Recent logs - CODED ARMS

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Game title Version Latest Report Message
CODED ARMS v1.11.3 2021-07-23 sceKernelLoadModule: unsupported options size=00000014, flags=00000005, pos=0, access=1, data=1, text=1
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003d0000: pc = 003c0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00520000: pc = 00510000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00550000: pc = 00540000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004b0000: pc = 004a0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004d0000: pc = 004c0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00320000: pc = 00310000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00330000: pc = 00320000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00340000: pc = 00330000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004f0000: pc = 004e0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004c0000: pc = 004b0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00510000: pc = 00500000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00500000: pc = 004f0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003c0000: pc = 003b0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00370000: pc = 00360000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00420000: pc = 00410000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00400000: pc = 003f0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00440000: pc = 00430000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00390000: pc = 00380000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004a0000: pc = 00490000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00410000: pc = 00400000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00460000: pc = 00450000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00380000: pc = 00370000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001e0000: pc = 001d0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00350000: pc = 00340000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003b0000: pc = 003a0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002b0000: pc = 002a0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 004e0000: pc = 004d0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002d0000: pc = 002c0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002f0000: pc = 002e0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00250000: pc = 00240000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001b0000: pc = 001a0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003f0000: pc = 003e0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001c0000: pc = 001b0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00430000: pc = 00420000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00240000: pc = 00230000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00270000: pc = 00260000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00450000: pc = 00440000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00230000: pc = 00220000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003a0000: pc = 00390000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00260000: pc = 00250000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00360000: pc = 00350000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00490000: pc = 00480000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00170000: pc = 00160000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00200000: pc = 001f0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00160000: pc = 00150000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00150000: pc = 00140000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00280000: pc = 00270000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00220000: pc = 00210000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00100000: pc = 000f0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00470000: pc = 00460000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00530000: pc = 00520000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00310000: pc = 00300000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00480000: pc = 00470000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002c0000: pc = 002b0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002e0000: pc = 002d0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00300000: pc = 002f0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 003e0000: pc = 003d0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 002a0000: pc = 00290000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00210000: pc = 00200000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001d0000: pc = 001c0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00140000: pc = 00130000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00540000: pc = 00530000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00110000: pc = 00100000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00120000: pc = 00110000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00290000: pc = 00280000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001f0000: pc = 001e0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000f0000: pc = 000e0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000c0000: pc = 000b0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000e0000: pc = 000d0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00130000: pc = 00120000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000d0000: pc = 000c0000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000a0000: pc = 00090000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 001a0000: pc = 00190000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00190000: pc = 00180000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00180000: pc = 00170000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00090000: pc = 00080000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00070000: pc = 00060000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00060000: pc = 00050000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00050000: pc = 00040000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00020000: pc = 00010000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00030000: pc = 00020000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00040000: pc = 00030000
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 000b0000: pc = 000a0000
CODED ARMS v1.6.3 2021-07-08 Unknown GetPointer 00000000 PC 0887c0ec LR 0887c0f4
CODED ARMS v1.6.3 2021-07-08 Trying to write block exit to illegal destination 00080000: pc = 00070000
CODED ARMS v1.10.3 2021-07-04 Ignoring possible render to texture at 04154000 +0x136 / 480x272
CODED ARMS v1.10.3 2021-07-04 sceKernelLoadModule: unsupported options size=00000014, flags=08811ccc, pos=0, access=1, data=2, text=2
CODED ARMS v1.10.3 2021-07-04 sceKernelLoadModule: unsupported options size=00000014, flags=08ce0820, pos=0, access=1, data=1, text=1
CODED ARMS v1.11.3 2021-06-29 Unknown GetPointer 00000000 PC 08815ef4 LR 08000020
CODED ARMS v1.11.3 2021-06-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=2
CODED ARMS v1.11.3 2021-06-26 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=0, data=0, text=1
CODED ARMS v1.11.3 2021-06-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:188: 'outerProduct' : no matching overloaded function found ERROR: 0:188: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81130000:0001bb1c HWX C T N Fog Tex TexProjPos UVMtx Light: 0: c:0 t:0 MatUp:3 Bezier TessC TessT TessN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in 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 lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, iv
CODED ARMS v1.11.3 2021-06-22 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:165: 'outerProduct' : no matching overloaded function found ERROR: 0:165: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 80000000:0000ab1c HWX C T N Fog Tex Bezier TessT TessN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (1 + point_pos.x); index_v = (0 + point_pos.y); _pos[1] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[1] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (2 + point_pos.x); index_v = (0 + point_pos.y); _pos[2] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[2] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; index_u = (3 + point_pos.x); index_v = (0 + point_pos.y); _pos[3] = texelFetch(u_tess_poin
CODED ARMS v1.11.3 2021-06-23 Error in shader compilation: info: Vertex shader compilation failed. ERROR: 0:192: 'outerProduct' : no matching overloaded function found ERROR: 0:192: '=' : cannot convert from 'const float' to '4X4 matrix of float' ERROR: 2 compilation errors. No code generated. 81330011:0000bb1c HWX C T N Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 MatUp:3 Bezier TessC TessT TessN #version 300 es // Adreno (TM) 306 - GLSL 300 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; in lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; out lowp vec4 v_color0; out mediump vec3 v_texcoord; out mediump float v_fogdepth; uniform sampler2D u_tess_points; uniform sampler2D u_tess_weights_u; uniform sampler2D u_tess_weights_v; uniform int u_spline_counts; vec2 tess_sample(in vec2 points[16], mat4 weights) { vec2 pos = vec2(0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec3 tess_sample(in vec3 points[16], mat4 weights) { vec3 pos = vec3(0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } vec4 tess_sample(in vec4 points[16], mat4 weights) { vec4 pos = vec4(0.0, 0.0, 0.0, 0.0); pos += weights[0][0] * points[0]; pos += weights[0][1] * points[1]; pos += weights[0][2] * points[2]; pos += weights[0][3] * points[3]; pos += weights[1][0] * points[4]; pos += weights[1][1] * points[5]; pos += weights[1][2] * points[6]; pos += weights[1][3] * points[7]; pos += weights[2][0] * points[8]; pos += weights[2][1] * points[9]; pos += weights[2][2] * points[10]; pos += weights[2][3] * points[11]; pos += weights[3][0] * points[12]; pos += weights[3][1] * points[13]; pos += weights[3][2] * points[14]; pos += weights[3][3] * points[15]; return pos; } struct Tess { vec3 pos; vec2 tex; vec4 col; vec3 nrm; }; void tessellate(out Tess tess) { ivec2 point_pos = ivec2(position.z, normal.z) * 3; ivec2 weight_idx = ivec2(position.xy); vec3 _pos[16]; vec2 _tex[16]; vec4 _col[16]; int index_u, index_v; index_u = (0 + point_pos.x); index_v = (0 + point_pos.y); _pos[0] = texelFetch(u_tess_points, ivec2(index_u, index_v), 0).xyz; _tex[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts, index_v), 0).xy; _col[0] = texelFetch(u_tess_points, ivec2(index_u + u_spline_counts * 2, index_v), 0).rgba; index_u = (1 + point_pos.x); index_v =
CODED ARMS v1.11.3 2021-06-18 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=1, text=1
CODED ARMS v1.11.3 2021-06-12 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 1066564498
CODED ARMS v1.11.3 2021-06-08 GE Interrupt: newState might be 0
CODED ARMS v1.11.3 2021-06-08 GE Interrupt: newState might be 1
CODED ARMS v1.11.3 2021-05-28 Error in shader compilation: info: 0:1: F0002: Internal compiler error. Please contact [email protected] with the shader causing the problem, along with this error message. Mali online shader compiler r4p1-01rel0 [Revision 96995]. 00000000:002003a2 Tex TexAlpha Fog TClampST TFuncMod #version 100 #extension GL_ARM_shader_framebuffer_fetch : require // Mali-400 MP - GLSL 100 #define DISCARD discard precision lowp float; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; uniform vec4 u_texclamp; varying lowp vec4 v_color0; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; 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)); vec4 t = texture2D(tex, fixedcoord.xy); vec4 p = v_color0; vec4 v = p * t; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); gl_FragColor = v; }