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Game title |
Version |
Latest Report |
Message |
PES 2014 |
v1.17.1 |
2024-10-13 |
MIPSCompileOp: Invalid instruction 0001cfff |
PES 2014 |
v1.17.1 |
2024-10-06 |
Jump to invalid address: 073c7880 |
PES 2014 |
v1.17.1 |
2024-10-05 |
Jump to invalid address: 074db400 |
PES 2014 |
v1.17.1 |
2024-10-03 |
Jump to invalid address: 073ccd00 |
PES 2014 |
v1.17.1 |
2024-10-02 |
Jump to invalid address: 0733c5c0 |
PES 2014 |
v1.17.1 |
2024-10-02 |
Jump to invalid address: 0733bf00 |
PES 2014 |
v1.17.1 |
2024-10-02 |
Jump to invalid address: 0735e400 |
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:42: 'h_depth' : undeclared identifier
ERROR: 0:42: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0 ;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_normal.x > -0.5)
fragColor0.rgb = h_normal.xyz;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 0) in vec4 position;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
gl_PointSize = 1.0;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:46: 'h_depth' : undeclared identifier
ERROR: 0:46: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_normal.x > -0.5)
fragColor0.rgb = h_normal.xyz;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:46: 'h_depth' : undeclared identifier
ERROR: 0:46: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_normal.x > -0.5)
fragColor0.rgb = h_normal.xyz;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'location' : SPIR-V requires location for user input/output
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
gl_PointSize = 1.0;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:42: 'h_depth' : undeclared identifier
ERROR: 0:42: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
layout (early_fragment_tests) in;
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
if (h_depth > 0.000000) v.rgb = vec3(0.0);
fragColor0 = v;
if (h_normal.x > -0.5)
fragColor0.rgb = h_normal.xyz;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'location' : SPIR-V requires location for user input/output
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec2 u_fogcoef;
float u_stencilReplaceValue;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
int u_pad3;
vec3 u_fogcolor;
vec3 u_texenv;
ivec4 u_alphacolorref;
ivec4 u_alphacolormask;
vec3 u_blendFixA;
vec3 u_blendFixB;
vec4 u_texclamp;
vec2 u_texclampoff;
};
layout (location = 0) in vec4 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
gl_PointSize = 1.0;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
40000000:00000002 THR Flat
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:20: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:21: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
40000000:00000012 THR Tex Flat
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
in vec3 h_normal;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:17: 'assign' : l-value required (can't modify a vertex in/attribute)
ERROR: 0:18: 'assign' : l-value required (can't modify a vertex in/attribute)
2 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
in vec3 h_normal;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
h_normal = vec3(-1.0);
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000001a THR C Tex
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:30: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:0000003c C Fog Tex Flat Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = position.w;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:27: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000038 C Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:27: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000002c C Fog Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
out lowp vec4 v_color0;
out mediump float v_fogdepth;
in float h_depth;
void main() {
v_color0 = color0;
v_fogdepth = position.w;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:00000002 THR Flat
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:19: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:00000012 THR Tex Flat
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj_through;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:30: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:00000034 Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
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;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = position.w;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:30: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
40000000:00000034 Fog Tex Flat Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
flat out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out mediump float v_fogdepth;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = position.w;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:30: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000003c C Fog Tex Cull
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
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;
in float h_depth;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = position.w;
vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.11.2-917-g89e70c319 |
2024-10-02 |
Error in shader compilation: info: Compile failed.
ERROR: 0:16: 'assign' : l-value required (can't modify a vertex in/attribute)
1 compilation errors. No code generated.
00000000:0000000a THR C
#version 320 es
// PowerVR Rogue GE8320 - GLSL 320
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
in float h_depth;
void main() {
v_color0 = color0;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
h_depth = outPos.z/outPos.w;
}
|
PES 2014 |
v1.17.1 |
2024-10-02 |
Jump to invalid address: 073bfbc0 |
PES 2014 |
v1.17.1 |
2024-09-29 |
Jump to invalid address: 0740ec80 |
PES 2014 |
v1.17.1 |
2024-09-29 |
Jump to invalid address: 0740e5c0 |
PES 2014 |
v1.17.1 |
2024-09-29 |
Jump to invalid address: 0740df00 |
PES 2014 |
v1.17.1 |
2024-09-22 |
Unknown GetPointer 00000000 PC 0884a900 LR 0884a920 |
PES 2014 |
v1.17.1 |
2024-09-16 |
Jump to invalid address: 07382580 |
PES 2014 |
v1.17.1 |
2024-09-16 |
Jump to invalid address: 07381ec0 |
PES 2014 |
v1.17.1 |
2024-09-16 |
Jump to invalid address: 07381800 |
PES 2014 |
v1.17.1 |
2024-09-16 |
Jump to invalid address: 07381140 |
PES 2014 |
v1.17.1 |
2024-09-16 |
sceGeBreak(mode=0, unknown=08b90d1c): unknown ptr (valid) |
PES 2014 |
v1.17.1 |
2024-09-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2 |
PES 2014 |
v1.17.1 |
2024-09-15 |
sceKernelLoadModule: unsupported options size=00000014, flags=08caf9fc, pos=0, access=1, data=1, text=1 |
PES 2014 |
v1.17.1 |
2024-10-13 |
Unknown GetPointerWrite 00000000 PC 08824a58 LR 088113dc |
PES 2014 |
v1.17.1 |
2024-09-06 |
Unknown GetPointer 00000020 PC 08815f88 LR 08815fd4 |
PES 2014 |
v1.17.1 |
2024-09-04 |
Jump to invalid address: 0736a940 |
PES 2014 |
v1.17.1 |
2024-09-04 |
Jump to invalid address: 073b0500 |
PES 2014 |
v1.17.1 |
2024-08-24 |
Unknown GetPointerWrite 00000007 PC 08a02afc LR 0887138c |
PES 2014 |
v1.17.1 |
2024-08-21 |
ReadFromHardware: Invalid address 00000004 near PC 088803b0 LR 088803fc |
PES 2014 |
v1.17.1 |
2024-08-20 |
ReadFromHardware: Invalid address 5d14c514 near PC 5d14c514 LR 088681cc |
PES 2014 |
v1.17.1 |
2024-08-18 |
ReadFromHardware: Invalid address 00000000 near PC 08a1f444 LR 08a1f438 |
PES 2014 |
v1.17.1 |
2024-08-16 |
MIPSCompileOp: Invalid instruction 00003938 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 07368ac0 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 07368400 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 073cc9c0 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 073cfe80 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 073cf7c0 |
PES 2014 |
v1.17.1 |
2024-08-12 |
Jump to invalid address: 073cf100 |
PES 2014 |
v1.17.1 |
2024-08-11 |
Branch in RSZeroComp delay slot at 08ef28b8 in block starting at 08ef28b0 |
PES 2014 |
v1.17.1 |
2024-08-11 |
Jump to invalid address: 0c100030 |
PES 2014 |
v1.17.1 |
2024-08-11 |
Jump in likely branch delay slot with link at 08ef28ac |
PES 2014 |
v1.17.1 |
2024-08-11 |
807f00fd=sceMp3Init(00000000): invalid bitrate v1 l2 rate 000f |
PES 2014 |
v1.17.1 |
2024-08-07 |
Unknown GetPointer 298662a4 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.17.1 |
2024-08-07 |
Unknown GetPointer e1c100c0 PC 0881c428 LR 0881c438 |
PES 2014 |
v1.11.3 |
2024-08-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=2, text=2 |
PES 2014 |
v1.11.3 |
2024-08-05 |
sceKernelLoadModule: unsupported options size=00000014, flags=08c734c4, pos=0, access=1, data=1, text=1 |
PES 2014 |
v1.17.1 |
2024-08-04 |
sceDmacMemcpy(dest=040cc000, src=094900f0, size=557056): overlapping read |
PES 2014 |
v1.5.2 |
2024-07-29 |
Error in shader program link: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader.
/ fs: #version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision lowp float;
in vec4 v_color0;
in vec3 v_color1;
inout vec4 fragColor0;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 v = v_color0 + s;
fragColor0 = v;
}
/ vs: #version 300 es
precision highp float;
in vec4 position;
in lowp vec4 color0;
uniform mat4 u_proj_through;
out lowp vec4 v_color0;
void main() {
v_color0 = color0;
gl_Position = u_proj_through * vec4(position.xyz, 1.0);
}
|
PES 2014 |
v1.17.1 |
2024-07-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=2, text=2 |
PES 2014 |
v1.17.1 |
2024-07-27 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fffaf1, pos=0, access=1, data=1, text=1 |
PES 2014 |
v1.17.1 |
2024-08-09 |
807f00fd=sceMp3Init(00000000): invalid bitrate v0 l0 rate 0003 |
PES 2014 |
v1.17.1 |
2024-07-26 |
Unknown GE command : 11ffffff |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 07426380 |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 07425cc0 |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 07425600 |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 07424f40 |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 073c1dc0 |
PES 2014 |
v1.17.1 |
2024-07-24 |
Jump to invalid address: 073c1700 |
PES 2014 |
v1.16.3 |
2024-07-23 |
00000000=sceUtilityScreenshotInitStart(096f5600) |
PES 2014 |
v1.17.1 |
2024-07-23 |
Jump to invalid address: 07344d80 |
PES 2014 |
v1.17.1 |
2024-07-23 |
Jump to invalid address: 073446c0 |
PES 2014 |
v1.17.1 |
2024-07-17 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08b792f4, pos=0, access=1, data=2, text=2 |
PES 2014 |
v1.17.1 |
2024-07-16 |
MIPSCompileOp: Invalid instruction 010897bf |
PES 2014 |
v1.17.1 |
2024-07-16 |
MIPSCompileOp: Invalid instruction 727af947 |
PES 2014 |
v1.17.1 |
2024-07-16 |
MIPSCompileOp: Invalid instruction 47b0595f |
PES 2014 |
v1.17.1 |
2024-07-14 |
Jump to invalid address: 07362bc0 |
PES 2014 |
v1.17.1 |
2024-07-14 |
Jump to invalid address: 073af180 |
PES 2014 |
v1.17.1 |
2024-07-14 |
Jump to invalid address: 073c7b40 |
PES 2014 |
v1.17.1 |
2024-07-14 |
Jump to invalid address: 075bc540 |
PES 2014 |
v1.17.1 |
2024-07-14 |
Jump to invalid address: 075bbe80 |
PES 2014 |
v1.17.1 |
2024-10-01 |
Unknown GetPointerWrite 00000080 PC 0882bbf4 LR 088113dc |
PES 2014 |
v1.17.1 |
2024-07-09 |
MIPSCompileOp: Invalid instruction 00000b39 |
PES 2014 |
v1.17.1 |
2024-07-09 |
MIPSCompileOp: Invalid instruction 000009a8 |
PES 2014 |
v1.17.1 |
2024-07-09 |
MIPSCompileOp: Invalid instruction 00010101 |
PES 2014 |
v1.14.2 |
2024-07-03 |
UI scissor out of bounds in GameSettingsScreen: 344,0-1243,720 / 1504,720 |
PES 2014 |
v1.17.1 |
2024-07-03 |
Jump to invalid address: 07365a40 |
PES 2014 |
v1.17.1 |
2024-07-03 |
Jump to invalid address: 07365380 |
PES 2014 |
v1.17.1 |
2024-07-03 |
Jump to invalid address: 07372940 |
PES 2014 |
v1.17.1 |
2024-06-28 |
Jump to invalid address: 0734e200 PC 08b0a980 LR 088681cc |
PES 2014 |
v1.17.1 |
2024-06-28 |
Unknown GetPointerWrite 00000000 PC 0885d8a4 LR 0885d8ac |
PES 2014 |
v1.17.1 |
2024-06-28 |
ReadFromHardware: Invalid address 000000a0 near PC 08875e30 LR 08875cfc |
PES 2014 |
v1.17.1 |
2024-06-28 |
WriteToHardware: Invalid address 00000090 near PC 08875cfc LR 08875cfc |
PES 2014 |
v1.17.1 |
2024-06-28 |
ReadFromHardware: Invalid address 000000a4 near PC 08875cfc LR 08875cfc |