Recent logs - eFootball PES 2021 By GABRIEL

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Game title Version Latest Report Message
eFootball PES 2021 By GABRIEL v1.5.3 2024-02-21 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:0000091c LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d022 THR UVMtx TessC TessRevN #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 2021 By GABRIEL v1.17.1 2024-02-19 Unknown GetPointerWrite 3f000008 PC 08824ce4 LR 088113c4
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-18 Unknown GetPointer 00000080 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-16 Unknown GetPointer 00853726 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-16 Unknown GetPointer 00501000 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-16 Unknown GetPointer 00300000 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-13 Unknown GetPointer 00000000 PC 0881c0e4 LR 0881c0f4
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-11 Unknown GetPointer bda001f8 PC 0884d7a4 LR 0884d7c4
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-11 Unknown GetPointer bad41df8 PC 0884d7a4 LR 0884d7c4
eFootball PES 2021 By GABRIEL v1.17.1 2024-02-11 Unknown GetPointer b96d8df8 PC 0884d7a4 LR 0884d7c4
eFootball PES 2021 By GABRIEL v1.17 2024-02-08 Unknown GetPointer 00004872 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-07 Unknown GetPointer a46e7fa4 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-07 Jump to invalid address: 0bd3e370
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-07 Jump to invalid address: 0723dc60
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-07 Jump to invalid address: 0bd3e070
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-05 ReadFromHardware: Invalid address 00000000 near PC 0881c180 LR 0881c154
eFootball PES 2021 By GABRIEL v1.17 2024-02-03 Unknown GetPointer 0046f400 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.17 2024-02-03 Unknown GetPointer 00340200 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-02-14 Unknown GetPointerWrite 122edf54 PC 0888d3ec LR 0888d3fc
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-31 807f00fd=sceMp3Init(00000001): invalid sample rate v3 l1 rate 03
eFootball PES 2021 By GABRIEL v1.11.3 2024-01-28 Jump to invalid address: 07301900
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-26 Unknown GetPointer 54ff343f PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.10.3 2024-01-25 Error in shader program link: info: cannot find a matched output for input v_texcoordNC0 cannot find a matched output for input v_texcoordNC1 cannot find a matched output for input v_texcoordNC2 cannot find a matched output for input v_texcoordNC3 fs: postshader #ifdef GL_ES precision mediump float; #endif //Note : Recommend to use PPSSPP v1.1.1-183-gb411fc0 or newer for full functionality, there were some bugs in earlier versions. //Note2 : Upscaling, smoothing and sharpening filters are not set to be mixed between each other since the results are pointless(they counter each other). // Awas ngelag! :u //====================================================================================================================================================================== //SMOOTHING FILTERS: //If you love smooth graphics ~ those are also great for downscaling - to do that, you need to use higher rendering res than your display res //================ #define FXAA 1 //ON:1/OFF:0 /default FXAA, orginal info below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering #define Gsmoothing 2.5 //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 //================ //SHARPENING FILTERS: //if you need very sharp image, add lots of aliasing //================ #define SHARPEN 0 //ON:1/OFF:0 /a simple sharpen filter, might be counterproductive to FXAA and BLOOM, hence disabled by default #define value 0.98 //Default: 7.5 /higher = more visible effect //================ #define S_COM_V2 0 //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 //================ //UPSCALING FILTERS: //To use those, you have to set rendering res to smaller than window/display size(x1 for best results) and screen scaling filter to "nearest" //Starting from v1.1.1-28-g70e9979 you can also add Upscaling=True to ini file(check example) to do it automatically //================ #define xBR 1 //ON:1/OFF:0 /5xBR upscale, nice for 2D games especially those that might be buggy with higher rendering res, initially made by Hyllian - license below #define VariantB 0 //ON:1/OFF:0 /slightly less effect on fonts, dots and other small details //================ #define xHQ 0 //ON:1/OFF:0 same as 4xHQ in PPSSPP, but actually using output resolution #define scaleoffset 0.75 //Default: 0.75 /you can tweek it between 0.5 and 1.0, Note: to little = no effect, to high = ugliness //================ //OTHER FILTERS: //Most effects from here on can be fully mixed without loosing previous effects. Exceptions: Natural Colors, Advanced Cartoon //================ #define BLOOM 0 //ON:1/OFF:0 /bloom implementation from "my heroics" blog http://myheroics.wordpress.com/2008/09/04/glsl-bloom-shader/ #define KIMOCHI 1 //Senpai! #define samples 3 //Default: 4 /higher = more glow, worse performance #define quality 0.22 //Default: 0.18 /lower = smaller glow, better quality #define Bpower 1.0 //Default: 1.0 /amount of bloom mixed //================ #define COLORED 1 //ON:1/OFF:0 /coloring part of KrossX Overlay Bloom shader from here http://www.mediafire.com/krossx#ste5pa5ijfa0o #define Cpower 0.69 //Default: 0.5 /strenght of the effect //================ #define NATURALC 0 //ON:1/OFF:0 /by popular demand, natular colors, note: this shader can't be fully mixed with smoothing/sharpening/upscaling effects #define ncpower 0.5 //Default:0.5 / higher = more natural color, check note line above //================ #define ACARTOON 0 //ON:1/OFF:0 Advanced Cartoon from Guest
eFootball PES 2021 By GABRIEL v1.14.4 2024-01-24 Replacement rowPitch=128, but w=352 (level=0)
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-23 Unknown GetPointerWrite 00000003 PC 08a02afc LR 089f1774
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-20 Unknown GetPointer 00000080 PC 0884d7bc LR 0884d7c4
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-21 An uneaten prefix at end of block: 08a19a34
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-18 Unknown GetPointer 5200031a PC 08849a48 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-17 Unknown GetPointer 00000021 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-16 Unknown GetPointer 003e0100 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-15 Unknown GetPointer 253a3f28 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-14 Branch in JumpReg delay slot at 08000024 in block starting at 08000024
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-14 __KernelReturnFromExtendStack() - no stack to restore?
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-15 Unknown GetPointerWrite 00000000 PC 08871364 LR 0887137c
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-15 Unknown GetPointer 00000000 PC 0884d5a0 LR 0884d7c4
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-13 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0887bb2c
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-13 Unknown GetPointerWrite 00000024 PC 08872c00 LR 08872c0c
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-10 80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-10 Unexpected mpeg first timestamp: c0004d0480 / 824638768256
eFootball PES 2021 By GABRIEL v1.9.3 2024-01-07 ReadFromHardware: Invalid address 13a6c4e8 near PC 08856d0c LR 08856d18
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-06 UI scissor out of bounds in SavedataScreen: 1110,75-0,74 / 960,480
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-05 UI scissor out of bounds in GamePauseScreen: 1386,26-394,784 / 1705,810
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 813,626-197,112 / 810,1800
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 1017,507-197,112 / 810,1800
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 813,507-197,112 / 810,1800
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 1017,389-197,112 / 810,1800
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 813,389-197,112 / 810,1800
eFootball PES 2021 By GABRIEL v1.14.2 2024-01-04 UI scissor out of bounds in MainScreen: 0,160-1380,651 / 810,1800
eFootball PES 2021 By GABRIEL v1.15.4 2024-01-04 Unknown GetPointer 00547980 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.15.4 2024-01-02 An uneaten prefix at end of block: 08e8b720
eFootball PES 2021 By GABRIEL v1.15.4 2024-01-02 MIPSCompileOp: Invalid instruction 76efcba6
eFootball PES 2021 By GABRIEL v1.15.4 2024-01-02 MIPSCompileOp: Invalid instruction 6e4b73e5
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-02 Unknown GetPointer 6881b3ff PC 08849a48 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-31 Unknown GetPointer a46f10e4 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.5.3 2024-01-03 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:0000091c LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00004000:00200022 THR #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 2021 By GABRIEL v1.5.3 2024-01-03 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 40000000:00000002 Tex TFuncMod #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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); fragColor0 = v; } vs: 00000000:00200022 THR #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 2021 By GABRIEL v1.5.3 2024-01-03 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 40000000:00000914 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00200000 #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PES 2021 By GABRIEL v1.14.2 2023-12-28 UI scissor out of bounds in GameSettingsScreen: 310,0-1279,721 / 1600,720
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-27 Unknown GetPointerWrite 42359b9d PC 0888d3ec LR 0888d3fc
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-27 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
eFootball PES 2021 By GABRIEL v1.14.2 2023-12-26 80630006=sceAtracSetDataAndGetID(09a25200, 00000800): fmt definition too small (16)
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-25 Error in shader program link: info: L0001 The fragment floating-point variable u_texelDelta does not match the vertex variable u_texelDelta. The precision does not match. fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.16300010
eFootball PES 2021 By GABRIEL v1.5.3 2023-12-27 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 40000000:00000012 Tex TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00004000:0001d022 THR UVMtx TessC TessRevN #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 2021 By GABRIEL v1.16.6 2023-12-23 MIPSCompileOp: Invalid instruction 0000293f
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-23 MIPSCompileOp: Invalid instruction 00002ba8
eFootball PES 2021 By GABRIEL v1.15.4 2023-12-23 807f00fd=sceMp3Init(00000000): invalid bitrate v1 l3 rate 000a
eFootball PES 2021 By GABRIEL v1.15.4 2023-12-25 807f00fd=sceMp3Init(00000000): invalid sample rate v3 l3 rate 03
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-21 Unknown GetPointer 0682b180 PC 08849a48 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-20 ReadFromHardware: Invalid address 1396db38 near PC 08863d80 LR 08849a48
eFootball PES 2021 By GABRIEL v1.14.4 2023-12-16 Unknown GetPointer 3ebfe123 PC 08849a48 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-14 Branch in RSZeroComp delay slot at 08863d9c in block starting at 08863d8c
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-14 Jump to invalid address: 0adf26e8
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-14 MIPSCompileOp: Invalid instruction 726c7d50
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-14 MIPSCompileOp: Invalid instruction b677b190
eFootball PES 2021 By GABRIEL v1.12.3-1384-gaa495cab1 2023-12-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = -65536
eFootball PES 2021 By GABRIEL v1.12.3-1384-gaa495cab1 2023-12-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771616
eFootball PES 2021 By GABRIEL v1.15.4 2023-12-10 ReadFromHardware: Invalid address 13f64217 near PC 13f64217 LR 08a3e774
eFootball PES 2021 By GABRIEL v1.14.4 2023-12-10 Unknown GetPointer 970dc081 PC 08eff8c0 LR 08eff8d0
eFootball PES 2021 By GABRIEL v1.14.2 2023-12-09 UI scissor out of bounds in GamePauseScreen: 815,20-324,524 / 1078,544
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-09 Unknown GetPointer e9c00eff PC 08849a48 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-09 Error in shader compilation: info: (unknown reason) postshader #version 320 es out vec2 v_texcoord0; in vec2 a_texcoord0; in vec4 a_position; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; }
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-09 Error in shader program link: info: Variable u_texelDelta has unmatched precision qualifier in different shaders fs: postshader #version 320 es precision mediump float; precision highp int; uniform vec2 u_texelDelta; uniform vec2 u_pixelDelta; layout(binding = 0) uniform mediump sampler2D sampler0; uniform vec4 u_time; in vec2 v_texcoord0; out vec4 _RESERVED_IDENTIFIER_FIXUP_gl_FragColor; in vec4 v_texcoordNC0; in vec4 v_texcoordNC1; in vec4 v_texcoordNC2; in vec4 v_texcoordNC3; mediump int SEPIA; mediump int GRAYSCALE; mediump int NEGATIVE; mediump int PSPCOLORS; bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } vec4 df(vec4 A, vec4 B) { return abs(A - B); } bvec4 close(vec4 A, vec4 B) { vec4 param = A; vec4 param_1 = B; return lessThan(df(param, param_1), vec4(15.0)); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { vec4 param = a; vec4 param_1 = b; vec4 param_2 = a; vec4 param_3 = c; vec4 param_4 = d; vec4 param_5 = e; vec4 param_6 = d; vec4 param_7 = f; vec4 param_8 = g; vec4 param_9 = h; return (((df(param, param_1) + df(param_2, param_3)) + df(param_4, param_5)) + df(param_6, param_7)) + (df(param_8, param_9) * 4.0); } vec3 processxBR(vec3 color) { vec2 pS = vec2(1.0) / u_texelDelta; vec2 fp = fract(v_texcoord0 * pS); vec2 TexCoord_0 = v_texcoord0 - (fp * u_pixelDelta); vec2 dx = vec2(u_texelDelta.x, 0.0); vec2 dy = vec2(0.0, u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; vec3 A = texture(sampler0, (TexCoord_0 - dx) - dy).xyz; vec3 B = texture(sampler0, TexCoord_0 - dy).xyz; vec3 C = texture(sampler0, (TexCoord_0 + dx) - dy).xyz; vec3 D = texture(sampler0, TexCoord_0 - dx).xyz; vec3 E = texture(sampler0, TexCoord_0).xyz; vec3 F = texture(sampler0, TexCoord_0 + dx).xyz; vec3 G = texture(sampler0, (TexCoord_0 - dx) + dy).xyz; vec3 H = texture(sampler0, TexCoord_0 + dy).xyz; vec3 I = texture(sampler0, (TexCoord_0 + dx) + dy).xyz; vec3 A1 = texture(sampler0, (TexCoord_0 - dx) - y2).xyz; vec3 C1 = texture(sampler0, (TexCoord_0 + dx) - y2).xyz; vec3 A0 = texture(sampler0, (TexCoord_0 - x2) - dy).xyz; vec3 G0 = texture(sampler0, (TexCoord_0 - x2) + dy).xyz; vec3 C4 = texture(sampler0, (TexCoord_0 + x2) - dy).xyz; vec3 I4 = texture(sampler0, (TexCoord_0 + x2) + dy).xyz; vec3 G5 = texture(sampler0, (TexCoord_0 - dx) + y2).xyz; vec3 I5 = texture(sampler0, (TexCoord_0 + dx) + y2).xyz; vec3 B1 = texture(sampler0, TexCoord_0 - y2).xyz; vec3 D0 = texture(sampler0, TexCoord_0 - x2).xyz; vec3 H5 = texture(sampler0, TexCoord_0 + y2).xyz; vec3 F4 = texture(sampler0, TexCoord_0 + x2).xyz; vec4 b = vec4(dot(B, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(D, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(H, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(F, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 c = vec4(dot(C, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(A, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(G, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(I, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 d = vec4(b.y, b.z, b.w, b.x); vec4 e = vec4(dot(E, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))); vec4 f = vec4(b.w, b.x, b.y, b.z); vec4 g = vec4(c.z, c.w, c.x, c.y); vec4 h = vec4(b.z, b.w, b.x, b.y); vec4 i = vec4(c.w, c.x, c.y, c.z); vec4 i4 = vec4(dot(I4, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375)), dot(C1, vec3(16.1630001068115234375, 23.3509998321533203125, 8.477199554443359375))
eFootball PES 2021 By GABRIEL v1.16.6 2024-01-20 ReadFromHardware: Invalid address 0000006c near PC 08220f54 LR 08220f4c
eFootball PES 2021 By GABRIEL v1.6.3 2023-12-07 Error in shader program link: info: Link failed because of missing fragment shader. fs: 00004000:0001d022 Tex TexAlpha Flat TFuncMod AlphaTest0 > #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; flat in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t; if (v.a < 0.002) discard; fragColor0 = v; } vs: 40000000:00000012 THR Tex Flat #version 300 es precision highp float; in vec4 position; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; flat 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); }
eFootball PES 2021 By GABRIEL v1.14.4 2023-12-06 Unknown GetPointer d28140d8 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.14.4 2023-12-03 Replacement rowPitch=1024, but w=8192 (level=0)
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-03 Unknown GetPointer 00006332 PC 0884a908 LR 0884a928
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-03 ReadFromHardware: Invalid address 1396aa78 near PC 08863d80 LR 08849a48
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-22 Unknown GetPointer 00000003 PC 08a019d0 LR 08a019dc
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-01 Branch in RSZeroComp delay slot at 08e83bb4 in block starting at 08e83ba8
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-01 Branch in Jump delay slot at 08e83bb0 in block starting at 08e83ba8
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-01 Jump to invalid address: 03b81a00
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-01 MIPSCompileOp: Invalid instruction 000000e8
eFootball PES 2021 By GABRIEL v1.16.6 2023-12-01 Unknown GetPointerWrite 80008ee7 PC 0888d3ec LR 0888d3fc
eFootball PES 2021 By GABRIEL v1.16.6 2023-11-30 Unknown GetPointer 202e6eac PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.14.4 2023-11-29 Unknown GetPointer 00000102 PC 0881c410 LR 0881c420
eFootball PES 2021 By GABRIEL v1.16.6 2023-11-28 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0888d320
eFootball PES 2021 By GABRIEL v1.5.3 2023-12-21 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:0000001a Tex TFuncUnk #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00000000:00000000 #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
eFootball PES 2021 By GABRIEL v1.5.3 2023-11-28 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 40000000:00000012 Tex TFuncAdd #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; 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(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00004000:00200022 THR #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 2021 By GABRIEL v1.5.3 2023-11-28 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000918 LM #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; inout vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:00200000 #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }