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X-Men Origins: Wolverine v1.9.4 2020-06-05 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 r8p0-01rel0 [Revision 96995]. 03f14444:40c00b10 HWX T N Tex Bones:4 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y
X-Men Origins: Wolverine v1.9.4 2020-06-05 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 r8p0-01rel0 [Revision 96995]. 03f14444:41c00b10 HWX T N Tex Bones:8 Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 WScale 1 #version 100 precision highp float; attribute mediump vec4 w1, w2; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mat4 u_bone0; uniform mat4 u_bone1; uniform mat4 u_bone2; uniform mat4 u_bone3; uniform mat4 u_bone4; uniform mat4 u_bone5; uniform mat4 u_bone6; uniform mat4 u_bone7; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { mat4 skinMatrix = w1.x * u_bone0 + w1.y * u_bone1 + w1.z * u_bone2 + w1.w * u_bone3 + w2.x * u_bone4 + w2.y * u_bone5 + w2.z * u_bone6 + w2.w * u_bone7; vec3 skinnedpos = (skinMatrix * vec4(position, 1.0)).xyz * 1.9921875; vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz; mediump vec3 skinnednormal = (skinMatrix * vec4(normal, 0.0)).xyz * 1.9921875; mediump vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos2 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse) * lightScale; toLight = u_lightpos3 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {
X-Men Origins: Wolverine v1.9.3 2020-05-31 WriteToHardware: Invalid address 00000390 near PC 08993534 LR 08993534
X-Men Origins: Wolverine v1.9.4 2020-05-19 Unexpected mpeg first timestamp: 1d3ed2d42e3 / 2009728893667
X-Men Origins: Wolverine v1.9.4 2020-05-04 WriteToHardware: Invalid address 3f46728a near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.3 2020-04-30 WriteToHardware: Invalid address 3f800158 near PC 08bb7934 LR 08bb978c
X-Men Origins: Wolverine v1.9.4 2020-04-27 Error in shader compilation: info: Compile failed. ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:449: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:449: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:453: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:453: 'assign' : cannot convert from 'int' to '3-component vector of float' ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:484: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:484: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:498: '*' : Wrong operand types. No operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '3-component vector of float' (and there is no acceptable conversion) ERROR: 0:498: '+' : Wrong operand types. No operation '+' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type 'int' (and there is no acceptable conversion) ERROR: 0:502: 'mul' : undeclared identifier ERROR: 0:502: invalid function call 17 compilation errors. No code generated. postshader // PPSSPP: Grabbed from Processing and slightly modified. // FXAA shader, GLSL code adapted from: // http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA // Whitepaper describing the technique: // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf //====================================================================================================================================================================== //Extra options: #define FXAA 0 //ON:1/OFF:0 /default FXAA, info above //there's no extra config for fxaa here since from what I checked this simple fxaa version offers only more blur or less aa;c, you can check it yourself below //================ #define GAUSS_SQ 0 //ON:1/OFF:0 /full square gauss filtering, don't use with either FXAA nor sharpen fil
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Unknown GE command : b7b000a7
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 FBO reusing depthbuffer, 00181800/00118000 and 00000000/00118000
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Render to area containing texture at 00162000 +256x0
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 FBO reusing depthbuffer, 00181800/00118000 and 00161800/00118000
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-22 FBO reusing depthbuffer, 00181800/00118000 and 0008c000/00118000
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Render to texture with different strides 1024 != 512
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Ignoring possible render to texture at 00161800 +0x64 / 480x272
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Render to texture with different formats 0 != 3
X-Men Origins: Wolverine v1.4-2-g648bc5d 2020-04-24 Rendering to framebuffer offset: 00162000 +256x0
X-Men Origins: Wolverine v1.9.4 2020-04-19 WriteToHardware: Invalid address 3bc6cc3d near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-04-13 WriteToHardware: Invalid address 3f800158 near PC 08bc3358 LR 08bbc634
X-Men Origins: Wolverine v1.9.3 2020-03-30 WriteToHardware: Invalid address 3d4cce25 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-03-17 WriteToHardware: Invalid address 3e4b74fe near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-03-15 WriteToHardware: Invalid address 000042a5 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-03-04 MIPSCompileOp: Invalid instruction 4582a800
X-Men Origins: Wolverine v1.9.4 2020-02-20 WriteToHardware: Invalid address 3f800158 near PC 08bc34a0 LR 08bc341c
X-Men Origins: Wolverine v1.9.4 2020-02-11 Unknown GetPointer 00000000 PC 0898eb18 LR 08000024
X-Men Origins: Wolverine v1.9.4 2020-01-17 WriteToHardware: Invalid address 3f800158 near PC 08bb8770 LR 08bb8770
X-Men Origins: Wolverine v1.9.4 2020-01-16 WriteToHardware: Invalid address 00000158 near PC 089b7ee0 LR 089b7ec4
X-Men Origins: Wolverine v1.9.4 2020-01-09 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 r6p0-01rel1 [Revision 96995]. 01f14444:00090358 HWX C N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
X-Men Origins: Wolverine v1.9.3-80-g73bf6098e 2019-12-29 __KernelStopThread: thread 503 does not exist
X-Men Origins: Wolverine v1.9.4 2019-12-26 Jump to invalid address: 06008170
X-Men Origins: Wolverine v1.9.4 2019-12-26 MIPSCompileOp: Invalid instruction 000001e9
X-Men Origins: Wolverine v1.9.4 2019-12-26 Jump to invalid address: 06007e70
X-Men Origins: Wolverine v1.9.4 2020-01-28 WriteToHardware: Invalid address 00000158 near PC 0898fae8 LR 0898fae8
X-Men Origins: Wolverine v1.9.4 2019-12-14 Video out requested, not supported: mode=0 size=0,0
X-Men Origins: Wolverine v1.8.0 2019-12-10 WriteToHardware: Invalid address 00000158 near PC 089addc8 LR 089ade04
X-Men Origins: Wolverine v1.9.4 2019-11-12 80630006=sceAtracSetData(2, 08d13180, 00038000): invalid RIFF header
X-Men Origins: Wolverine v1.9.4 2019-11-12 sceGeBreak(mode=0, unknown=08d09918): unknown ptr (valid)
X-Men Origins: Wolverine v1.8.0 2019-11-05 WriteToHardware: Invalid address 3dc095e5 near PC 08bbab54 LR 08bba434
X-Men Origins: Wolverine v1.9.2 2019-10-28 WriteToHardware: Invalid address 00000418 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2019-10-25 WriteToHardware: Invalid address 00000390 near PC 08bb8770 LR 08bb8770
X-Men Origins: Wolverine v1.9.2 2019-10-26 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 r4p0-00rel0 [Revision 96995]. 01f14444:00090358 HWX C N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
X-Men Origins: Wolverine v1.9.2 2019-10-09 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]. 01f14444:00090358 HWX C N Tex TexProjNNrm UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 3: c:0 t:1 MatUp:1 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute lowp vec4 color0; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform mediump mat4 u_texmtx; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform mediump vec3 u_lightatt0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform vec3 u_lightpos1; uniform mediump vec3 u_lightatt1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform vec3 u_lightpos2; uniform mediump vec3 u_lightatt2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform vec3 u_lightpos3; uniform mediump vec3 u_lightatt3; 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 vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying mediump vec3 v_texcoord; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * color0 + vec4(u_matemissive, 0.0); vec3 toLight; lowp vec3 diffuse; float distance; lowp float lightScale; mediump float ldot; toLight = u_lightpos0 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient0 * color0.rgb + diffuse) * lightScale; toLight = u_lightpos1 - worldpos; distance = length(toLight); toLight /= distance; ldot = dot(toLight, worldnormal); lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * 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); lightScale = clamp(1.0 / dot(u_lightatt3, vec3(1.0, distance, distance*distance)), 0.0, 1.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * max(ldot, 0.0); lightSum0.rgb += (u_lightambient3 * color0.rgb + diffuse) * lightScale; v_color0 = clamp(lightSum0, 0.0, 1.0); v_texcoord = (u_texmtx * vec4(normalize(normal), 1.0)).xyz * vec3(u_uvscaleoffset.xy, 1.0); vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) { if (projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z || projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z) { outPos.xyzw = vec4(u_cullRangeMax.w); } } gl_Position = outPos; }
X-Men Origins: Wolverine v1.7.5 2019-09-13 WriteToHardware: Invalid address 3f800158 near PC 08995790 LR 08996314
X-Men Origins: Wolverine v1.8.0 2019-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=2, text=2
X-Men Origins: Wolverine v1.8.0 2019-08-23 sceKernelLoadModule: unsupported options size=00000014, flags=08b10000, pos=0, access=1, data=1, text=1
X-Men Origins: Wolverine v1.8.0 2019-08-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 144940664
X-Men Origins: Wolverine v1.8.0 2019-08-13 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 146133816
X-Men Origins: Wolverine v1.8.0 2019-11-06 WriteToHardware: Invalid address 3f800158 near PC 0899630c LR 089962c0
X-Men Origins: Wolverine v1.8.0 2019-07-19 WriteToHardware: Invalid address 00000158 near PC 089e2504 LR 08ba3508
X-Men Origins: Wolverine v1.8.0 2019-06-11 WriteToHardware: Invalid address 00000179 near PC 08995790 LR 08996314
X-Men Origins: Wolverine v1.8.0 2019-05-24 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
X-Men Origins: Wolverine v1.8.0 2019-06-01 Savedata version requested on save: 3
X-Men Origins: Wolverine v1.9.4 2020-05-31 Unknown GetPointer 00000000 PC 0898eb18 LR 08000020
X-Men Origins: Wolverine v1.8.0 2019-04-27 WriteToHardware: Invalid address 00000158 near PC 08995790 LR 08996314
X-Men Origins: Wolverine v1.9.4 2020-05-04 Rendering to framebuffer offset: 04162000 +256x0
X-Men Origins: Wolverine v1.9.4 2020-05-04 Render to area containing texture at 04162000 +256x0
X-Men Origins: Wolverine v1.9.4 2020-05-04 Unknown GetPointer 00000000 PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-05-01 WriteToHardware: Invalid address 00000158 near PC 089e2518 LR 08ba3508
X-Men Origins: Wolverine v1.9.4 2020-05-31 Unknown GetPointer 00000000 PC 088ef96c LR 08000030
X-Men Origins: Wolverine v1.9.4 2020-06-02 Unknown GetPointer 00000000 PC 08991d88 LR 08991d88
X-Men Origins: Wolverine v1.7.4 2019-03-16 WriteToHardware: Invalid address 000001b8 near PC 0899630c LR 089962c0
X-Men Origins: Wolverine v1.7.5 2019-03-10 WriteToHardware: Invalid address 00000269 near PC 089ed918 LR 089ece6c
X-Men Origins: Wolverine v1.7.5 2019-03-03 WriteToHardware: Invalid address 646573bd near PC 0899630c LR 089962c0
X-Men Origins: Wolverine v1.7.4 2019-02-21 WriteToHardware: Invalid address 3f800158 near PC 089962c0 LR 089962c0
X-Men Origins: Wolverine v1.7.5 2019-02-06 WriteToHardware: Invalid address 00000158 near PC 08ad0e48 LR 08ad0f94
X-Men Origins: Wolverine v1.9.4 2020-04-01 GL ran out of GPU memory; switching to low memory mode
X-Men Origins: Wolverine v1.9.4 2020-03-04 Savedata version requested: 3
X-Men Origins: Wolverine v1.6.2 2018-07-18 WriteToHardware: Invalid address 3f800158 near PC 08bb80f0 LR 095498e0
X-Men Origins: Wolverine v1.6.3 2018-07-06 WriteToHardware: Invalid address 3f800158 near PC 08ab3e24 LR 08ab385c
X-Men Origins: Wolverine v1.6.3 2018-06-21 WriteToHardware: Invalid address 00000158 near PC 089e400c LR 089e400c
X-Men Origins: Wolverine v1.5.4 2018-05-20 WriteToHardware: Invalid address 00000179 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-05-31 WriteToHardware: Invalid address 3f800158 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-06-06 An uneaten prefix at end of block: 08bbc6b8
X-Men Origins: Wolverine v1.5.4 2018-03-24 WriteToHardware: Invalid address 00000179 near PC 08aa3d84 LR 08aa2f40
X-Men Origins: Wolverine v1.5.4-336-ga989b4a93 2018-03-03 An uneaten prefix at end of block for 08bbc7c4
X-Men Origins: Wolverine v1.9.4 2020-05-31 WriteToHardware: Invalid address 00000158 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.9.4 2020-05-25 An uneaten prefix at end of block for 08bbc6a4
X-Men Origins: Wolverine v1.7.5 2020-04-13 Attempting to texture from target (src=00110000 / target=00110000 / flags=7)
X-Men Origins: Wolverine v1.7.5 2019-01-31 FBO using existing buffer as depthbuffer, 00088000/00110000 and 00110000/00110000
X-Men Origins: Wolverine v1.7.5 2019-01-31 FBO using existing buffer as depthbuffer, 00000000/00110000 and 00110000/00110000
X-Men Origins: Wolverine v1.9.4 2020-03-01 BREAK instruction hit
X-Men Origins: Wolverine v1.9.4 2020-05-29 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game may have crashed
X-Men Origins: Wolverine v1.9.3 2020-05-31 WriteToHardware: Invalid address 00000390 near PC 08000000 LR 08000000
X-Men Origins: Wolverine v1.6.3-21-g5f57ecb 2020-06-05 Loading module sceFont_Library with version 0101, devkit 03090510
X-Men Origins: Wolverine v1.9.4 2020-06-06 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=1, data=2, text=2
X-Men Origins: Wolverine v0.9.8-641-g716266d 2015-12-10 FBO created from existing depthbuffer as color, 00110000/00110000 and 00000000/00110000
X-Men Origins: Wolverine v0.9.8-641-g716266d 2015-12-10 FBO created from existing depthbuffer as color, 00110000/00110000 and 00088000/00110000
X-Men Origins: Wolverine v0.9.8-641-g716266d 2015-12-10 FBO created from existing depthbuffer as color, 00110000/00110000 and 00110000/00110000
X-Men Origins: Wolverine v0.9.8-641-g716266d 2015-12-10 FBO using existing buffer as depthbuffer, 0013b800/00110000 and 00110000/00110000
X-Men Origins: Wolverine v0.9.8-641-g716266d 2015-12-10 FBO using existing buffer as depthbuffer, 00132800/00110000 and 00110000/00110000
X-Men Origins: Wolverine v1.8.0 2020-02-09 Failed decrypting the PRX (ret = -1, size = 5255469, psp_size = 5255808)!