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Game title |
Version |
Latest Report |
Message |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-09-19 |
Unknown GetPointer 00001b00 PC 0884a908 LR 0884a928 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-09-08 |
MIPSCompileOp: Invalid instruction 4c9009e3 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-08-26 |
Unknown GetPointerWrite deadbeef PC 08871364 LR 0887137c |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-08-13 |
Unknown GetPointer a51eee07 PC 0884d7a4 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.13.2 |
2024-08-03 |
Unknown GetPointerWrite 0000049b PC 08872ba4 LR 08872c0c |
eFootball PES 2020 "C19" |
v1.13.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4ad0f815 |
eFootball PES 2020 "C19" |
v1.13.2 |
2024-08-02 |
MIPSCompileOp: Invalid instruction 4abd74cd |
eFootball PES 2020 "C19" |
v1.13.2 |
2024-08-01 |
Unknown GetPointer 40000020 PC 08815fb0 LR 08815fbc |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-07-30 |
Unknown GetPointerWrite ab07304c PC 0888d3ec LR 0888d3fc |
eFootball PES 2020 "C19" |
v1.13.2 |
2024-08-06 |
Unknown GetPointer 0063ce85 PC 08815fb0 LR 08815fbc |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Branch in Jump delay slot at 09d505f4 in block starting at 09d505d0 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Branch in JumpReg delay slot at 09d505f0 in block starting at 09d505d0 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Branch in Jump delay slot at 09d505ec in block starting at 09d505d0 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Branch in Jump delay slot at 09d505e8 in block starting at 09d505d0 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Jump to invalid address: 07488a00 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Branch in Jump delay slot at 09d505e4 in block starting at 09d505d0 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Jump to invalid address: 07479e00 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-07-19 |
Jump to invalid address: 0753ae40 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-07-16 |
MIPSCompileOp: Invalid instruction 0072001e |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-07-07 |
Unknown GetPointer 298662a4 PC 0881c410 LR 0881c420 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-20 |
Unknown GetPointerWrite 295c8dda PC 0888d3ec LR 0888d3fc |
eFootball PES 2020 "C19" |
v1.17.4-1 |
2024-08-18 |
Unknown GetPointer 00000000 PC 08a029d8 LR 0884a928 |
eFootball PES 2020 "C19" |
v1.17.4-1 |
2024-08-18 |
Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-17 |
MIPSCompileOp: Invalid instruction 0009ff7c |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-17 |
Jump to invalid address: 02a1d3a0 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-17 |
Jump to invalid address: 02a1d6a0 |
eFootball PES 2020 "C19" |
v1.9.4 |
2024-06-06 |
Render to texture using CLUT with different strides 16 != 32 |
eFootball PES 2020 "C19" |
v1.9.4 |
2024-06-06 |
Render to texture with different strides 128 != 32 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-06 |
Jump to invalid address: 06ac13e0 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-06 |
Jump to invalid address: 0b5c16f0 |
eFootball PES 2020 "C19" |
v1.9.4 |
2024-06-05 |
Unknown GetPointer 95eaf233 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-06-03 |
Unknown GetPointer deae306f PC 088588bc LR 08edfda8 |
eFootball PES 2020 "C19" |
v1.14 |
2024-05-31 |
UI scissor out of bounds in GameSettingsScreen: 360,0-1267,720 / 720,1640 |
eFootball PES 2020 "C19" |
v1.14 |
2024-05-31 |
UI scissor out of bounds in GameSettingsScreen: 360,0-1267,720 / 1640,688 |
eFootball PES 2020 "C19" |
v1.6.3 |
2024-05-23 |
Error in shader program link: info: Link failed because of invalid fragment shader.
fs: postshader
// PPSSPP: Grabbed from Processing and slightly modified.
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
//======================================================================================================================================================================
//Extra options:
#define FXAA 0 //ON:1/OFF:0 /default FXAA, info above
//there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below
//================
#define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen filters
#define Gsmoothing 3.5 //Default: 3.5 /increase for smoother(blurry) graphics
//================
#define GAUSS_S 0 //ON:1/OFF:0 /simple gauss filtering by Bigpet, slightly different from above /you can find standalone in https://github.com/hrydgard/ppsspp/issues/7242
//================
#define MIKU 0 //Hatsune<3 this is an optional filter for all those pale anime faces which get white with bloom/colored:P tested on Miku in white dress
//================
#define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/
#define samples 4 //Default: 4 /higher = more glow, worser performance
#define quality 0.25 //Default: 0.25 /lower = smaller glow, better quality
#define factor 0.002 //Default: 0.002 /just an extra tweak for the bloom slightly higher values might look better in some cases, but too much can cause artifacts
#define Bpower 0.5 //Default: 0.5 /amount of bloom mixed
//================
#define COLORED 0 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o
#define Cpower 0.5 //Default: 0.5 /amount of effect mixed
//================
#define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default
#define value 7.5 //Default: 7.5 /higher = more visible effect
//================
#define S_COM_V2 1 //Sharpen Complex v2 from https://github.com/mpc-hc similar to above in effect, maybe more accurate
#define S_val0 5.0 //Default: 5.0 /higher ~ increases sharpness /negative ~ can add extra blurr/strange effect
//================
#define SHADEBOOST 0 //ON:1/OFF:0 /color correction from GSdx/pcsx2 plugin, initially taken from http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
#define saturation 1.0 //Default: 1.0 //negative will look like inverted colors shader
#define brightness 1.0 //Default: 1.0
#define contrast 1.0 //Default: 1.0 //negative will be... well negative;p
#define red 1.0 //Default: 1.0
#define green 1.0 //Default: 1.0
#define blue 1.0 //Default: 1.0
//Shadeboost presets: //Shadeboost must be activated, presets override options above
int SEPIA = 0; //Moody coolors:)
int GRAYSCALE = 0; //Just for lols?
int NEGATIVE = 0; //As above
int PSPCOLORS = 0; //Makes the colors as on older PSP screens(colder)
//All presets are simple switch ON:1/OFF:0,
//================
#define GAMMA 0 //simple gamma function after reading http://filmicgames.com/archives/299
#define correction 1.0 //Default: 1.0
//================
#define SCANLINES 0 //Ugly lines which never existed on psp, yet are popular among some people(I had to, sorry:P)
#define SLsize 1 //Default: 1 /basically sets how wide each line is, from 1 to looks_weird_when_too_high
#define SLcolor 2.8 //Default: 2.8 /brightens screen to compensate for dark lines
#define SLpower |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-05-20 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 000d |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-05-11 |
Unknown GetPointer 2985da4c PC 0881c410 LR 0881c420 |
eFootball PES 2020 "C19" |
v1.8.0 |
2024-05-01 |
ReadFromHardware: Invalid address e8b23380 near PC e8b23380 LR 08000018 |
eFootball PES 2020 "C19" |
v1.13.1 |
2024-04-29 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: thin3d
vs: thin3d
#version 320 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
} |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-29 |
80630007=sceAtracSetData(2, 08d4b180, 00002590): atracID uses different codec type than data |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-27 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 00184000:00000402 Tex TexAlpha Flat TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
|
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-27 |
Vulkan error in shader compilation: info: ERROR: 0:55: 'length' : no matching overloaded function found
ERROR: 0:55: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01770000:00000b20 HWX T N Light: 0: c:0 t:0 1: c:0 t:0 2: c:0 t:0 MatUp:7 Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos[0];
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse[0] * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient[0] * ambientColor.rgb + diffuse);
toLight = u_lightpos[1];
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse[1] * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient[1] * ambientColor.rgb + diffuse);
toLight = u_lightpos[2];
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse[2] * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient[2] * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_c |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-27 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'length' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
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(0.0, 0.0, 1.0, 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;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-27 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 00180000:00000402 Tex TexAlpha TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
fragColor0 = v;
}
|
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-27 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 00180000:0021d402 Tex Fog TexAlpha TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
eFootball PES 2020 "C19" |
v1.16.5 |
2024-04-23 |
Unknown GetPointer 95ed4e33 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-04-14 |
Unknown GetPointer 0000c100 PC 0881c410 LR 0881c420 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
Jump to invalid address: 0bb91570 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
MIPSCompileOp: Invalid instruction 72015e60 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
Jump to invalid address: 0bb91270 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
Jump to invalid address: 0bb91170 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
Jump to invalid address: 07090e60 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
Jump to invalid address: 0bb91070 |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-04-13 |
MIPSCompileOp: Invalid instruction 71e34414 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-08-31 |
Can't draw: No current render step. Step count: 0 |
eFootball PES 2020 "C19" |
v1.14.2 |
2024-04-02 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1504,720 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-03-30 |
Unknown GetPointer 95eaaa33 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-02-27 |
Unknown GetPointerWrite 00000489 PC 08872ba4 LR 08872c0c |
eFootball PES 2020 "C19" |
v1.17.1 |
2024-07-08 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l3 rate 000f |
eFootball PES 2020 "C19" |
v1.11.3 |
2024-02-23 |
ReadFromHardware: Invalid address ffffffff near PC ffffffff LR 08a1f430 |
eFootball PES 2020 "C19" |
v1.17 |
2024-02-18 |
ReadFromHardware: Invalid address 3f010008 near PC 0880de20 LR 088258dc |
eFootball PES 2020 "C19" |
v1.6.3 |
2024-02-14 |
Error in shader program link: info: Link failed because of missing vertex shader.
fs: 00000000:0001d000 AlphaTest0 >
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
uniform sampler2D testtex;
in vec4 v_color0;
inout vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (v.a < 0.002) discard;
fragColor0 = v;
}
vs: 00000000:0000000a THR C
#version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
eFootball PES 2020 "C19" |
v1.16.6 |
2024-02-13 |
80630007=sceAtracSetData(2, 08d4b180, 00003710): atracID uses different codec type than data |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-02-13 |
80630007=sceAtracSetData(2, 08d4b180, 00003b70): atracID uses different codec type than data |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-02-13 |
80630007=sceAtracSetData(2, 08d4b180, 00002e50): atracID uses different codec type than data |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-02-13 |
80630007=sceAtracSetData(2, 08d4b180, 00003940): atracID uses different codec type than data |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-02-13 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
eFootball PES 2020 "C19" |
v1.17 |
2024-02-13 |
ReadFromHardware: Invalid address 01000108 near PC 0880de20 LR 088258dc |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-30 |
Unknown GetPointerWrite 00000480 PC 08872ba4 LR 08872c0c |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-28 |
Unknown GetPointerWrite 00000492 PC 08872ba4 LR 08872c0c |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-25 |
Unknown GetPointer 003e0100 PC 0884a908 LR 0884a928 |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-23 |
Unknown GetPointer 95ec1e33 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.14.2 |
2024-01-21 |
UI scissor out of bounds in DisplayLayoutScreen: 1280,0-321,721 / 1600,720 |
eFootball PES 2020 "C19" |
v1.14.2 |
2024-01-21 |
UI scissor out of bounds in DisplayLayoutScreen: 45,0-449,721 / 1600,720 |
eFootball PES 2020 "C19" |
v1.14.2 |
2024-01-16 |
UI scissor out of bounds in GameSettingsScreen: 269,0-1321,721 / 1600,720 |
eFootball PES 2020 "C19" |
v1.16.5 |
2024-01-16 |
Unknown GetPointer 95f63073 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.16.5 |
2024-01-12 |
Bad SAS Mix output address: 08b26cc0, grain=165068128 |
eFootball PES 2020 "C19" |
v1.16.5 |
2024-01-14 |
Unknown GetPointer 95edbf33 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 000003e8 |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 0000028e |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 0000073d |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 00000cb7 |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 0000041f |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 00000a7f |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 0000077c |
eFootball PES 2020 "C19" |
v1.16.6 |
2024-01-11 |
MIPSCompileOp: Invalid instruction 000000b9 |
eFootball PES 2020 "C19" |
v1.7.5 |
2024-01-08 |
__KernelStopThread: thread 390 does not exist |
eFootball PES 2020 "C19" |
v1.7.5 |
2024-01-06 |
__KernelStopThread: thread 420 does not exist |
eFootball PES 2020 "C19" |
v1.7.5 |
2024-01-06 |
__KernelStopThread: thread 430 does not exist |
eFootball PES 2020 "C19" |
v1.7.5 |
2024-01-06 |
__KernelStopThread: thread 428 does not exist |
eFootball PES 2020 "C19" |
v1.16.5 |
2023-12-31 |
Unknown GetPointer 1e4b8e38 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.12.3 |
2023-12-27 |
Unknown GetPointer 95f60473 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.16.6 |
2023-12-24 |
Unknown GetPointer 95ea3bb3 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.15.4 |
2023-12-23 |
sceGeBreak(mode=0, unknown=08ce050c): unknown ptr (valid) |
eFootball PES 2020 "C19" |
v1.15.4 |
2023-12-15 |
Unexpected mpeg first timestamp: 906bf08d0c7 / 9924579479751 |
eFootball PES 2020 "C19" |
v1.16.6 |
2023-12-10 |
Unknown GetPointerWrite 00000000 PC 08a02a0c LR 089f115c |
eFootball PES 2020 "C19" |
v1.16.6 |
2023-12-08 |
sceDmacMemcpy(dest=040cc000, src=086ce940, size=1251008): overlapping read |
eFootball PES 2020 "C19" |
v1.16.2 |
2023-11-29 |
Unknown GetPointer 00009b7d PC 0881c418 LR 0881c420 |
eFootball PES 2020 "C19" |
v1.16.6 |
2023-11-25 |
Unknown GetPointer 95ea4073 PC 0884d5a0 LR 0884d7c4 |
eFootball PES 2020 "C19" |
v1.16.6 |
2023-11-23 |
MIPSCompileOp: Invalid instruction 00000335 |