Recent logs - クロヒョウ 龍が如く新章

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Game title Version Latest Report Message
クロヒョウ 龍が如く新章 v1.10.3-1275-gc0a5fa3e8 2022-11-27 ReadFromHardware: Invalid address 1b1a0115 near PC 1b1a0115 LR 1b1a0115
クロヒョウ 龍が如く新章 v1.11.3 2022-11-26 ReadFromHardware: Invalid address 00000120 near PC 08aeb174 LR 08000020
クロヒョウ 龍が如く新章 v1.8.0 2022-11-26 Render to texture with different formats 1 != 3
クロヒョウ 龍が如く新章 v1.13.1-355-g0749f1465 2022-11-24 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:177 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:171 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.2 2022-11-07 sceDmacMemcpy(dest=04136400, src=0968eaa0, size=560): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-11-05 sceDmacMemcpy(dest=04156400, src=09687330, size=1876): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-11-05 sceDmacMemcpy(dest=04136400, src=0968d890, size=1876): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-10-28 sceDmacMemcpy(dest=04156400, src=096b65f0, size=1876): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-10-19 ReadFromHardware: Invalid address 0d0eacf6 near PC 08b19390 LR 08b19398
クロヒョウ 龍が如く新章 v1.12.3 2022-10-19 WriteToHardware: Invalid address 00000844 near PC 088cda6c LR 088cda6c
クロヒョウ 龍が如く新章 v1.13.2 2022-10-18 sceDmacMemcpy(dest=04156400, src=09b92fe0, size=2052): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-10-17 ReadFromHardware: Invalid address 0d0e7c06 near PC 08b19390 LR 08b19398
クロヒョウ 龍が如く新章 v1.13.2 2022-10-17 sceDmacMemcpy(dest=04156400, src=09ad08a0, size=1792): overlapping read
クロヒョウ 龍が如く新章 v1.13.1 2022-10-17 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
クロヒョウ 龍が如く新章 v1.13.2 2022-10-15 ReadFromHardware: Invalid address 003f8000 near PC 08c1098c LR 08c109a4
クロヒョウ 龍が如く新章 v1.13.2 2022-10-15 ReadFromHardware: Invalid address 003f8008 near PC 08c10748 LR 08c10748
クロヒョウ 龍が如く新章 v1.13.2 2022-10-15 ReadFromHardware: Invalid address 222f2f2f near PC 08c109c8 LR 08c10748
クロヒョウ 龍が如く新章 v1.5.4 2022-10-02 ReadFromHardware: Invalid address 00000120 near PC 08b9c9ec LR 08b9c808
クロヒョウ 龍が如く新章 v1.11.3 2022-09-21 ReadFromHardware: Invalid address 000000c8 near PC 000000c8 LR 000000c8
クロヒョウ 龍が如く新章 v1.13.1 2022-09-18 sceDmacMemcpy(dest=04156400, src=09ad0970, size=4752): overlapping read
クロヒョウ 龍が如く新章 v1.10.2 2022-09-14 sceDmacMemcpy(dest=04176400, src=09c0f320, size=2052): overlapping read
クロヒョウ 龍が如く新章 v1.13.1 2022-09-06 WriteToHardware: Invalid address 00001c78 near PC 08b9c884 LR 08b9c848
クロヒョウ 龍が如く新章 v1.13.1 2022-09-06 ReadFromHardware: Invalid address 00000120 near PC 08b9c884 LR 08b9c848
クロヒョウ 龍が如く新章 v1.13.1-471-g67c911d13 2022-09-04 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:231 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:232 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-468-g586da0882 2022-09-04 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:319 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:320 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-633-g437d6d30a 2022-08-31 Attempting to texture from current render target (src=040cc000 / target=040cc000 / flags=7), making a copy
クロヒョウ 龍が如く新章 v1.13.1-633-g437d6d30a 2022-08-31 Ignoring possible texturing from framebuffer at 04116400 +0x-569 / 512x272
クロヒョウ 龍が如く新章 v1.13.1-623-gdaa62beb3 2022-08-31 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:1032 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:1033 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-622-gfd863beb9 2022-08-30 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:242 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:243 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-613-g30dc831fc 2022-08-30 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:1994 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:1995 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-608-gdee6ba0c1 2022-08-29 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:122 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:123 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-605-g2b1b9e5eb 2022-08-29 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:108 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:109 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-605-g2b1b9e5eb 2022-08-29 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:80 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:81 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-603-g59cb7a075 2022-08-29 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:104 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:105 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-601-g34ed960a7 2022-08-29 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:4291 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:4337 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:4338 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-601-g34ed960a7 2022-08-29 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:3469 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:3470 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-590-g5247ffa0a 2022-08-28 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:97 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:98 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-583-g1653dcdc1 2022-08-28 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:3395 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:3396 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-583-g1653dcdc1 2022-08-28 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:365 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:366 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-381-g5046cbd01 2022-08-27 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:2379 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:2430 C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:2428 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-381-g5046cbd01 2022-08-27 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:150 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:148 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-547-g9f4a84945 2022-08-27 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:313 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:314 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffse
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:19: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal,
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0000d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:23: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0001d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest0 > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:22: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; float mymod(float a, float b) { return a - b * floor(a / b); } void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; in
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(i
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-26 Error in shader compilation: info: Compile failed. ERROR: 0:20: 'assign' : cannot convert from '2-component vector of int' to '2-component vector of float' 1 compilation errors. No code generated. 00000000:0001d062 Tex TexAlpha Depal TFuncMod AlphaTest0 > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // PowerVR Rogue GE8320 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in highp vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(
クロヒョウ 龍が如く新章 v1.13.1-545-g4390a05fe 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:247 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:248 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-545-g4390a05fe 2022-08-26 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04110000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:751 C:04088000/512(8888) Z:04110000/512 X:0 Y:0 reint: false] [COLOR seq:752 C:04110000/512(565) Z:00000000/0 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-545-g4390a05fe 2022-08-26 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
クロヒョウ 龍が如く新章 v1.13.1-545-g4390a05fe 2022-08-26 FBO created from existing depthbuffer as color, 04088000/04110000 and 04156900/04088000
クロヒョウ 龍が如く新章 v1.13.1 2022-08-26 sceDmacMemcpy(dest=04136400, src=099aae60, size=1792): overlapping read
クロヒョウ 龍が如く新章 v1.13.1-533-g829baa7c3 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:181 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:182 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-533-g829baa7c3 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:21915 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:21916 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-533-g829baa7c3 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:135 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:136 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-533-g829baa7c3 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:245 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:246 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-533-g829baa7c3 2022-08-26 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:755 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:756 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:235 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:236 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:1767 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:1768 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:8358 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:8359 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:239 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:240 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:4405 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:4406 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:0 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:5459 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:5460 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:1 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:2 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:3922 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:3877 C:04044000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:3923 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:87495 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:87496 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:71 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:72 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-447-g192133878 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:129 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:130 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:11147 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:11148 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-522-g90c58ae9b 2022-08-25 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:199 C:04000000/512(5551) Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:200 C:04088000/512(565) Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512(565) Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-468-g586da0882 2022-08-24 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:1 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:2 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.2 2022-11-21 sceNetAdhocMatchingInit(24576) at 08b3dc94
クロヒョウ 龍が如く新章 v1.13.1-453-gfc81b76b9 2022-08-24 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:53 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:54 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-453-gfc81b76b9 2022-08-24 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:283 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:284 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-372-g21cf6a6f0 2022-08-24 GetFramebufferCandidates: Multiple (2) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:6989 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:6983 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-425-g39cb2f184 2022-08-22 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [COLOR seq:7567 C:04088000/512 Z:04110000/0 X:0 Y:0 reint: false] [DEPTH seq:7566 C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-428-g3c307c985 2022-08-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:2793 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:2749 C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:2794 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-428-g3c307c985 2022-08-22 GetFramebufferCandidates: Multiple (4) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, 565): [DEPTH seq:2591 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:2635 C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [COLOR seq:2636 C:04088000/512 Z:00000000/0 X:0 Y:0 reint: false] [DEPTH seq:0 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-355-g0749f1465 2022-08-18 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [DEPTH seq:37967 C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:37981 C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [DEPTH seq:37975 C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1 2022-08-18 sceDmacMemcpy(dest=04136400, src=09a344a0, size=4092): overlapping read
クロヒョウ 龍が如く新章 v1.12.3-1007-ga155c4972 2022-08-16 __KernelStopThread: thread 336 does not exist
クロヒョウ 龍が如く新章 v1.13.2 2022-11-17 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.2 2022-11-26 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1 2022-08-14 sceDmacMemcpy(dest=04136400, src=099a3690, size=3828): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-11-11 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1 2022-08-13 sceDmacMemcpy(dest=04116400, src=09677a10, size=900): overlapping read
クロヒョウ 龍が如く新章 v1.13.2 2022-09-30 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1 2022-08-31 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-207-gec3e2a11e 2022-08-07 Error in shader program link: info: Error: shader version mismatch fs: depal_fs #version 300 es precision mediump float; precision highp int; in vec2 v_texcoord0; out vec4 fragColor0; uniform sampler2D tex; uniform sampler2D pal; void main() { vec4 color = texture(tex, v_texcoord0); int r = int(color.r * 31.99); int g = 0; int b = 0; int index = (b << 11) | (g << 5) | (r); index = (index & 0x1f); fragColor0 = texture(pal, vec2((float(index) + 0.5) * (1.0 / 256.000000), 0.0)); } vs: depal_vs #version 320 es // Adreno (TM) 650 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec2 a_position; in vec2 a_texcoord0; out highp vec2 v_texcoord0; // TEXCOORD0 (0) void main() { v_texcoord0 = a_texcoord0; gl_Position = vec4(a_position, 0.0, 1.0); }
クロヒョウ 龍が如く新章 v1.12.3 2022-08-06 WriteToHardware: Invalid address 00001ca9 near PC 08bae4e8 LR 08bae4e8
クロヒョウ 龍が如く新章 v1.13.1-547-g9f4a84945 2022-08-27 FBO created from existing depthbuffer as color, 04088000/04110000 and 04116400/04088000
クロヒョウ 龍が如く新章 v1.13.2 2022-12-05 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.2 2022-12-06 GetFramebufferCandidates(DEPTH): Multiple (3) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04116400/512 Z:04088000/512 X:0 Y:0 reint: false]
クロヒョウ 龍が如く新章 v1.13.1-207-gec3e2a11e 2022-08-07 Error in shader compilation: info: ERROR: 0:20: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0);
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-01 Error in shader compilation: info: ERROR: 0:19: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(index3,
クロヒョウ 龍が如く新章 v1.13.1-130-g714afb46a 2022-08-01 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((inde
クロヒョウ 龍が如く新章 v1.13.1-207-gec3e2a11e 2022-08-07 Error in shader compilation: info: ERROR: 0:22: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift)
クロヒョウ 龍が如く新章 v1.13.1-207-gec3e2a11e 2022-08-07 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3