Recent logs - PES 2014

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Game title Version Latest Report Message
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 07402080
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 07400c40
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 074019c0
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 07401300
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 073c3900
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 073c2b80
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 073c3fc0
PES 2014 v1.18.1 2024-11-11 Jump to invalid address: 073c3240
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073cc840
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073cd5c0
PES 2014 v1.18.1 2024-11-09 Jump to invalid address: 073ac940
PES 2014 v1.18.1 2024-11-09 MIPSCompileOp: Invalid instruction 42414000
PES 2014 v1.18.1 2024-11-09 MIPSCompileOp: Invalid instruction 4c4c514f
PES 2014 v1.18.1 2024-11-09 Jump to invalid address: 073ad6c0
PES 2014 v1.18.1 2024-11-09 MIPSCompileOp: Invalid instruction 4a494949
PES 2014 v1.18.1 2024-11-09 MIPSCompileOp: Invalid instruction 4b4b4e4a
PES 2014 v1.18.1 2024-11-09 Jump to invalid address: 073add80
PES 2014 v1.18.1 2024-11-09 Jump to invalid address: 073ad000
PES 2014 v1.18.1 2024-11-09 Jump to invalid address: 026a3de0
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073ab640
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073aaf80
PES 2014 v1.18 2024-11-09 MIPSCompileOp: Invalid instruction 4a4f514b
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073abd00
PES 2014 v1.18 2024-11-09 Jump to invalid address: 073aa8c0
PES 2014 v1.15.4 2024-11-07 Jump to invalid address: 073d2a40 PC 08b0a98c LR 088681cc
PES 2014 v1.15.4 2024-11-07 Jump to invalid address: 073d2380 PC 08b0a988 LR 088681cc
PES 2014 v1.15.4 2024-11-07 Jump to invalid address: 073d1cc0 PC 08b0a984 LR 088681cc
PES 2014 v1.15.4 2024-11-07 Jump to invalid address: 073d1600 PC 08b0a980 LR 088681cc
PES 2014 v1.17.1 2024-11-07 Unknown GetPointerWrite e495df6b PC 0888d3fc LR 0888d40c
PES 2014 v1.17.1 2024-11-04 00000400=sceGeEdramSetAddrTranslation(00001000)
PES 2014 v1.17.1 2024-10-26 Unknown GetPointerWrite 00000000 PC 08816084 LR 08816098
PES 2014 v1.17.1 2024-10-17 Jump to invalid address: 073a03c0
PES 2014 v1.17.1 2024-10-17 Jump to invalid address: 073c2c40
PES 2014 v1.17.1 2024-10-17 Jump to invalid address: 073c2580
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 2024-10-19 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