Recent logs - EA-Sports FC PC-V

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Game title Version Latest Report Message
EA-Sports FC PC-V v1.13.2 2024-07-25 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 145544000
EA-Sports FC PC-V v1.13.2 2024-07-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 16
EA-Sports FC PC-V v1.13.2 2024-07-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 34520
EA-Sports FC PC-V v1.13.2 2024-07-25 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143964328
EA-Sports FC PC-V v1.13.2 2024-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=1, text=1
EA-Sports FC PC-V v1.17.1 2024-07-22 80630006=sceAtracSetData(2, 08d13140, 00038000): invalid RIFF header
EA-Sports FC PC-V v1.17.1 2024-07-18 Unknown GetPointer 29860825 PC 0881c2d8 LR 0881c2e8
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 147002140
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146993220
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 166232480
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 158723776
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=2, text=2
EA-Sports FC PC-V v1.11.3 2024-07-17 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b62c38, pos=0, access=1, data=1, text=1
EA-Sports FC PC-V v1.11.3 2024-07-15 Unknown GetPointer 00000000 PC 0887c834 LR 0887c664
EA-Sports FC PC-V v1.17.3 2024-07-11 Unknown GetPointer 00000038 PC 08a02a0c LR 088113dc
EA-Sports FC PC-V v1.17.3 2024-07-11 Unknown GetPointerWrite 00000040 PC 08a02a0c LR 088113dc
EA-Sports FC PC-V v1.16.6 2024-07-07 Unknown GetPointer 00000020 PC 08815fcc LR 08815fd4
EA-Sports FC PC-V v1.6.3 2024-07-15 GL ran out of GPU memory; switching to low memory mode
EA-Sports FC PC-V v1.17.1 2024-07-03 Branch in branch delay slot at 08be2c5c with different target
EA-Sports FC PC-V v1.17.1 2024-07-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5550, pos=0, access=1, data=2, text=2
EA-Sports FC PC-V v1.17.1 2024-07-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3328, pos=0, access=1, data=1, text=1
EA-Sports FC PC-V v1.17.1 2024-07-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
EA-Sports FC PC-V v1.17.1 2024-07-02 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000137, pos=0, access=1, data=2, text=2
EA-Sports FC PC-V v1.17.3 2024-07-02 Unknown GetPointerWrite 00000080 PC 08a02a0c LR 088113dc
EA-Sports FC PC-V v1.17.1 2024-07-02 80630006=sceAtracSetData(2, 08bb1640, 00038000): invalid RIFF header
EA-Sports FC PC-V v1.9.4 2024-07-22 Unknown GetPointer 00000000 PC 088287f0 LR 08828800
EA-Sports FC PC-V v1.10.3 2024-06-29 sceKernelCreateThread(name=sceMemab): unsupported attributes 00001006
EA-Sports FC PC-V v1.10.3 2024-06-29 sceKernelCreateThread(name=sceNetIfhandle_Service): unsupported attributes 00001006
EA-Sports FC PC-V v1.10.3 2024-06-29 Ignoring func export sceNetIfhandle/fd8585e1, already implemented in HLE.
EA-Sports FC PC-V v1.10.3 2024-06-29 Ignoring func export sceNetIfhandle/c80181a2, already implemented in HLE.
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x369ed59d
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x39810265
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0xb736e9ff
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0xaf36d708
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x89b3d48c
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x56c039b5
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x1fb15a32
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x58b1f937
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x4e3a1105
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x3f53e640
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0x28b6489c
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'ThreadManForKernel': 0xd6da4ba1
EA-Sports FC PC-V v1.10.3 2024-06-29 Unknown syscall in known module 'SysclibForKernel': 0xb49a7697
EA-Sports FC PC-V v1.15.4 2024-06-27 Error in shader program link: info: L0001 Invalid shader type loaded fs: 00180000:0001d002 Tex TFuncMod AlphaTest0 > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Mali-G52 MC2 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00180000:0001d002 Tex TFuncMod AlphaTest0 > uniform sampler2D tex; uniform float u_texNoAlpha; uniform float u_texMul; uniform uint u_alphacolorref; in lowp vec4 v_color0; in mediump float v_fogdepth; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlpha); vec4 v = p * t; v.rgb *= u_texMul; if (v.a < 0.002) DISCARD; fragColor0 = v; } vs: 00000000:0000000a THR C #version 320 es // Driver: Mali-G52 MC2 - GLSL 320 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 00000000:0000000a THR C in vec4 position; in highp float fog; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj_through; uniform lowp float u_rotation; uniform highp vec2 u_fogcoef; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
EA-Sports FC PC-V v1.7.1 2024-06-26 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 00000000
EA-Sports FC PC-V v1.17.1 2024-06-26 ReadFromHardware: Invalid address 00000019 near PC 0881bf90 LR 0881bf88
EA-Sports FC PC-V v1.17.1 2024-06-26 ReadFromHardware: Invalid address 00000010 near PC 08815204 LR 0881bf88
EA-Sports FC PC-V v1.17.3 2024-07-23 Unknown GetPointer 00000000 PC 08a02a0c LR 0884a938
EA-Sports FC PC-V v1.17.1 2024-07-17 Can't draw: No current render step. Step count: 0
EA-Sports FC PC-V v1.17.1 2024-06-28 ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 08856c34
EA-Sports FC PC-V v1.17.1 2024-06-28 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 08856c34
EA-Sports FC PC-V v1.17.1 2024-06-23 ReadFromHardware: Invalid address 00000004 near PC 08856d28 LR 08856d28
EA-Sports FC PC-V v1.10.2 2024-06-20 sceDmacMemcpy(dest=04154000, src=091f61b0, size=557056): overlapping read
EA-Sports FC PC-V v1.17.1 2024-06-20 MIPSCompileOp: Invalid instruction 0000007d
EA-Sports FC PC-V v1.17.1 2024-06-19 WriteToHardware: Invalid address 00000004 near PC 08863d74 LR 0884c9fc
EA-Sports FC PC-V v1.11.2 2024-06-18 sceDmacMemcpy(dest=040cc000, src=095171c0, size=557056): overlapping read
EA-Sports FC PC-V v1.16.6 2024-06-18 80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data
EA-Sports FC PC-V v1.16.6 2024-06-18 80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data
EA-Sports FC PC-V v1.16.6 2024-06-18 80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data
EA-Sports FC PC-V v1.16.6 2024-06-18 80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data
EA-Sports FC PC-V v1.16.6 2024-06-18 Rendering to framebuffer offset at 040cc000 +64x0 (stride 512)
EA-Sports FC PC-V v1.16.6 2024-06-18 80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data
EA-Sports FC PC-V v1.9.4 2024-06-17 Unknown GetPointer 00000000 PC 08821588 LR 088215a8
EA-Sports FC PC-V v1.15.4 2024-06-17 Unknown GetPointer 29866364 PC 0881c428 LR 0881c438
EA-Sports FC PC-V v1.5.4 2024-07-21 Unknown GetPointer 00000000 PC 08808448 LR 08808460
EA-Sports FC PC-V v1.17.1 2024-06-13 Unknown GetPointer 2985af54 PC 0881c2d8 LR 0881c2e8
EA-Sports FC PC-V v1.17.1 2024-06-09 807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0000
EA-Sports FC PC-V v1.17.1 2024-06-09 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 000f
EA-Sports FC PC-V v1.9.4 2024-07-25 MIPSCompileOp: Invalid instruction 01010101
EA-Sports FC PC-V v1.11.3 2024-06-08 Unknown GetPointer 298655e4 PC 0881c2d8 LR 0881c2e8
EA-Sports FC PC-V v1.17.1 2024-07-18 Unknown GetPointer 00000000 PC 0884a930 LR 0884a938
EA-Sports FC PC-V v1.17.1 2024-06-08 Unknown GetPointer 00000000 PC 088e2fd8 LR 088e2fe8
EA-Sports FC PC-V v1.17.1 2024-06-19 ReadFromHardware: Invalid address 00000004 near PC 08863d6c LR 0884c9fc
EA-Sports FC PC-V v1.17.1 2024-06-07 Unknown GetPointer 00000000 PC 0884d5b0 LR 0884d7d4
EA-Sports FC PC-V v1.8.0 2024-07-24 80630006=sceAtracSetDataAndGetID(09a25200, 00004000): invalid RIFF header
EA-Sports FC PC-V v1.17.1-491-g9cdd97c13b 2024-06-04 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 08828800
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00000002 Tex FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; fragColor0 = v; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000002 THR Flat layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 40000000:00000028 C Flat Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) flat out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; mat2 displayRotation = mat2( u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0), u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0) ); vec4 pos = position; pos.xy = mul(displayRotation, pos.xy); vec4 outPos = pos; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:00200002 Tex Fog Flat FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) flat in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; fragColor0 = v; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:00200002 Tex Fog FragUber TFuncMod layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:00000928 HWX C T Cull layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec3 position; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; vec3 normalizeOr001(vec3 v) { return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v); } void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); vec4 ambientColor = u_matambientalpha; v_color0 = color0; v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; if (u_depthRange.y >= 1.0) { gl_ClipDistance[0] = outPos.z; } else if (u_depthRange.x + u_depthRange.y <= 65534.0) { gl_ClipDistance[0] = outPos.w - outPos.z; } else { gl_ClipDistance[0] = 0.0; } vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w; if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) { if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) { outPos.xyzw = u_cullRangeMax.wwww; } } if (u_cullRangeMin.w <= 0.0) { if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) { outPos.xyzw = u_cullRangeMax.wwww; } } gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001; if (u_cullRangeMin.w > 0.0 && u_depthRange.w != 0.0f) { gl_CullDistance[0] = projPos.z - u_cullRangeMin.z; gl_CullDistance[1] = u_cullRangeMax.z - projPos.z; } else { gl_CullDistance[0] = 0.0; gl_CullDistance[1] = 0.0; } gl_Position = outPos; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb *= u_texNoAlphaMul.y; if (v.a < 0.002) DISCARD; fragColor0 = v; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared ERROR: 1 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #define mul(x, y) ((x) * (y)) #define splat3(x) vec3(x) precision highp float; // 00000000:0000000a THR C layout (std140, set = 0, binding = 3) uniform baseVars { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (location = 0) in vec4 position; layout (location = 2) in float fog; layout (location = 1) in vec2 texcoord; layout (location = 5) in vec4 color0; layout (location = 1) out lowp vec4 v_color0; layout (location = 0) out highp vec3 v_texcoord; layout (location = 3) out highp float v_fogdepth; invariant gl_Position; void main() { v_texcoord = vec3(texcoord, 1.0); v_color0 = color0; v_fogdepth = fog; vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0)); gl_Position = outPos; }
EA-Sports FC PC-V v1.17.1 2024-06-03 Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth ERROR: 0:41: 'texture' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. / code: #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_conservative_depth : enable #extension GL_ARB_shader_image_load_store : enable #define splat3(x) vec3(x) #define DISCARD discard precision lowp float; precision highp int; // 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 > layout (std140, set = 0, binding = 3) uniform baseUBO { mat4 u_proj; mat4 u_proj_through; mat3x4 u_view; mat3x4 u_world; mat3x4 u_texmtx; vec4 u_uvscaleoffset; vec4 u_depthRange; vec4 u_matambientalpha; vec4 u_cullRangeMin; vec4 u_cullRangeMax; uint u_spline_counts; uint u_depal_mask_shift_off_fmt; uint u_colorWriteMask; float u_mipBias; vec2 u_texNoAlphaMul; float pad1; float pad2; vec3 u_fogcolor; uint u_alphacolorref; vec3 u_texenv; uint u_alphacolormask; vec4 u_texclamp; vec2 u_texclampoff; vec2 u_fogcoef; vec3 u_blendFixA; float u_stencilReplaceValue; vec3 u_blendFixB; float u_rotation; }; layout (set = 0, binding = 0) uniform sampler2D tex; layout (location = 1) in lowp vec4 v_color0; layout (location = 3) in highp float v_fogdepth; layout (location = 0) in highp vec3 v_texcoord; layout (location = 0, index = 0) out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; t.a = max(t.a, u_texNoAlphaMul.x); vec4 v = p * t; v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); if (v.a < 0.002) DISCARD; fragColor0 = v; }
EA-Sports FC PC-V v1.11.3 2024-06-01 Normal projection mapping without normal?
EA-Sports FC PC-V v1.17.1 2024-06-06 807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000
EA-Sports FC PC-V v1.17.1 2024-06-21 sceDmacMemcpy(dest=04154000, src=0948f1b0, size=557056): overlapping read
EA-Sports FC PC-V v1.17.1 2024-05-30 Unknown GetPointer 00000140 PC 088113d4 LR 088113dc
EA-Sports FC PC-V v1.17.1 2024-05-30 Unknown GetPointerWrite 00000140 PC 088113d4 LR 088113dc
EA-Sports FC PC-V v1.17.1 2024-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
EA-Sports FC PC-V v1.17.1 2024-05-28 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=2, text=2
EA-Sports FC PC-V v1.17.1 2024-06-29 sceKernelLoadModuleByID: unsupported options size=00000014, flags=089a5164, pos=0, access=1, data=1, text=1
EA-Sports FC PC-V v1.17.1-491-g9cdd97c13b 2024-05-26 Unknown GetPointer 003f8000 PC 08a02a0c LR 0884d7d4
EA-Sports FC PC-V v1.17.1 2024-07-20 Unknown GetPointerWrite 00000000 PC 08808448 LR 08808460
EA-Sports FC PC-V v1.17.1 2024-05-26 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 088113dc
EA-Sports FC PC-V v1.17.3 2024-07-18 Unknown GetPointer 00000000 PC 08a02a0c LR 0884d7d4
EA-Sports FC PC-V v1.17.3 2024-07-26 Unknown GetPointerWrite 00000000 PC 08a02a0c LR 0881615c
EA-Sports FC PC-V v1.9.4 2024-05-23 sceMp3Init: invalid data: not 44.1kHz