Recent logs - SplinterCell

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Game title Version Latest Report Message
SplinterCell v1.17.1-1143-g0f909051ee 2024-10-09 sceDmacMemcpy(dest=086fd7a0, src=087057a0, size=32768): overlapping read
SplinterCell v1.17.1-1143-g0f909051ee 2024-10-08 Unknown GetPointerWrite 0a004284 PC 0881c21c LR 0881c6e4
SplinterCell v1.17.1 2024-10-06 Branch in Jump delay slot at 09ffe414 in block starting at 09ffe260
SplinterCell v1.17.1 2024-10-06 Jump to invalid address: 05b0f3d0
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 4329dd38
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 432ad68f
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 42849a70
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 45b9c2ed
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 42b952cd
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 4218845d
SplinterCell v1.17.1 2024-10-04 sceDmacMemcpy(dest=08711a20, src=08719a20, size=32768): overlapping read
SplinterCell v1.17.1-334-g1786a4ddb 2024-10-01 MIPSCompileOp: Invalid instruction 000cb63e
SplinterCell v1.17.1-334-g1786a4ddb 2024-10-01 MIPSCompileOp: Invalid instruction 000c9277
SplinterCell v1.17.1 2024-09-30 MIPSCompileOp: Invalid instruction 0004324e
SplinterCell v1.17.1 2024-09-30 MIPSCompileOp: Invalid instruction 001e5cbd
SplinterCell v1.17.1 2024-09-30 Jump to invalid address: 04f30e80
SplinterCell v1.17.1 2024-09-30 Jump to invalid address: 04f30d00
SplinterCell v1.17.1 2024-09-28 sceDmacMemcpy(dest=087495e0, src=087515e0, size=32768): overlapping read
SplinterCell v1.17.1 2024-09-28 sceDmacMemcpy(dest=0876e720, src=08776720, size=32768): overlapping read
SplinterCell v1.17.1 2024-09-28 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=1
SplinterCell v1.17.1 2024-09-24 Jump to invalid address: 02c56f20 PC 09ffe298 LR 09ffe260
SplinterCell v1.17.1 2024-09-24 Trying to compile instruction 000f88b0 that can't be interpreted
SplinterCell v1.17.1 2024-09-19 MIPSCompileOp: Invalid instruction 00014b3b
SplinterCell v1.17.1 2024-09-17 MIPSCompileOp: Invalid instruction efefefef
SplinterCell v1.17.1 2024-09-17 Unknown GetPointerWrite 0a003afc PC 08805d60 LR 08805d68
SplinterCell v1.17.1 2024-09-16 MIPSCompileOp: Invalid instruction 000007a8
SplinterCell v1.17.1 2024-09-16 sceDmacMemcpy(dest=08722660, src=0872a660, size=32768): overlapping read
SplinterCell v1.17.1 2024-09-11 sceDmacMemcpy(dest=08730160, src=08738160, size=32768): overlapping read
SplinterCell v1.17.1 2024-09-08 MIPSCompileOp: Invalid instruction 000007f7
SplinterCell v1.17.1 2024-09-08 MIPSCompileOp: Invalid instruction 434471ba
SplinterCell v1.17.1 2024-09-06 Branch in JumpReg delay slot at 09ffe2b8 in block starting at 09ffe260
SplinterCell v1.17.1 2024-09-04 MIPSCompileOp: Invalid instruction 0001047d
SplinterCell v1.17.1 2024-08-30 Jump to invalid address: 07ff9180
SplinterCell v1.17 2024-08-29 MIPSCompileOp: Invalid instruction 0003b695
SplinterCell v1.17.1 2024-08-29 MIPSCompileOp: Invalid instruction 000352fd
SplinterCell v1.9.4 2024-08-29 Unknown GetPointer fcfefeff PC 0880501c LR 0880501c
SplinterCell v1.17.1 2024-08-21 Unexpected mpeg first timestamp: 675464d0000 / 7100760391680
SplinterCell v1.17.1 2024-08-12 Jump to invalid address: 04ec6500
SplinterCell v1.17.1 2024-08-12 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]. 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 #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)) // 01f18444:00000b08 HWX C T N Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 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 mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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 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 = 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; lowp float angle; 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 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = dot(u_lightdir3, toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb
SplinterCell v1.17.1 2024-08-12 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]. 03f14484:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #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)) // 03f14484:41c00b00 HWX T N Bones:8 Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightatt3; 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 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() { mat4 skinMatrix = mul(w1.x, u_bone0) + mul(w1.y, u_bone1) + mul(w1.z, u_bone2) + mul(w1.w, u_bone3) + mul(w2.x, u_bone4) + mul(w2.y, u_bone5) + mul(w2.z, u_bone6) + mul(w2.w, u_bone7); vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz * 1.9921875; vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz; mediump vec3 skinnednormal = mul(vec4(normal, 0.0), skinMatrix).xyz * 1.9921875; mediump vec3 worldnormal = normalizeOr001(mul(vec4(skinnednormal, 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; lowp float angle; 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); angle = dot(u_lightdir1, toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } 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;
SplinterCell v1.17.1 2024-08-10 MIPSCompileOp: Invalid instruction 000036b7
SplinterCell v1.17.1 2024-08-10 Jump to invalid address: 03067230 PC 08c0c184 LR 08c09df8
SplinterCell v1.17.1 2024-08-10 Branch in Jump delay slot at 08c0c180 in block starting at 08c09df8
SplinterCell v1.17.1 2024-08-10 Jump to invalid address: 03067240 PC 08c0c17c LR 08c09df8
SplinterCell v1.17.1 2024-08-10 MIPSCompileOp: Invalid instruction 04040410
SplinterCell v1.17.1 2024-08-10 Trying to compile instruction 00302e31 that can't be interpreted
SplinterCell v1.17.1 2024-08-10 Jump to invalid address: 02cdb0b0 PC 08c0bf80 LR 08c09df8
SplinterCell v1.17.1 2024-08-10 sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792fc, pos=0, access=1, data=1, text=1
SplinterCell v1.17.1 2024-08-08 MIPSCompileOp: Invalid instruction 0039b79e
SplinterCell v1.17.1 2024-08-07 MIPSCompileOp: Invalid instruction 000bfcbe
SplinterCell v1.17.1 2024-08-02 Jump to invalid address: 025b4c10 PC 09ffe29c LR 09ffe260
SplinterCell v1.17.1 2024-08-02 Jump to invalid address: 03996670 PC 09ffe298 LR 09ffe260
SplinterCell v1.17.1 2024-08-02 Jump to invalid address: 05e1fc80 PC 09ffe294 LR 09ffe260
SplinterCell v1.17.1 2024-08-02 Jump to invalid address: 05e1c180 PC 09ffe290 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 Jump to invalid address: 02146c10 PC 09ffe2a8 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 Jump to invalid address: 07ff92b0 PC 09ffe2a0 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 Jump to invalid address: 07e9b2c0 PC 09ffe294 LR 09ffe260
SplinterCell v1.17.1 2024-08-01 Jump to invalid address: 07ff93f0 PC 09ffe290 LR 09ffe260
SplinterCell v1.17.1 2024-10-06 MIPSCompileOp: Invalid instruction 0000e51e
SplinterCell v1.17.1 2024-07-31 MIPSCompileOp: Invalid instruction 0007d63e
SplinterCell v1.17.1 2024-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=2, text=2
SplinterCell v1.17.1 2024-07-25 sceKernelLoadModule: unsupported options size=00000014, flags=0899b0cc, pos=0, access=1, data=1, text=1
SplinterCell v1.17.1 2024-07-19 MIPSCompileOp: Invalid instruction 000c12a9
SplinterCell v1.17.1 2024-07-19 Branch in JumpReg delay slot at 09ffe274 in block starting at 09ffe260
SplinterCell v1.17.1 2024-07-19 MIPSCompileOp: Invalid instruction 000c7115
SplinterCell v1.17.1 2024-07-15 Unknown GetPointerWrite 0a005acc PC 0881c21c LR 0881c6e4
SplinterCell v1.17.1 2024-07-15 Jump to invalid address: 0596c5d0
SplinterCell v1.17.1 2024-07-15 MIPSCompileOp: Invalid instruction 43161abe
SplinterCell v1.17.1 2024-07-15 MIPSCompileOp: Invalid instruction 43167951
SplinterCell v1.17.1 2024-07-15 MIPSCompileOp: Invalid instruction 45b84f58
SplinterCell v1.17.1 2024-07-15 MIPSCompileOp: Invalid instruction 42b93170
SplinterCell v1.17.1 2024-07-15 MIPSCompileOp: Invalid instruction 4218a59e
SplinterCell v1.16.6 2024-07-07 MIPSCompileOp: Invalid instruction 00127cdf
SplinterCell v1.17.1 2024-07-05 00000000=sceGeEdramSetAddrTranslation(00000000)
SplinterCell v1.17.1 2024-06-26 Failed to truncate file.
SplinterCell v1.17.1 2024-06-22 MIPSCompileOp: Invalid instruction 00004c5f
SplinterCell v1.17.1 2024-06-22 MIPSCompileOp: Invalid instruction 0030baf8
SplinterCell v1.17.1 2024-06-13 MIPSCompileOp: Invalid instruction 0000e8fb
SplinterCell v1.17.1 2024-06-07 Branch in Jump delay slot at 09ffe2d8 in block starting at 09ffe2d0
SplinterCell v1.17.1 2024-06-03 Jump to invalid address: 05d88ed0
SplinterCell v1.17.1 2024-07-05 Unknown GetPointerWrite 0a000f24 PC 0881c21c LR 0881c6e4
SplinterCell v1.15.3 2024-05-28 MIPSCompileOp: Invalid instruction 001871de
SplinterCell v1.17.1 2024-05-23 MIPSCompileOp: Invalid instruction 000112d5
SplinterCell v1.17.1 2024-05-23 sceDmacMemcpy(dest=08738b80, src=08740b80, size=32768): overlapping read
SplinterCell v1.17.1 2024-05-23 MIPSCompileOp: Invalid instruction 008fa15e
SplinterCell v1.17.1 2024-05-21 Jump to invalid address: 05af5cc0
SplinterCell v1.17.1 2024-05-21 MIPSCompileOp: Invalid instruction 00000668
SplinterCell v1.17.1 2024-05-11 sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2
SplinterCell v1.17.1 2024-07-22 WriteToHardware: Invalid address 04800000 near PC 08805d64 LR 08805d64
SplinterCell v1.17.1 2024-05-06 Unknown GetPointerWrite 0a006cb4 PC 0881c21c LR 0881c6e4
SplinterCell v1.11.1 2024-05-02 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 r7p0-00rel1 [Revision 96995]. 01f18444:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:2 MatUp:1 #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; gl_Position = outPos; }
SplinterCell v1.11.1 2024-05-02 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 r7p0-00rel1 [Revision 96995]. 01f14484:00000b14 HWX T N Fog Tex Light: 0: c:0 t:1 1: c:0 t:2 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) 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 mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; 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 mediump vec3 u_lightatt3; 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_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; 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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.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 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; 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; gl_Position = outPos; }
SplinterCell v1.17.1 2024-04-14 sceDmacMemcpy(dest=08734440, src=0873c440, size=32768): overlapping read
SplinterCell v1.10 2024-04-13 sceDmacMemcpy(dest=08727180, src=0872f180, size=32768): overlapping read
SplinterCell v1.10 2024-04-13 sceDmacMemcpy(dest=0874c340, src=08754340, size=32768): overlapping read
SplinterCell v1.17.1 2024-04-13 sceDmacMemcpy(dest=087303c0, src=087383c0, size=32768): overlapping read
SplinterCell v1.17.1 2024-04-13 Jump to invalid address: 0375ab00
SplinterCell v1.17.1 2024-04-13 Jump to invalid address: 03a64370
SplinterCell v1.17.1 2024-03-28 Jump to invalid address: 05791300
SplinterCell v1.17.1 2024-03-25 MIPSCompileOp: Invalid instruction 00000845