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Game title |
Version |
Latest Report |
Message |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62d4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6394 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d640c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62c4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6284 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62f4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d637c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61fc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63f4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6294 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63ec with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62fc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6314 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63fc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63d4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63dc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d625c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63a4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63e4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62cc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6374 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d633c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6404 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61e4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6364 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63b4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63cc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6414 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6224 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62b4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63ac with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63c4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6204 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62a4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6384 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d641c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6354 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d634c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d635c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6304 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d626c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6234 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d627c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61dc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6274 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61ec with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62ac with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6264 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d63bc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61f4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d630c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d624c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6324 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d632c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d621c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6214 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d628c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d631c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d623c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62bc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6244 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62ec with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6334 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62e4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d62dc with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d639c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d620c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d636c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6344 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d6254 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d629c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d622c with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d61d4 with different target |
Gangs of London™ |
v1.18.1 |
2025-04-04 |
Branch in branch delay slot at 090d638c with different target |
Gangs of London™ |
v1.9.0 |
2025-03-12 |
Bad vertex address 004b506c! |
Gangs of London™ |
v1.9.0 |
2025-03-12 |
Unknown GE command : 3400000c |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
Unexpected mpeg first timestamp: 0 / 0 |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=089d5494, pos=0, access=1, data=2, text=2 |
Gangs of London™ |
v1.11.3 |
2024-12-03 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08aa3278, pos=0, access=1, data=1, text=1 |
Gangs of London™ |
v1.17.1 |
2024-12-09 |
ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0882f864 |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00010b08 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.18.1 |
2024-11-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00010b09 HWX C T N LM TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
gl_Position = outPos;
}
|
Gangs of London™ |
v1.18.1 |
2024-11-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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. |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f10444:00000b21 HWX T N LM Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:1 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = splat3(0.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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. |
Gangs of London™ |
v1.18.1 |
2024-11-16 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r8p0-00dev0 [Revision 96995].
01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
#version 100
// Driver: Mali-400 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01f70444:00000b28 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:0 MatUp:7 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = color0.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos3;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
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 |
Gangs of London™ |
v1.18.1 |
2024-11-10 |
Unknown GetPointer 00000010 PC 08a0c1d0 LR 08a113a4 |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Unknown GE command : ed97f700 |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Bad vertex address 0f010000! |
Gangs of London™ |
v1.9.0 |
2024-09-15 |
Unknown GE command : 35373037 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
BlockTransfer: Bad source transfer address 0a84ae20! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Bad vertex address 0f010df7! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Render to texture with incompatible formats 7 != 0 at 04000000 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Render to texture using CLUT with different strides 512 != 1916 |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
BlockTransfer: Bad source transfer address 0a000000! |
Gangs of London™ |
v1.9.0 |
2024-09-05 |
Unknown GE command : 354ec3e2 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
WriteToHardware: Invalid address 00000458 near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
WriteToHardware: Invalid address 00000010 near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.1 |
2024-09-02 |
ReadFromHardware: Invalid address 000003fc near PC 089ff2e8 LR 089fd668 |
Gangs of London™ |
v1.17.3 |
2024-08-13 |
Waiting thread for 20 that was already waiting for 20 |
Gangs of London™ |
v1.17.3 |
2024-08-13 |
sceKernelLoadModule: unsupported options size=00000014, flags=089d33b8, pos=0, access=1, data=2, text=2 |