Recent logs - 頭文字D STREET STAGE

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Game title Version Latest Report Message
頭文字D STREET STAGE v1.9.0 2021-09-27 sceDmacMemcpy(dest=04166000, src=0924cc80, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3-1556-gbcfdab62d 2021-09-27 sceDmacMemcpy(dest=04154000, src=093273f0, size=262144): overlapping read
頭文字D STREET STAGE v1.5.3 2021-09-26 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b10 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d800 T UVMtx TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
頭文字D STREET STAGE v1.11.3 2021-09-26 sceDmacMemcpy(dest=04164800, src=099a8bc0, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-24 sceDmacMemcpy(dest=041cac00, src=09435160, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-24 sceDmacMemcpy(dest=04161a00, src=09a60d40, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-23 sceDmacMemcpy(dest=041d2c00, src=092f1380, size=2048): overlapping read
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b10 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d822 THR T UVMtx TessC TessRevN #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); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d822 THR T UVMtx TessC TessRevN #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); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b04 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0001d022 THR UVMtx TessC TessRevN #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); }
頭文字D STREET STAGE v1.11.3 2021-09-22 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 167771644
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0001d000 UVMtx TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_color1 that has not been declared in the vertex shader. fs: 00000000:00000b14 LM #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; in vec4 v_color0; in vec3 v_color1; out vec4 fragColor0; void main() { vec4 s = vec4(v_color1, 0.0); vec4 v = v_color0 + s; fragColor0 = v; } vs: 00000000:0021d800 T UVMtx TessC TessRevN #version 300 es precision highp float; in vec4 position; in lowp vec4 color0; uniform mat4 u_proj; out lowp vec4 v_color0; void main() { v_color0 = color0; gl_Position = u_proj * vec4(position.xyz, 1.0); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:00000002 Tex TFuncMod #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; 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); fragColor0 = v; } vs: 00000000:0001d002 THR UVMtx TessC TessRevN #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); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:00000012 Tex TFuncAdd #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00000000:0001d022 THR UVMtx TessC TessRevN #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); }
頭文字D STREET STAGE v1.5.3 2021-09-22 Error in shader program link during preload: info: L0007 Fragment shader uses a varying v_texcoord that has not been declared in the vertex shader. fs: 00000000:00000012 Tex TFuncAdd #version 300 es #extension GL_ARM_shader_framebuffer_fetch : require precision lowp float; uniform sampler2D tex; in vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec4 t = texture(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(p.rgb + t.rgb, p.a); fragColor0 = v; } vs: 00000000:00200002 THR #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); }
頭文字D STREET STAGE v1.11.3 2021-09-21 sceDmacMemcpy(dest=041c8e00, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-20 sceDmacMemcpy(dest=041d0e00, src=092fa6d0, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-20 sceDmacMemcpy(dest=041c9800, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-18 sceDmacMemcpy(dest=041c9800, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-17 sceDmacMemcpy(dest=041ca400, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-17 sceDmacMemcpy(dest=0416c200, src=091eac00, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-15 sceDmacMemcpy(dest=041c2800, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-15 sceDmacMemcpy(dest=041cb600, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-14 sceDmacMemcpy(dest=04187c00, src=09200b80, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-13 sceDmacMemcpy(dest=0416d600, src=092e0500, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-20 sceDmacMemcpy(dest=04164c00, src=0927bbc0, size=512): overlapping read
頭文字D STREET STAGE v1.10.3-1375-g52c6169a5 2021-09-09 sceDmacMemcpy(dest=041d0e00, src=091fba80, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-09 sceDmacMemcpy(dest=041b5c00, src=09575d40, size=131072): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-09 sceDmacMemcpy(dest=0416f600, src=099e4000, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-09 sceDmacMemcpy(dest=04154000, src=0943ddf0, size=32768): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-09 sceDmacMemcpy(dest=0416ba00, src=093fa7c0, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-08 sceDmacMemcpy(dest=041c9000, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-07 sceDmacMemcpy(dest=04170400, src=091eac00, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-07 Bad bounding box data: 80ca52
頭文字D STREET STAGE v1.11.3 2021-09-07 Unknown GE command : fd5f8808
頭文字D STREET STAGE v1.11.3 2021-09-06 sceDmacMemcpy(dest=041c9600, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-06 sceDmacMemcpy(dest=04154800, src=09918730, size=32768): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-06 sceDmacMemcpy(dest=041c9c00, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-05 sceDmacMemcpy(dest=041b4000, src=095076c0, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-05 sceDmacMemcpy(dest=041d1e00, src=092f1380, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-05 sceDmacMemcpy(dest=041c2a00, src=09325f00, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-05 sceDmacMemcpy(dest=0415c000, src=092460d0, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-09-05 sceDmacMemcpy(dest=041d2a00, src=0922b340, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-29 sceDmacMemcpy(dest=041c4200, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-29 sceDmacMemcpy(dest=041c8800, src=0930aa50, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-27 sceDmacMemcpy(dest=04160a00, src=094a3d00, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-25 sceDmacMemcpy(dest=041f8400, src=0924f980, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-24 sceDmacMemcpy(dest=041b8a00, src=092efae0, size=32768): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-28 sceDmacMemcpy(dest=041cd400, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-24 sceDmacMemcpy(dest=041cac00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-23 sceDmacMemcpy(dest=04175e00, src=0934cd80, size=512): overlapping read
頭文字D STREET STAGE v1.9.3-80-g73bf6098e 2021-08-22 __KernelStopThread: thread 421 does not exist
頭文字D STREET STAGE v1.11.3 2021-08-19 sceDmacMemcpy(dest=041d6400, src=091fba80, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-17 sceDmacMemcpy(dest=041cd000, src=09215150, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2021-08-16 sceDmacMemcpy(dest=04163200, src=0940d280, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-16 sceDmacMemcpy(dest=04161a00, src=09a16e00, size=2048): overlapping read
頭文字D STREET STAGE v1.10.3 2021-08-13 Unknown syscall in known module 'sceNpAuth': 0xd99455dd
頭文字D STREET STAGE v1.10.3 2021-08-13 Unknown syscall in known module 'sceNpAuth': 0xcd86a656
頭文字D STREET STAGE v1.11.3 2021-08-09 sceDmacMemcpy(dest=0417c600, src=091eb580, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-08 sceDmacMemcpy(dest=04163200, src=09aa6800, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-08 sceDmacMemcpy(dest=041ad000, src=093c9b60, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-07 sceDmacMemcpy(dest=041c9c00, src=09315b80, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-07 sceDmacMemcpy(dest=041c6e00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-05 sceDmacMemcpy(dest=041d1600, src=092e1000, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-05 sceDmacMemcpy(dest=041d1800, src=092e1000, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-04 sceDmacMemcpy(dest=041c8a00, src=09315b80, size=8192): overlapping read
頭文字D STREET STAGE v1.9.4 2021-08-04 sceDmacMemcpy(dest=0415c000, src=093fcbd0, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-04 sceDmacMemcpy(dest=04175e00, src=0934ce00, size=512): overlapping read
頭文字D STREET STAGE v1.9.4 2021-08-03 sceDmacMemcpy(dest=041d4a00, src=092c7a00, size=32768): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-02 sceDmacMemcpy(dest=04174e00, src=0935b580, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-02 sceDmacMemcpy(dest=041b5c00, src=09528740, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-12 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 r6p2-01rel0 [Revision 96995]. 01f39880:00000b3d HWX C T N LM Fog Tex Light: 0: c:0 t:0 1: c:0 t:2 2: c:0 t:2 3: c:1 t:2 MatUp:3 Cull #version 100 // Mali-400 MP - GLSL 100 precision highp float; #define gl_VertexIndex gl_VertexID #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform mediump vec3 u_lightdir1; uniform mediump vec2 u_lightangle_spotCoef1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform mediump vec3 u_lightdir2; uniform mediump vec2 u_lightangle_spotCoef2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; uniform mediump vec3 u_lightdir3; uniform mediump vec2 u_lightangle_spotCoef3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(mul(vec4(normal, 0.0), u_world).xyz); vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0); vec4 outPos = mul(u_proj, viewPos); lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = splat3(0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; lowp float angle; toLight = u_lightpos0; ldot = dot(toLight, worldnormal); diffuse = (u_lightdiffuse0 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse); toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir1) == 0.0 ? 0.0 : dot(normalize(u_lightdir1), toLight); if (angle >= u_lightangle_spotCoef1.x) { lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef1.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef1.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse1 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); angle = length(u_lightdir2) == 0.0 ? 0.0 : dot(normalize(u_lightdir2), toLight); if (angle >= u_lightangle_spotCoef2.x) { lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef2.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef2.y)); } else { lightScale = 0.0; } diffuse = (u_lightdiffuse2 * color0.rgb) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * color0.rgb + diffuse) * lightScale; 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)
頭文字D STREET STAGE v1.11.3 2021-08-02 sceDmacMemcpy(dest=04161a00, src=09b76f80, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-01 sceDmacMemcpy(dest=04160c00, src=09280380, size=512): overlapping read
頭文字D STREET STAGE v1.9.0 2021-07-30 Jump to invalid address: 07ffd7f0
頭文字D STREET STAGE v1.9.0 2021-07-30 Jump to invalid address: 07ffd7e0
頭文字D STREET STAGE v1.9.0 2021-07-30 ReadFromHardware: Invalid address 00000000 near PC 00000000 LR 0880afa8
頭文字D STREET STAGE v1.11.3 2021-07-29 sceDmacMemcpy(dest=04162200, src=094d3780, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-02 sceDmacMemcpy(dest=04174200, src=091eb580, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-29 sceDmacMemcpy(dest=041c4a00, src=09230600, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-29 sceDmacMemcpy(dest=04164200, src=0927d500, size=512): overlapping read
頭文字D STREET STAGE v1.9.0 2021-07-28 sceDmacMemcpy(dest=041d2400, src=09410480, size=65536): overlapping read
頭文字D STREET STAGE v1.9.4 2021-07-24 sceDmacMemcpy(dest=041d1c00, src=0942bd40, size=16384): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-24 sceDmacMemcpy(dest=041f0a00, src=09256fe0, size=32768): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-24 sceDmacMemcpy(dest=041c8600, src=09315b80, size=8192): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-24 sceDmacMemcpy(dest=0419ca00, src=09467720, size=32768): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-23 sceDmacMemcpy(dest=04168000, src=09a76950, size=2048): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-29 sceDmacMemcpy(dest=04161400, src=09275400, size=512): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-23 sceDmacMemcpy(dest=041b5c00, src=0952ad00, size=65536): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-21 sceDmacMemcpy(dest=041a4c00, src=094a0910, size=65536): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-21 sceDmacMemcpy(dest=0416a000, src=092da800, size=512): overlapping read
頭文字D STREET STAGE v1.11.3 2021-08-22 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:00200002 Tex Fog TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Quadro FX 570M/PCIe/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:003a0b34 HWX T N Fog Tex UVEnv 2: c:0 t:0 3: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Quadro FX 570M/PCIe/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos2; uniform vec3 u_lightpos3; uniform lowp vec4 u_matambientalpha; 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; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos2) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos2), worldnormal)), 1.0 + (length(u_lightpos3) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos3), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
頭文字D STREET STAGE v1.11.3 2021-08-22 Error in shader program link: info: Vertex info ----------- (0) : fatal error C9999: Can't convert to expr: 1f + @TMP0, 1f + @TMP1 fs: 00000000:00200002 Tex Fog TFuncMod #version 330 #extension GL_EXT_gpu_shader4 : enable // Quadro FX 570M/PCIe/SSE2 - GLSL 330 #define DISCARD discard #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) uniform sampler2D tex; in lowp vec4 v_color0; uniform vec3 u_fogcolor; in mediump float v_fogdepth; in mediump vec3 v_texcoord; 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); float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); fragColor0 = v; } vs: 00000000:00020b34 HWX T N Fog Tex UVEnv 0: c:0 t:0 Cull #version 330 #extension GL_EXT_gpu_shader4 : enable // Quadro FX 570M/PCIe/SSE2 - GLSL 330 #define gl_VertexIndex gl_VertexID #define lowp #define mediump #define highp #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) in vec3 position; in mediump vec3 normal; in vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec4 u_matambientalpha; 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; void main() { vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz; mediump vec3 worldnormal = normalize(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); v_color0 = u_matambientalpha; v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal)), 1.0 + (length(u_lightpos0) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos0), worldnormal))) * 0.5, 1.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; 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; }
頭文字D STREET STAGE v1.11.3 2021-08-24 sceDmacMemcpy(dest=04178e00, src=091eb580, size=65536): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-19 sceDmacMemcpy(dest=04175a00, src=0930db00, size=1024): overlapping read
頭文字D STREET STAGE v1.11.3 2021-07-19 sceDmacMemcpy(dest=04170600, src=09383780, size=8192): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-19 Texture cache ran out of GPU memory; switching to low memory mode
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-18 sceDmacMemcpy(dest=04168800, src=09308580, size=512): overlapping read
頭文字D STREET STAGE v1.4.2-425-g7a7ccee5e 2021-07-16 sceDmacMemcpy(dest=0416aa00, src=09b38580, size=2048): overlapping read