04-21 Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59aec
FIFA 14 - Es v1.10.3 2024-04-14 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0895ad74
FIFA 14 - Es v1.6.3 2024-03-21 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000008e Tex TClamp TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform vec4 u_texclamp; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec2 fixedcoord = vec2(mod(v_texcoord.x, u_texclamp.x), mod(v_texcoord.y, u_texclamp.y)); vec4 t = texture(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb, p.a); fragColor0 = v; } vs: 00000000:0000001a THR C Tex #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; gl_Position = u_proj_through * vec4(position.xyz, 1.0); }
FIFA 14 - Es v1.17.1 2024-03-03 Unknown GetPointerWrite 00000014 PC 08ae6c70 LR 08ae6c9c
FIFA 14 - Es v1.10.2 2024-02-29 Unknown GetPointer 00000000 PC 08b00d30 LR 08b00d30
FIFA 14 - Es v1.6.3 2024-02-01 Error in shader program link: info: Link failed because of missing vertex shader. fs: 00000000:0000d002 Tex TFuncMod AlphaTest > #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; in vec4 v_color0; in mediump vec3 v_texcoord; inout vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a); float aResult = texture(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; fragColor0 = v; } vs: 00000000:00000918 HWX C T Tex #version 300 es precision highp float; in vec3 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; out lowp vec4 v_color0; out mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0); vec4 viewPos = u_view * vec4(worldpos, 1.0); gl_Position = u_proj * viewPos; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); }
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147569052
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147557848
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=09564440, pos=1, access=1, data=2, text=2
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=08d853c4, pos=1, access=1, data=1, text=1
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 167508272
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 149087756
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145670968
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 151001840
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 900
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146383100
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 148444536
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=0000a018, pos=0, access=1, data=1, text=1
FIFA 14 - Es v1.10.2 2024-01-26 sceKernelLoadModule: unsupported options size=00000014, flags=08dd5138, pos=0, access=1, data=2, text=2
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 41080000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 43310000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 432b0000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 42c20000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 43880000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 43f00000
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 005fd6fe
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 WriteToHardware: Invalid address deae2eef near PC 0802e900 LR eadbeef0
FIFA 14 - Es v1.16.6-766-g8aa44b7e1 2024-01-18 MIPSCompileOp: Invalid instruction 0000009f
FIFA 14 - Es v1.16.6 2023-12-02 Error in shader compilation: info: Compile failed. 00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest > #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d402 Tex TexAlpha TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; }
FIFA 14 - Es v1.16.6 2023-12-02 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } dif
FIFA 14 - Es v1.16.6 2023-12-02 Error in shader compilation: info: Compile failed. 001c1a96:0500d422 Tex TexAlpha Double WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 001c1a96:0500d422 Tex TexAlpha Double WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > uniform sampler2D tex; uniform sampler2D fbotex; uniform vec3 u_blendFixA; uniform uint u_alphacolorref; uniform uint u_alphacolormask; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8R(v32); }
FIFA 14 - Es v1.16.6 2023-12-02 Error in shader compilation: info: Compile failed. 00180000:0000d422 Tex TexAlpha Double TFuncMod AlphaTest > #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d422 Tex TexAlpha Double TFuncMod AlphaTest > uniform sampler2D tex; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; }
FIFA 14 - Es v1.16.6 2023-11-04 Unknown GetPointer 00000000 PC 0884d7b4 LR 0884d7d4
FIFA 14 - Es v1.16.6 2024-03-17 Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d1c in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d18 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d14 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d10 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d0c in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d08 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 063b2e90
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d04 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 Branch in Jump delay slot at 093a0d00 in block starting at 093a0594
FIFA 14 - Es v1.16.6 2023-10-15 MIPSCompileOp: Invalid instruction 0021f338
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d14 in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d10 in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d0c in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 06368630
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d08 in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 063e38c0
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d04 in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 04e83880
FIFA 14 - Es v1.16.6 2023-10-13 Branch in Jump delay slot at 093a0d00 in block starting at 0939ff34
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 06475980
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 04e82b40
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 04e82700
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 04e822c0
FIFA 14 - Es v1.16.6 2023-10-15 Jump to invalid address: 04e81e80
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e81a40
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e81600
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e811c0
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e80d80
FIFA 14 - Es v1.16.6 2023-10-13 MIPSCompileOp: Invalid instruction 000051f8
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e80940
FIFA 14 - Es v1.16.6 2023-10-13 Jump to invalid address: 04e80500
FIFA 14 - Es v1.16.3 2023-09-30 Unknown GetPointerWrite 00000001 PC 08dec250 LR 08dec264
FIFA 14 - Es v1.15.3 2023-09-23 Error in shader compilation: info: Compile failed. WARNING: 0:64: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:68: 'function_call_constructor@uint_uint@33' : used without being initialised WARNING: 0:88: 'function_call_constructor@vec3_vec3@99' : used without being initialised WARNING: 0:104: 'function_call_constructor@float_float@141' : used without being initialised WARNING: 4 compilation warnings. 01000000:80000b28 HWX C T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b28 HWX C T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = ((u_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha; vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse; vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); i
FIFA 14 - Es v1.15.3 2023-09-23 Error in shader compilation: info: Compile failed. WARNING: 0:63: 'function_call_constructor@vec4_vec4@12' : used without being initialised WARNING: 0:87: 'function_call_constructor@vec3_vec3@77' : used without being initialised WARNING: 0:103: 'function_call_constructor@float_float@119' : used without being initialised WARNING: 3 compilation warnings. 01000000:80000b20 HWX T N Light: LightUberShader Cull #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01000000:80000b20 HWX T N Light: LightUberShader Cull in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform uint u_lightControl; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform mediump vec3 u_lightdir0; uniform mediump vec2 u_lightangle_spotCoef0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out lowp vec3 v_color1; out mediump vec3 v_texcoord; out mediump float v_fogdepth; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; vec3 diffuseColor = u_matdiffuse.rgb; vec3 specularColor = u_matspecular.rgb; lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; uint comp; uint type; float attenuation; if ((u_lightControl & 0x1u) != 0x0u) { comp = (u_lightControl >> 0x04u) & 0x3u; type = (u_lightControl >> 0x06u) & 0x3u; toLight = u_lightpos0; if (type != 0x0u) { toLight -= worldpos; distance = length(toLight); toLight /= distance; attenuation = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); if (type == 0x01u) { lightScale = attenuation; } else { angle = dot(u_lightdir0, toLight); if (angle >= u_lightangle_spotCoef0.x) { lightScale = attenuation * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y)); } else { lightScale = 0.0; } } } else { lightScale = 1.0; } ldot = dot(toLight, worldnormal); if (comp == 0x2u) { ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0; } diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0); if (comp == 0x1u) { if (ldot >= 0.0) { if (u_matspecular.a > 0.0) { ldot = dot(no
FIFA 14 - Es v1.15.3 2023-09-23 Error in shader compilation: info: Compile failed. 001c1a96:0500d002 Tex WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 001c1a96:0500d002 Tex WriteMask ReplaceBlend_6A:10_B:6_Eq:2 StenToAlpha Sten0 TFuncMod AlphaTest > uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform sampler2D fbotex; uniform vec3 u_blendFixA; uniform uint u_alphacolorref; uniform uint u_alphacolormask; uniform uint u_colorWriteMask; in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; uint packUnorm4x8R(vec4 v) { highp vec4 f = clamp(v, 0.0, 1.0); uvec4 u = uvec4(255.0 * f); return u.x | (u.y << 0x8u) | (u.z << 0x10u) | (u.w << 0x18u); } vec4 unpackUnorm4x8R(highp uint x) { highp uvec4 u = uvec4(x & 0xFFu, (x >> 0x8u) & 0xFFu, (x >> 0x10u) & 0xFFu, (x >> 0x18u) & 0xFFu); highp vec4 f = vec4(u); return f * (1.0 / 255.0); } void main() { lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; v.rgb = destColor.rgb * v.aaa * 2.0 - v.rgb * u_blendFixA; fragColor0 = vec4(v.rgb, 0.0); highp uint v32 = packUnorm4x8R(fragColor0); highp uint d32 = packUnorm4x8R(destColor); v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask); fragColor0 = unpackUnorm4x8R(v32); }
FIFA 14 - Es v1.15.3 2023-09-23 Error in shader compilation: info: Compile failed. 00180000:0000d002 Tex TFuncMod AlphaTest > #version 130 // Driver: Intel(R) Graphics Media Accelerator 3600 Series - GLSL 130 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0000d002 Tex TFuncMod AlphaTest > uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform uint u_alphacolorref; uniform uint u_alphacolormask; in lowp vec4 v_color0; in lowp vec3 v_color1; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); } out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t + s; v.rgb = clamp(v.rgb * u_texMul, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 0x18u)) <= int(u_alphacolorref >> 0x18u)) DISCARD; fragColor0 = v; }
FIFA 14 - Es v1.16.3 2023-09-23 Unknown GetPointerWrite ffff005b PC 08abc954 LR 08abc96c
FIFA 14 - Es v1.17.1 2024-04-14 Can't draw: No current render step. Step count: 0
FIFA 14 - Es v1.15.4 2023-09-13 Jump to invalid address: 03a00000
FIFA 14 - Es v1.15.4 2023-09-13 Jump to invalid address: 06303c70
FIFA 14 - Es v1.15.4 2023-09-13 Branch in Jump delay slot at 09d0d5f0 in block starting at 09d0d5e4
FIFA 14 - Es v1.15.4 2023-09-13 Jump to invalid address: 03a49590
FIFA 14 - Es v1.15.4 2023-09-13 Jump to invalid address: 06bd23d0
FIFA 14 - Es v1.17.1 2024-02-18 Unknown GetPointerWrite 0000000c PC 08abc954 LR 08abc96c
FIFA 14 - Es v1.15.4 2023-09-08 Unknown GetPointerWrite ffff002f PC 08abc954 LR 08abc96c
FIFA 14 - Es v1.15.4 2023-09-08 Unknown GetPointerWrite ffff0037 PC 08ae6c70 LR 08ae6c9c
FIFA 14 - Es v1.15.4 2023-09-08 Unknown GetPointerWrite 1c546e23 PC 08abc954 LR 08abc96c
FIFA 14 - Es v1.15.4 2023-08-29 Unknown GetPointerWrite 00000014 PC 08ae56f0 LR 08ae5708
FIFA 14 - Es v1.15.4 2023-07-26 ReadFromHardware: Invalid address b8003ee8 near PC b8003ee8 LR 08abc15c
FIFA 14 - Es v1.15.4 2023-07-26 Unknown GetPointer 000000d4 PC 08ac0fac LR 08ac1044
FIFA 14 - Es v1.15.4 2023-07-26 Unknown GetPointerWrite 000000b8 PC 08ae6c70 LR 08ae6c9c
FIFA 14 - Es v1.15.4 2023-07-24 Block transfer invalid: 09e898a0/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 14 - Es v1.15.4 2023-07-24 Texture cache ran out of GPU memory; switching to low memory mode
FIFA 14 - Es v1.15.4 2023-07-24 Block transfer invalid: 09e6fc20/0 -> 04110000/0, 1024x1024x2 (0,0)->(0,0)
FIFA 14 - Es v1.15.4 2023-07-18 Unknown GetPointerWrite ffff0037 PC 08ae6d38 LR 08ae6d60
FIFA 14 - Es v1.12.3 2023-07-02 Branch in JumpReg delay slot at 09ffe994 in block starting at 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Branch in JumpReg delay slot at 09ffe990 in block starting at 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Jump to invalid address: 03a471c0 PC 09ffe990 LR 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Branch in Jump delay slot at 09ffe98c in block starting at 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Jump to invalid address: 07ffa5f0 PC 09ffe98c LR 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Jump to invalid address: 07ffa570 PC 09ffe96c LR 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 MIPSCompileOp: Invalid instruction 00006469
FIFA 14 - Es v1.12.3 2023-07-02 Jump to invalid address: 03a471c0 PC 09ffe950 LR 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Branch in Jump delay slot at 09ffe94c in block starting at 09ffe900
FIFA 14 - Es v1.12.3 2023-07-02 Jump to invalid address: 04e6c0c0 PC 09ffe94c LR 09ffe900