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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 |