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Game title |
Version |
Latest Report |
Message |
Dante's Inferno™ |
v1.14.2 |
2023-09-18 |
UI scissor out of bounds in GameSettingsScreen: 298,0-1211,721 / 1520,720 |
Dante's Inferno™ |
v1.16.1 |
2023-09-17 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000082:12180000) |
Dante's Inferno™ |
v1.16.1 |
2023-09-17 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 00000000:12180000) |
Dante's Inferno™ |
v1.16.1 |
2023-09-17 |
FS shader gen error: We only do array textures for framebuffers in Vulkan. (GLES: 0000008e:12180000) |
Dante's Inferno™ |
v1.15.4 |
2023-09-11 |
Unaligned icache invalidation of 088655d8 (088655d8 + 0) at PC=08863584 |
Dante's Inferno™ |
v1.15.4 |
2023-09-08 |
sceKernelLoadModule: unsupported options size=00000014, flags=0892b4b0, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.15.4 |
2023-08-25 |
ReadFromHardware: Invalid address 12922e80 near PC 12922e80 LR 12922e80 |
Dante's Inferno™ |
v1.10.3 |
2023-08-24 |
Jump to invalid address: 02100000 |
Dante's Inferno™ |
v1.12.3 |
2023-08-13 |
ReadFromHardware: Invalid address 3e0a840f near PC 092ec368 LR 092ec354 |
Dante's Inferno™ |
v1.12.3 |
2023-08-09 |
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 r10p0-00rel0 [Revision 96995].
01f15515:00000121 HWX LM Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#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;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
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 vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
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 = vec3(0.0, 0.0, 1.0);
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);
lowp vec3 lightSum1 = splat3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale;
toLight = u_lightpos3 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
|
Dante's Inferno™ |
v1.12.3 |
2023-08-09 |
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 r10p0-00rel0 [Revision 96995].
01f15515:00000b3d HWX C T N LM Fog Tex Light: 0: c:1 t:1 1: c:1 t:0 2: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#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;
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 lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 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);
lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(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 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale;
toLight = u_lightpos1;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * ldot ;
}
lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * ldot * li |
Dante's Inferno™ |
v1.15.4 |
2023-07-23 |
sceDmacMemcpy(dest=085c0020, src=08c012f0, size=65536): overlapping read |
Dante's Inferno™ |
v1.12.2 |
2023-07-16 |
Jump to invalid address: 05587064 |
Dante's Inferno™ |
v1.12.2 |
2023-07-16 |
MIPSCompileOp: Invalid instruction 04440355 |
Dante's Inferno™ |
v1.12.2 |
2023-07-16 |
Jump to invalid address: 03f4764c |
Dante's Inferno™ |
v1.12.2 |
2023-07-16 |
MIPSCompileOp: Invalid instruction 03d70294 |
Dante's Inferno™ |
v1.12.2 |
2023-07-16 |
Jump to invalid address: 020c7128 |
Dante's Inferno™ |
v1.14.2 |
2023-07-10 |
UI scissor out of bounds in GamePauseScreen: 3060,20-1200,520 / 2160,1080 |
Dante's Inferno™ |
v1.14.2 |
2023-07-10 |
UI scissor out of bounds in GamePauseScreen: 0,20-3020,520 / 2160,1080 |
Dante's Inferno™ |
v1.15.4 |
2023-06-14 |
Rendering to framebuffer offset at 04162000 +384x0 (stride 512) |
Dante's Inferno™ |
v1.14 |
2023-06-02 |
UI scissor out of bounds in GameSettingsScreen: 297,0-1252,720 / 1476,720 |
Dante's Inferno™ |
v1.15.3 |
2023-05-30 |
00000400=sceGeEdramSetAddrTranslation(00000800) |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00006730): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00019800): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00018000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00004000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00012e00): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00004100): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 000060a0): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00019800): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 00015700): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(3, 08d4b180, 0000d800): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-04-22 |
WriteToHardware: Invalid address 0000015c near PC 089d858c LR 089d8558 |
Dante's Inferno™ |
v1.13.1 |
2023-03-24 |
Error in shader program link: info: Link failed because of missing fragment shader.
fs: thin3d
vs: thin3d
#version 320 es
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
attribute vec3 Position;
attribute vec4 Color0;
attribute vec2 TexCoord0;
varying vec4 oColor0;
varying vec2 oTexCoord0;
uniform mat4 WorldViewProj;
uniform vec2 TintSaturation;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
gl_Position = WorldViewProj * vec4(Position, 1.0);
vec3 hsv = rgb2hsv(Color0.xyz);
hsv.x += TintSaturation.x;
hsv.y *= TintSaturation.y;
oColor0 = vec4(hsv2rgb(hsv), Color0.w);
oTexCoord0 = TexCoord0;
} |
Dante's Inferno™ |
v1.14.4 |
2023-03-23 |
Truncating vertex count from 37554 to 21845 |
Dante's Inferno™ |
v1.14.4 |
2023-03-10 |
Ignoring possible texturing from framebuffer at 04174000 +0x98 / 64x272 |
Dante's Inferno™ |
v1.14.4 |
2023-02-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.14.4 |
2023-02-25 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.14.4-615-g34e6dcb28 |
2023-02-22 |
Waiting thread for 20 that was already waiting for 20 |
Dante's Inferno™ |
v1.14.4 |
2023-05-25 |
Truncating vertex count from 22506 to 21845 |
Dante's Inferno™ |
v1.14.2 |
2023-02-04 |
UI scissor out of bounds in GameSettingsScreen: 228,0-1324,720 / 1501,720 |
Dante's Inferno™ |
v1.14.2 |
2023-02-04 |
UI scissor out of bounds in GameSettingsScreen: 179,0-1039,544 / 1178,544 |
Dante's Inferno™ |
v1.14.4 |
2023-02-02 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
Dante's Inferno™ |
v1.14.4 |
2023-01-22 |
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 r8p0-01rel0 [Revision 96995].
01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01710551:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 2: c:1 t:1 MatUp:1 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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
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 = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > |
Dante's Inferno™ |
v1.14.4 |
2023-01-22 |
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 r8p0-01rel0 [Revision 96995].
01b15051:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 Cull
#version 100
// Driver: Mali-450 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01b15051:00000b39 HWX C T N LM Tex Light: 0: c:1 t:0 1: c:1 t:1 3: c:1 t:1 MatUp:1 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 lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
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 = color0;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0;
ldot = dot(toLight, worldnormal);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * specularColor * ldot ;
}
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse);
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);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient1 * ambientColor.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 * diffuseColor) * max(ldot, 0.0);
if (ldot >= 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
if (ldot > |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 0800002c in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 0b050f30 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000028 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000024 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 0b050e30 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
MIPSCompileOp: Invalid instruction 71b86d78 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 0b050d30 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000018 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000014 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 0b050c30 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000010 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 0800000c in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 06d50c34 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000008 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 0b051130 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Branch in Jump delay slot at 08000004 in block starting at 08000000 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
Jump to invalid address: 06550c20 |
Dante's Inferno™ |
v1.11.3 |
2023-01-13 |
MIPSCompileOp: Invalid instruction 71b5c5b0 |
Dante's Inferno™ |
v1.14.1 |
2023-01-29 |
UI scissor out of bounds in GamePauseScreen: 2738,10-778,314 / 1600,720 |
Dante's Inferno™ |
v1.14.1 |
2023-01-29 |
UI scissor out of bounds in GamePauseScreen: 157,10-2555,314 / 1600,720 |
Dante's Inferno™ |
v1.11.3 |
2023-01-06 |
Unknown GetPointer 138ca830 PC 089065e0 LR 089065ec |
Dante's Inferno™ |
v1.14.1 |
2023-01-02 |
__KernelStopThread: thread 302 does not exist (ApctlThread deleted) |
Dante's Inferno™ |
v1.13.1 |
2022-12-30 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146185776 |
Dante's Inferno™ |
v1.14.4 |
2023-04-23 |
80000107=sceDisplaySetFrameBuf(04000000, 512, 1, 0): must change latched framebuf first |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154134592 |
Dante's Inferno™ |
v1.12.2 |
2022-12-14 |
An uneaten prefix at end of block: 08ac3ba4 |
Dante's Inferno™ |
v1.13.2 |
2022-12-08 |
80020001=sceKernelCreateMutex(): invalid name |
Dante's Inferno™ |
v1.13.2 |
2022-11-29 |
VTYPE with morph used: THRU=0 TC=1 COL=0 POS=3 NRM=1 WT=1 NW=4 IDX=0 MC=8 |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09fff610, 4, 00000000, 0) |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
Unimplemented HLE function Kprintf |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
sceKernelCreateThread(name=sceUSB_PSPComm_Driver): unsupported attributes 00001006 |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fff5b0, pos=0, access=1, data=1, text=1 |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
Unsupported AND logic op: 2 |
Dante's Inferno™ |
v1.13.2 |
2022-11-21 |
Attempted invert for logic op: 8 |
Dante's Inferno™ |
v1.14.1 |
2023-01-03 |
sceKernelLoadModule: unsupported options size=00000014, flags=ffffdeec, pos=0, access=1, data=2, text=2 |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00010200): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00005000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00004100): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00004000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 0000b190): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00001cd0): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
sceGeBreak(mode=0, unknown=08d098b8): unknown ptr (valid) |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00005150): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d4b180, 0000fe00): atracID uses different codec type than data |
Dante's Inferno™ |
v1.14.4 |
2023-05-03 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
Dante's Inferno™ |
v1.10-6-g8ac4efd3c |
2022-11-08 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 040e0000 offset: 0 (256x256 stride 256, 5551):
[C:040cc000/256 Z:04088000/512 X:0 Y:160 reint: false] [C:040e0000/256 Z:04088000/512 X:0 Y:0 reint: false] |
Dante's Inferno™ |
v1.13.2 |
2022-10-31 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 154246848 |
Dante's Inferno™ |
v1.13.2 |
2022-12-15 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146069088 |
Dante's Inferno™ |
v1.13.2 |
2022-10-31 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 573 |