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Game title Version Latest Report Message
LORD OF ARCANA™ v1.13.1-249-gf80dd088b 2022-09-06 ReadFromHardware: Invalid address 00000001 near PC 08a28468 LR 08a290c4
TEST DRIVE UNLIMITED v1.13.1-249-gf80dd088b 2022-08-11 Error in shader compilation: info: ERROR: 0:19: Incompatible types in initialization (and no available implicit conversion) ERROR: 0:23: Use of undeclared identifier 'tsize' ERROR: 0:25: Use of undeclared identifier 'tsize' 00000000:0000004e Tex Depal TFuncRepl #version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Apple A13 GPU - GLSL 300 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0);
Mahjongg Artifacts v1.13.1-249-gf80dd088b 2022-08-22 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04188000 offset: 0 (512x256 stride 512, 565): [C:04188000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04108000/512 Z:04088000/512 X:0 Y:512 reint: false]
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-249-gf80dd088b 2022-08-10 Error in shader compilation: info: ERROR: 0:20: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d062 Tex TexAlpha Depal TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2,
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-249-gf80dd088b 2022-08-10 Error in shader compilation: info: ERROR: 0:19: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:00000062 Tex TexAlpha Depal TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 uv = v_texcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3 = ((index3 >> depalShift) & depalMask) | depalOffset; t1 = texelFetch(pal, ivec2(index1, 0), 0); t2 = texelFetch(pal, ivec2(index2, 0), 0); t3 = texelFetch(pal, ivec2(
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-249-gf80dd088b 2022-08-10 Error in shader compilation: info: ERROR: 0:22: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:0000d3e2 Tex TexAlpha Depal TClampST TFuncMod AlphaTest > #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D testtex; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> dep
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-249-gf80dd088b 2022-08-10 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003e2 Tex TexAlpha Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset;
クロヒョウ2 龍が如く 阿修羅編 v1.13.1-249-gf80dd088b 2022-08-10 Error in shader compilation: info: ERROR: 0:21: '=' : cannot convert from '2-component vector of int' to '2-component vector of float' ERROR: 1 compilation errors. No code generated. 00000000:000003c2 Tex Depal TClampST TFuncMod #version 320 es #extension GL_EXT_shader_framebuffer_fetch : require // Driver: Adreno (TM) 650 - GLSL 320 #define DISCARD discard precision lowp float; precision highp int; #define splat3(x) vec3(x) #define mul(x, y) ((x) * (y)) precision highp int; uniform sampler2D tex; uniform vec4 u_texclamp; uniform sampler2D pal; uniform uint u_depal_mask_shift_off_fmt; in lowp vec4 v_color0; in mediump vec3 v_texcoord; out vec4 fragColor0; void main() { vec2 fixedcoord = vec2(clamp(v_texcoord.x, u_texclamp.z, u_texclamp.x - u_texclamp.z), clamp(v_texcoord.y, u_texclamp.w, u_texclamp.y - u_texclamp.w)); vec2 uv = fixedcoord.xy; vec2 uv_round; vec2 tsize = textureSize(tex, 0).xy; vec2 fraction; bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0U; if (bilinear) { uv_round = uv * tsize - vec2(0.5, 0.5); fraction = fract(uv_round); uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize; } else { uv_round = uv; } highp vec4 t = texture(tex, uv_round); highp vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0)); highp vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1)); highp vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1)); uint depalMask = (u_depal_mask_shift_off_fmt & 0xFFU); uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU; uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFFU) << 4; uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U; uvec4 col; uint index0; uint index1; uint index2; uint index3; switch (int(depalFmt)) { case 0: col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0); index0 = (col.b << 11) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0); index1 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0); index2 = (col.b << 11) | (col.g << 5) | (col.r); col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0); index3 = (col.b << 11) | (col.g << 5) | (col.r); } break; case 1: col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); if (bilinear) { col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0)); index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r); } break; case 2: col = uvec4(t.rgba * 15.99); index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 15.99); index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t2.rgba * 15.99); index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); col = uvec4(t3.rgba * 15.99); index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r); } break; case 3: col = uvec4(t.rgba * 255.99); index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); if (bilinear) { col = uvec4(t1.rgba * 255.99); index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t2.rgba * 255.99); index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); col = uvec4(t3.rgba * 255.99); index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r); } break; }; index0 = ((index0 >> depalShift) & depalMask) | depalOffset; t = texelFetch(pal, ivec2(index0, 0), 0); if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) { index1 = ((index1 >> depalShift) & depalMask) | depalOffset; index2 = ((index2 >> depalShift) & depalMask) | depalOffset; index3
Grand Theft Auto: Chinatown Wars v1.13.2 2022-09-17 sceNetAdhocMatchingInit(13620) at 08adf1f0
クロヒョウ2 龍が如く 阿修羅編 v1.13.2 2022-09-24 GetFramebufferCandidates(DEPTH): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04288000 offset: 0 (512x512 stride 512, CLUT16): [C:04000000/512 Z:04088000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:04088000/512 X:0 Y:0 reint: false]
METAL SLUG Anthology v1.13.2 2022-09-25 sceNetAdhocMatchingInit(32768) at 088e37bc
God of War™: Ghost of Sparta v1.13.2 2022-09-25 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 04162000 offset: 0 (256x256 stride 512, 8888): [C:04162000/512 Z:04118000/512 X:0 Y:0 reint: false] [C:04161800/512 Z:04118000/512 X:0 Y:1 reint: false]
MX vs ATV™ Reflex v1.13.2 2022-09-14 GetFramebufferCandidates(DEPTH): Multiple (4) candidate framebuffers. First will be chosen. texaddr: 042cc000 offset: 0 (512x512 stride 512, CLUT16): [C:04088000/512 Z:040cc000/512 X:0 Y:0 reint: false] [C:04044000/512 Z:040cc000/512 X:0 Y:0 reint: false] [C:04000000/512 Z:040cc000/512 X:0 Y:0 reint: false] [C:040883c0/512 Z:040cc000/512 X:0 Y:0 reint: false]
TEST DRIVE UNLIMITED v1.13.2 2022-09-25 GetFramebufferCandidates(COLOR): Multiple (2) candidate framebuffers. First will be chosen. texaddr: 0417b000 offset: 0 (256x16 stride 256, CLUT16): [C:0417b000/32 Z:00000000/0 X:0 Y:0 reint: false] [C:0417b000/256 Z:00000000/0 X:0 Y:0 reint: false]
LORD OF ARCANA™ v1.13.2 2022-09-25 sceNetAdhocMatchingInit(32768) at 08a36bcc
LORD OF ARCANA™ v1.13.1-249-gf80dd088b 2022-09-06 Waiting thread for 20 that was already waiting for 20
Disney•Pixar Cars 2 v1.13.2 2022-09-25 Failed to read valid video stream data from header
Mahjongg Artifacts v1.13.1-744-g0126bc181 2022-09-05 Ignoring possible texturing from framebuffer at 04188000 +0x256 / 512x768
Mortal Kombat: Unchained v1.13.2-908-ga6c954652 2022-09-25 Failed to read valid video stream data from header
無双OROCHI2 Special v1.13.2-1171-g895b916a1 2022-09-24 Waiting thread for 20 that was already waiting for 20
ガンダムバトルクロニクル v1.13.1-249-gf80dd088b 2022-09-24 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
ガンダムバトルクロニクル v1.13.1-249-gf80dd088b 2022-09-24 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Grand Theft Auto: Chinatown Wars v1.13.2 2022-09-25 FBO using existing buffer as depthbuffer, 04132000/04110000 and 04110000/00000000
Grand Theft Auto: Chinatown Wars v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04154000/04110000
Grand Theft Auto: Chinatown Wars v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Grand Theft Auto: Chinatown Wars v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
ガンダムバトルユニバース v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
ガンダムバトルユニバース v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
G-FORCE v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
G-FORCE v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
SOL TRIGGER v1.13.2 2022-09-24 FBO using existing buffer as depthbuffer, 040aa000/04088000 and 04088000/00000000
SOL TRIGGER v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
SOL TRIGGER v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
Prince of Persia® Rival Swords v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04088000/04110000
Prince of Persia® Rival Swords v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04110000/00000000 and 04000000/04110000
Need For Speed™ ProStreet v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 040cc000/04088000
Need For Speed™ ProStreet v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04000000/04088000
Need For Speed™ ProStreet v1.13.2 2022-09-25 FBO created from existing depthbuffer as color, 04088000/00000000 and 04044000/04088000
God of War™: Ghost of Sparta v1.13.2-957-g7923e87ba 2022-09-25 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
God of War: Chains of Olympus v1.13.2-925-g2791ab322 2022-09-25 Ignoring possible texturing from framebuffer at 04161800 +0x64 / 480x272
Midnight Club: L.A. Remix® v1.13.2 2022-09-25 Ignoring possible texturing from framebuffer at 04156000 +0x128 / 128x272
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.4 2022-08-17 WriteToHardware: Invalid address 000008f3 near PC 08000000 LR 08000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.4 2022-09-25 WriteToHardware: Invalid address 000000c4 near PC 08000000 LR 08000000
MX vs ATV™ Reflex v1.9.4 2022-09-17 Rendering to framebuffer offset: 04000000 +256x0
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-24 FBO created from existing depthbuffer as color, 04088000/04110000 and 04000000/04088000
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-24 FBO created from existing depthbuffer as color, 04088000/04110000 and 04044000/04088000
Grand Theft Auto: Vice City Stories v1.9.4 2022-09-25 FBO created from existing depthbuffer as color, 04000000/04128000 and 04178000/04000000
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.4 2022-09-22 sceDmacMemcpy(dest=040cc000, src=09a26000, size=268176): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.4 2022-09-25 sceDmacMemcpy(dest=09b62000, src=090a6000, size=2048): overlapping read
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.4 2022-09-25 WriteToHardware: Invalid address 00000204 near PC 08000000 LR 08000000
Jane's Hotel v1.9.4 2022-09-09 Video out requested, not supported: mode=0 size=565,320
Jane's Hotel v1.9.4 2022-09-09 Video out requested, not supported: mode=0 size=564,320
グローランサー4 オーバーリローデッド v1.9.4 2022-09-01 Video out requested, not supported: mode=0 size=240,272
Jane's Hotel v1.9.4 2022-09-09 80020191=sceKernelChangeCurrentThreadAttr(00000001, 00004000): invalid attr
Tetris v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
Disney•Pixar Cars 2 v1.9.4 2022-09-25 Could not setup streams, unexpected stream count: 10
SEGA MEGA DRIVE® Collection v1.9.4 2022-09-24 Video out requested, not supported: mode=0 size=0,0
Mortal Kombat: Unchained v1.9.4 2022-09-25 Could not setup streams, unexpected stream count: 13414
Crash® Mind Over Mutant v1.9.4 2022-09-25 80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first
魔界戦記ディスガイア2 PORTABLE v1.9.4 2022-09-18 80000107=sceDisplaySetFrameBuf(04088000, 512, 3, 0): must change latched framebuf first
魔界戦記ディスガイア2 PORTABLE v1.9.4 2022-09-18 80000107=sceDisplaySetFrameBuf(04000000, 512, 3, 0): must change latched framebuf first
イレギュラーハンターX v1.9.4 2022-09-25 sceMpegRingbufferPut(): invalid mpeg data
Juiced 2: Hot Import Nights v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
TEST DRIVE UNLIMITED v1.9.4 2022-09-25 80000107=sceDisplaySetFrameBuf(00000000, 512, 1, 0): must change latched framebuf first
Prince of Persia® Rival Swords v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
Mortal Kombat: Unchained v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
TEST DRIVE UNLIMITED v1.9.4 2022-09-25 Video out requested, not supported: mode=0 size=0,0
LORD OF ARCANA™ v1.13.1-249-gf80dd088b 2022-09-06 ReadFromHardware: Invalid address 00000011 near PC 08a28b5c LR 08a28b5c
LORD OF ARCANA™ v1.7.5-360-g28cc87c89 2022-09-06 ReadFromHardware: Invalid address 3fffff04 near PC 08a28468 LR 08a290c4
LORD OF ARCANA™ v1.7.5-360-g28cc87c89 2022-09-06 ReadFromHardware: Invalid address 3fffff14 near PC 08a28b5c LR 08a28b5c
Angus hates Aliens v1.9.4 2022-09-07 __sceSasConcatenateATRAC3(08876d00, 31, 09e77978, 9360)
Angus hates Aliens v1.9.4 2022-09-07 __sceSasConcatenateATRAC3(08876d00, 31, 09e7f978, 9360)
Angus hates Aliens v1.9.4 2022-09-07 __sceSasConcatenateATRAC3(08876d00, 31, 09e77978, 22160)
Angus hates Aliens v1.9.4 2022-09-07 __sceSasConcatenateATRAC3(08876d00, 31, 09e77978, 32768)
Angus hates Aliens v1.9.4 2022-09-07 __sceSasConcatenateATRAC3(08876d00, 31, 09e7f978, 32768)
God of War: Chains of Olympus v1.9.4 2022-09-25 Rendering to framebuffer offset: 04161800 +64x0
LORD OF ARCANA™ v1.4 2022-09-06 ReadFromHardware: Invalid address 0000000c near PC 0881c5ac LR 0881c5ac
LORD OF ARCANA™ v1.6.3 2022-09-06 ReadFromHardware: Invalid address 3f040000 near PC 08a28468 LR 08a290c4
LORD OF ARCANA™ v1.6.3 2022-09-06 ReadFromHardware: Invalid address 3f040010 near PC 08a28b5c LR 08a28b5c
ノゾミカナエタマエ ~Daydream Reconstruct~ v1.13.1-249-gf80dd088b 2022-08-11 sceAacInitResource(3)
ゲームでも、パパのいうことを聞きなさい! v1.9.4 2022-09-16 sceKernelLoadModule: unsupported options size=00000014, flags=09fff5e0, pos=0, access=1, data=2, text=2
Grand Theft Auto: Chinatown Wars v1.9.4 2022-09-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.3 2022-08-18 MIPSCompileOp: Invalid instruction 0064003c
FlatOut Head On v1.9.4 2022-09-25 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
UFC® Undisputed™ 2010 v1.9.4 2022-09-25 sceGeBreak(mode=0, unknown=08ce04ac): unknown ptr (valid)
God of War: Chains of Olympus v1.9.4 2022-09-25 Rendering to framebuffer offset: 04162000 +256x0
クロヒョウ2 龍が如く 阿修羅編 v1.9.4 2022-09-24 Decoding texture from VRAM mirror at 04288000 swizzle=0
God of War™: Ghost of Sparta v1.9.4 2022-09-25 Rendering to framebuffer offset: 04162000 +256x0
God of War®: Ghost of Sparta v1.9.4 2022-09-25 Rendering to framebuffer offset: 04162000 +256x0
Midnight Club: L.A. Remix® v1.9.4 2022-09-25 Decoding texture from VRAM mirror at 04710000 swizzle=0
零 超兄貴 v1.9.4 2022-08-10 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
Spectral VS Generation v1.9.4 2022-09-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2
グローランサー4 オーバーリローデッド v1.9.4 2022-09-01 sceKernelLoadModule: unsupported options size=00000014, flags=c0a00000, pos=0, access=1, data=2, text=2
イレギュラーハンターX v1.9.4 2022-09-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1
イレギュラーハンターX v1.9.4 2022-09-25 sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=2, text=2
METAL SLUG Anthology v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=08ad0000, pos=0, access=1, data=2, text=2
ウルトラマン Fighting Evolution 0 v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=089fe978, pos=0, access=1, data=1, text=1
ウルトラマン Fighting Evolution 0 v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=ffffffff, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=08c98210, pos=0, access=1, data=2, text=2
Midnight Club 3: DUB Edition v1.9.4 2022-09-25 sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=1, text=1