To see your stuff show here, enable Compatibility Server Reports in PPSSPP.
Click on a version, game, or report message to show similar entries. Hover over version to see platform info, and hover over a game title to see region and version info.
| Game title |
Version |
Latest Report |
Hits |
Message |
| FIFA 14 |
v1.14.4 |
2023-04-13 |
1 |
Replacement rowPitch=512, but w=8000 (level=0) |
| FIFA 14 |
v1.14.4 |
2023-04-09 |
1 |
Unknown GetPointerWrite 00000000 PC 08b59a3c LR 08b59a50 |
| FIFA 14 |
v1.13.2 |
2023-04-06 |
1 |
__KernelStopThread: thread 376 does not exist |
| FIFA 14 |
v1.14.4 |
2023-03-21 |
1 |
Unknown GetPointerWrite 00300038 PC 08dec250 LR 08dec264 |
| FIFA 14 |
v1.14.4 |
2023-03-20 |
1 |
Unknown GetPointerWrite 00000000 PC 08b59a88 LR 08b59aec |
| FIFA 14 |
v1.14.4 |
2023-03-10 |
1 |
Replacement rowPitch=256, but w=1400 (level=0) |
| FIFA 14 |
v1.14.4 |
2023-03-05 |
1 |
Replacement rowPitch=512, but w=2048 (level=0) |
| FIFA 14 |
v1.14.4 |
2023-02-20 |
5 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:126: 'comp' : redefinition
ERROR: 0:127: 'type' : redefinition
ERROR: 0:175: 'comp' : redefinition
ERROR: 0:176: 'type' : redefinition
ERROR: 0:224: 'comp' : redefinition
ERROR: 0:225: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 0x14u)) != 0x0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 0x15u)) != 0x0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 0x16u)) != 0x0u) ? color0.rgb : 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;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lig |
| FIFA 14 |
v1.14.4 |
2023-02-20 |
5 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:174: 'comp' : redefinition
ERROR: 0:175: 'type' : redefinition
ERROR: 0:223: 'comp' : redefinition
ERROR: 0:224: 'type' : redefinition
ERROR: 6 compilation errors. No code generated.
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if ( |
| FIFA 14 |
v1.13.2 |
2023-02-19 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 9600 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077d3760 PC 09a408a4 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40890 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 0694c740 PC 09a40888 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40884 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 061dfcd0 PC 09a4087c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06903580 PC 09a40878 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40870 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077d2860 PC 09a40868 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
2 |
MIPSCompileOp: Invalid instruction 40a00000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
2 |
MIPSCompileOp: Invalid instruction 41200000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40854 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 0694ba40 PC 09a4084c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40848 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 061dfc80 PC 09a40840 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06903560 PC 09a4083c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40834 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077d1960 PC 09a4082c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Trying to compile instruction 41600000 that can't be interpreted |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
MIPSCompileOp: Invalid instruction 41b00000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40818 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 0694b380 PC 09a40810 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a4080c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 061dfc30 PC 09a40804 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06903540 PC 09a40800 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a407f8 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077d0a60 PC 09a407f0 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Trying to compile instruction 415f3333 that can't be interpreted |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
MIPSCompileOp: Invalid instruction 41ff999a |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a407dc LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 0694aac0 PC 09a407d4 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a407d0 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 061dfbe0 PC 09a407c8 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06903520 PC 09a407c4 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a407bc LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077cfb60 PC 09a407b4 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
MIPSCompileOp: Invalid instruction 41300000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
MIPSCompileOp: Invalid instruction 41900000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a407a0 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 0694a640 PC 09a40798 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40794 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 061dfb90 PC 09a4078c LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06903500 PC 09a40788 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40780 LR 09a40760 |
| FIFA 14 |
v1.18.1 |
2024-12-19 |
13 |
MIPSCompileOp: Invalid instruction 00000005 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 077cec60 PC 09a40778 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
2 |
MIPSCompileOp: Invalid instruction 41980000 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Jump to invalid address: 06900540 PC 09a40764 LR 09a40760 |
| FIFA 14 |
v1.13.2 |
2023-02-18 |
1 |
Unknown GetPointerWrite ffff0037 PC 08ae6d58 LR 08ae6d60 |
| FIFA 14 |
v1.13.2 |
2023-02-17 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 147069000 |
| FIFA 14 |
v1.13.2 |
2023-02-17 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146129136 |
| FIFA 14 |
v1.13.2 |
2023-02-17 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146120776 |
| FIFA 14 |
v1.13.2 |
2023-02-17 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 143597400 |
| FIFA 14 |
v1.9.3-80-g73bf6098e |
2023-02-03 |
1 |
__KernelStopThread: thread 587 does not exist |
| FIFA 14 |
v1.9.3-80-g73bf6098e |
2023-02-03 |
1 |
__KernelStopThread: thread 579 does not exist |
| FIFA 14 |
v1.9.3-80-g73bf6098e |
2023-02-03 |
1 |
__KernelStopThread: thread 575 does not exist |
| FIFA 14 |
v1.9.3-80-g73bf6098e |
2023-02-03 |
1 |
__KernelStopThread: thread 1752 does not exist |
| FIFA 14 |
v1.14.2 |
2023-01-25 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:79: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:125: '!=' : wrong o
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(t |
| FIFA 14 |
v1.14.2 |
2023-01-25 |
1 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:78: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:124: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:125: 'comp' : redefinition
ERROR: 0:126: 'type' : redefinition
ERROR: 0:127: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:173: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'co
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 305 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
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 mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
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 mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
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 mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
|
| FIFA 14 |
v1.13.2 |
2023-01-01 |
1 |
Unknown GetPointerWrite 00200020 PC 08dec250 LR 08dec264 |
| FIFA 14 |
v1.13.1 |
2023-03-11 |
25 |
Failed to read valid video stream data from header |
| FIFA 14 |
v1.13.2 |
2022-11-28 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145257684 |
| FIFA 14 |
v1.13.2 |
2022-11-28 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = -1082130432 |
| FIFA 14 |
v1.13.2 |
2022-11-28 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 13070 |
| FIFA 14 |
v1.13.2 |
2022-11-28 |
1 |
sceKernelCreateSema(SNDMUTEX) unsupported options parameter, size = 142623468 |
| FIFA 14 |
v1.13.2 |
2022-11-28 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 145106660 |
| FIFA 14 |
v1.13.2 |
2022-11-26 |
1 |
MIPSCompileOp: Invalid instruction 00650069 |
| FIFA 14 |
v1.13.2 |
2022-11-26 |
1 |
MIPSCompileOp: Invalid instruction 00000029 |
| FIFA 14 |
v1.13.2 |
2022-11-26 |
1 |
MIPSCompileOp: Invalid instruction 00630069 |
| FIFA 14 |
v1.13.2 |
2022-11-26 |
1 |
MIPSCompileOp: Invalid instruction 00530028 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
2 |
MIPSCompileOp: Invalid instruction 000001f9 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 00df887f |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 0000005f |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 00001dff |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction ef5fe000 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 01df6355 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 000006fb |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 76720000 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 007fa03f |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 0004cff9 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 40bf7000 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 000003ff |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 001bf93f |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
2 |
MIPSCompileOp: Invalid instruction 05fa86f3 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 79212110 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 000008fc |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 0001afff |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 06fe1000 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
2 |
MIPSCompileOp: Invalid instruction 000000bf |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction ef300000 |
| FIFA 14 |
v1.13.2 |
2022-11-07 |
1 |
MIPSCompileOp: Invalid instruction 000003df |