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Game title Version Latest Report Message
頭文字D STREET STAGE v1.14.4 2023-04-01 sceDmacMemcpy(dest=041dd200, src=091fba80, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-31 sceDmacMemcpy(dest=04173600, src=09980c50, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-30 sceDmacMemcpy(dest=04173600, src=09a78a90, size=2048): overlapping read
頭文字D STREET STAGE v1.14.2 2023-03-30 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 r9p0-01rel0 [Revision 96995]. 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.
頭文字D STREET STAGE v1.14.2 2023-03-30 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 r9p0-01rel0 [Revision 96995]. 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-470 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z -
頭文字D STREET STAGE v1.11.3 2023-03-26 sceDmacMemcpy(dest=041d9c00, src=092f1380, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-19 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 r5p0-01rel0 [Revision 96995]. 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z -
頭文字D STREET STAGE v1.14.4 2023-03-19 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 r5p0-01rel0 [Revision 96995]. 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_d
頭文字D STREET STAGE v1.14.4 2023-03-16 sceDmacMemcpy(dest=04175600, src=093da320, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-15 sceDmacMemcpy(dest=04164a00, src=094efaf0, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-16 sceDmacMemcpy(dest=0417b200, src=091eb580, size=65536): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-11 sceDmacMemcpy(dest=041c5800, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-10 sceDmacMemcpy(dest=04164a00, src=094c30b0, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-10 sceDmacMemcpy(dest=04174c00, src=092d9780, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-09 sceDmacMemcpy(dest=04164a00, src=094b88b0, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-08 sceDmacMemcpy(dest=041d4400, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-08 sceDmacMemcpy(dest=041a8a00, src=0926c460, size=32768): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-08 sceDmacMemcpy(dest=041c9600, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-07 sceDmacMemcpy(dest=04163e00, src=09274fc0, size=512): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-06 sceDmacMemcpy(dest=04162a00, src=0950ae00, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-06 sceDmacMemcpy(dest=04174600, src=099effc0, size=4096): overlapping read
頭文字D STREET STAGE v1.11.3 2023-03-05 sceDmacMemcpy(dest=041ca600, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2023-03-05 sceDmacMemcpy(dest=041d3200, src=092f1380, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-09 sceDmacMemcpy(dest=04162a00, src=09bc4a80, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-03 sceDmacMemcpy(dest=041c4c00, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2023-03-01 sceDmacMemcpy(dest=04154800, src=0948fdf0, size=32768): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-28 sceDmacMemcpy(dest=04167800, src=09972f90, size=2048): overlapping read
頭文字D STREET STAGE v1.12.2 2023-02-28 sceDmacMemcpy(dest=041ecc00, src=0929a0f0, size=16384): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-02 sceDmacMemcpy(dest=041c8e00, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-27 sceDmacMemcpy(dest=04156a00, src=09851ac0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-27 sceDmacMemcpy(dest=041c8e00, src=092fa6d0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-26 Replacement rowPitch=512, but w=1024 (level=0)
頭文字D STREET STAGE v1.14.4 2023-02-25 sceDmacMemcpy(dest=041c8a00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-04 sceDmacMemcpy(dest=0419b200, src=091fafc0, size=65536): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-28 sceDmacMemcpy(dest=041d4a00, src=091fba80, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-24 sceDmacMemcpy(dest=04162a00, src=09bdd5c0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-24 sceDmacMemcpy(dest=041cba00, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-02-23 sceDmacMemcpy(dest=041d3a00, src=091fba80, size=2048): overlapping read
頭文字D STREET STAGE v1.13.1 2023-02-23 sceDmacMemcpy(dest=04170600, src=0988ed40, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-23 sceDmacMemcpy(dest=041aba00, src=092028c0, size=65536): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-23 sceDmacMemcpy(dest=04179600, src=091eb580, size=65536): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-23 sceDmacMemcpy(dest=04163200, src=094e5a00, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2023-02-22 sceDmacMemcpy(dest=041c8400, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2023-02-17 sceDmacMemcpy(dest=04175000, src=099cbd40, size=4096): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-14 sceDmacMemcpy(dest=041c5800, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-12 sceDmacMemcpy(dest=041ca400, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-10 sceDmacMemcpy(dest=04174400, src=093a3480, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-09 sceDmacMemcpy(dest=04162a00, src=09b9b040, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-09 sceDmacMemcpy(dest=041c7e00, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-08 sceDmacMemcpy(dest=04173e00, src=09a3e580, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-05 sceDmacMemcpy(dest=041c9400, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-02-04 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 r2p1_05rel0 [Revision 96995]. 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000321 HWX N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z - u_d
頭文字D STREET STAGE v1.14.4 2023-02-04 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 r2p1_05rel0 [Revision 96995]. 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull #version 100 // Driver: Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) // 01f38001:00000b21 HWX T N LM Light: 0: c:1 t:0 1: c:0 t:0 2: c:0 t:0 3: c:0 t:2 MatUp:3 Cull attribute vec3 position; attribute mediump vec3 normal; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec3 u_lightpos0; 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 vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_depthRange; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; 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 = 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; 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; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse); toLight = u_lightpos2; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse); toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir3) == 0.0 ? 0.0 : dot(normalize(u_lightdir3), toLight); if (angle >= u_lightangle_spotCoef3.x) { lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef3.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef3.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse3 * diffuseColor) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * ambientColor.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; float projZ = (projPos.z -
頭文字D STREET STAGE v1.11.3 2023-02-01 sceDmacMemcpy(dest=041ccc00, src=092f1380, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-01-30 sceDmacMemcpy(dest=04170600, src=098ec140, size=8192): overlapping read
頭文字D STREET STAGE v1.14.4 2023-01-29 sceDmacMemcpy(dest=04175e00, src=092ee180, size=512): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-03 sceDmacMemcpy(dest=04173400, src=0991d650, size=2048): overlapping read
頭文字D STREET STAGE v1.14.4 2023-03-05 Replacement rowPitch=512, but w=1600 (level=0)
頭文字D STREET STAGE v1.14.4 2023-01-23 sceDmacMemcpy(dest=041ba600, src=092b9780, size=8192): overlapping read
頭文字D STREET STAGE v1.13.1 2023-01-21 sceDmacMemcpy(dest=0419ca00, src=0952afe0, size=32768): overlapping read
頭文字D STREET STAGE v1.9.0 2023-01-16 sceDmacMemcpy(dest=04162a00, src=09b32c80, size=2048): overlapping read
頭文字D STREET STAGE v1.14.2 2023-01-15 UI scissor out of bounds in GameSettingsScreen: 228,0-806,544 / 967,544
頭文字D STREET STAGE v1.14.1 2023-01-13 sceDmacMemcpy(dest=0416aa00, src=09ab22c0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.1 2023-01-13 sceDmacMemcpy(dest=0416aa00, src=09bea800, size=2048): overlapping read
頭文字D STREET STAGE v1.14.1 2023-01-13 sceDmacMemcpy(dest=0416aa00, src=09bb6900, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2023-01-11 sceDmacMemcpy(dest=041c8600, src=092fa6d0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.2 2023-01-04 sceDmacMemcpy(dest=0416aa00, src=09badbc0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.2 2023-01-03 sceDmacMemcpy(dest=04158a00, src=094bc330, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2023-01-01 sceDmacMemcpy(dest=0419a600, src=09272400, size=32768): overlapping read
頭文字D STREET STAGE v1.14.1 2022-12-26 sceDmacMemcpy(dest=04154000, src=0938e1c0, size=2048): overlapping read
頭文字D STREET STAGE v1.14.1 2022-12-23 sceDmacMemcpy(dest=04173a00, src=09368c00, size=8192): overlapping read
頭文字D STREET STAGE v1.14.1 2022-12-21 sceDmacMemcpy(dest=041bdc00, src=09505a40, size=32768): overlapping read
頭文字D STREET STAGE v1.14.1 2022-12-21 sceDmacMemcpy(dest=04163200, src=09435e80, size=2048): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-21 sceDmacMemcpy(dest=041ca000, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-19 sceDmacMemcpy(dest=04169200, src=09449f80, size=2048): overlapping read
頭文字D STREET STAGE v1.12.3 2022-12-17 sceDmacMemcpy(dest=041bb800, src=0922a040, size=1024): overlapping read
頭文字D STREET STAGE v1.12.3 2022-12-16 sceDmacMemcpy(dest=04164000, src=092fcc40, size=512): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-15 sceDmacMemcpy(dest=04175800, src=09325d00, size=1024): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-13 sceDmacMemcpy(dest=04170800, src=099e29c0, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-12 sceDmacMemcpy(dest=041cb600, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-11 sceDmacMemcpy(dest=041d4a00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-10 sceDmacMemcpy(dest=04164000, src=092fcdc0, size=512): overlapping read
頭文字D STREET STAGE v1.13.2 2023-02-28 sceDmacMemcpy(dest=041c9e00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2022-12-02 sceDmacMemcpy(dest=04163200, src=09af1e40, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2022-11-29 sceDmacMemcpy(dest=041cc000, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2022-11-29 sceDmacMemcpy(dest=041d3000, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2022-11-28 sceDmacMemcpy(dest=041c4400, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-26 sceDmacMemcpy(dest=041da800, src=0947f5e0, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2022-11-24 sceDmacMemcpy(dest=041cd800, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.12.3 2022-11-21 sceDmacMemcpy(dest=041e8800, src=098e3400, size=512): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-20 sceDmacMemcpy(dest=04154000, src=091fd080, size=131072): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-20 sceDmacMemcpy(dest=041d4400, src=09401b00, size=65536): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2022-11-18 sceDmacMemcpy(dest=041c4a00, src=09543da0, size=4096): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-16 sceDmacMemcpy(dest=04175600, src=099979c0, size=2048): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-16 sceDmacMemcpy(dest=041c4800, src=09200540, size=1024): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-16 sceDmacMemcpy(dest=041c4e00, src=091f6e40, size=1024): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-15 sceDmacMemcpy(dest=041bd600, src=09222980, size=1024): overlapping read
頭文字D STREET STAGE v1.11-2-gb539ce8c2 2022-11-14 sceDmacMemcpy(dest=041a3000, src=0925cdc0, size=2048): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-14 sceDmacMemcpy(dest=041c5000, src=091f6340, size=1024): overlapping read
頭文字D STREET STAGE v1.13.2 2022-11-13 sceDmacMemcpy(dest=0419ca00, src=09468880, size=32768): overlapping read