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Game title |
Version |
Latest Report |
Message |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2411,774-0,138 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2411,618-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2411,462-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2411,306-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2411,150-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2640,774-0,138 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2640,618-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2640,462-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2640,306-0,148 / 2340,1080 |
Dante's Inferno™ |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in SavedataScreen: 2640,150-0,148 / 2340,1080 |
Gran Turismo® |
v1.14.2 |
2024-12-03 |
Ignoring possible texturing from framebuffer at 04154000 +1216x110 / 480x272 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.14.2 |
2024-12-02 |
UI scissor out of bounds in N/AScreen: 26,113-340,1487 / 1600,720 |
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 |
v1.14.2 |
2024-12-02 |
UI scissor out of bounds in MainScreen: 26,185-780,535 / 720,1600 |
FIFA 12 - Fr |
v1.14.2 |
2024-11-30 |
ReadFromHardware: Invalid address 3f800000 near PC 3f800000 LR 08af4fdc |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2635,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2635,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2635,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2635,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2635,150-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2524,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2524,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2524,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2524,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2524,150-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2585,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2585,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2585,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2585,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2585,150-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2549,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2549,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2549,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2549,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2549,150-0,148 / 2340,1080 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in GamePauseScreen: 751,16-251,464 / 954,480 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in GameSettingsScreen: 108,0-468,272 / 544,272 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in SavedataScreen: 2571,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in SavedataScreen: 2571,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in SavedataScreen: 2571,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in SavedataScreen: 2571,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-29 |
UI scissor out of bounds in SavedataScreen: 2571,150-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2640,774-0,138 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2640,618-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2640,462-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2640,306-0,148 / 2340,1080 |
God of War™: Ghost of Sparta |
v1.14.2 |
2024-11-30 |
UI scissor out of bounds in SavedataScreen: 2640,150-0,148 / 2340,1080 |
eFootball PC - V. |
v1.14.2 |
2024-11-27 |
UI scissor out of bounds in GameSettingsScreen: 321,0-1266,720 / 1510,720 |
Pro Evolution Soccer 2014 |
v1.14.2 |
2024-11-27 |
UI scissor out of bounds in GameSettingsScreen: 307,0-1280,721 / 1600,692 |
eFootball Play-C |
v1.14.2 |
2024-11-27 |
UI scissor out of bounds in GameSettingsScreen: 380,0-1165,720 / 1452,720 |
Gran Turismo® |
v1.14.2 |
2024-11-27 |
Ignoring possible texturing from framebuffer at 04154000 +2304x146 / 480x272 |
eFootball 2025 Betway Premiership By Zamani |
v1.14.2 |
2024-11-22 |
__KernelStopThread: thread 337 does not exist (helper deleted) |
eFootball PES By HAROUN TECH |
v1.14.2 |
2024-11-21 |
Unknown GetPointer 2985afd4 PC 0881c2d8 LR 0881c2e8 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-17 |
UI scissor out of bounds in SavedataScreen: 1800,516-0,92 / 1600,720 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-17 |
UI scissor out of bounds in SavedataScreen: 1800,412-0,99 / 1600,720 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-17 |
UI scissor out of bounds in SavedataScreen: 1800,308-0,99 / 1600,720 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-17 |
UI scissor out of bounds in SavedataScreen: 1800,204-0,99 / 1600,720 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-11-17 |
UI scissor out of bounds in SavedataScreen: 1800,100-0,99 / 1600,720 |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in SavedataScreen: 2480,774-0,138 / 2340,1080 |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in SavedataScreen: 2480,618-0,148 / 2340,1080 |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in SavedataScreen: 2480,462-0,148 / 2340,1080 |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in SavedataScreen: 2480,306-0,148 / 2340,1080 |
BLAZBLUE CONTINUUM SHIFT Ⅱ |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in SavedataScreen: 2480,150-0,148 / 2340,1080 |
eFootball Euro y Copa America By T. Bendezu |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in GameSettingsScreen: 325,0-1262,720 / 1504,720 |
Madden NFL 12 |
v1.14.2 |
2024-11-16 |
UI scissor out of bounds in GameSettingsScreen: 139,0-814,653 / 960,600 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-13 |
UI scissor out of bounds in GameSettingsScreen: 244,0-1030,544 / 1212,544 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-13 |
UI scissor out of bounds in GameSettingsScreen: 14,134-230,2412 / 544,1212 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-13 |
UI scissor out of bounds in GameSettingsScreen: 441,14-2239,230 / 1212,544 |
PES Ultimate Patch 2021 |
v1.14.2 |
2024-12-06 |
UI scissor out of bounds in GameSettingsScreen: 352,0-1235,720 / 1504,720 |
PATCH SPARTAN11 |
v1.14.2 |
2024-11-11 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000000, pos=1, access=0, data=0, text=0 |
PATCH SPARTAN11 |
v1.14.2 |
2024-11-11 |
Unimplemented HLE function sceKernelDcacheWritebackAll |
eFootball Chelito 19 |
v1.14.2 |
2024-11-08 |
Unknown GetPointer 69006500 PC 0884d7b4 LR 0884d7d4 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2024-11-08 |
UI scissor out of bounds in GamePauseScreen: 1051,20-300,748 / 1366,725 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2024-11-08 |
UI scissor out of bounds in GamePauseScreen: 0,20-1041,748 / 1366,725 |
NARUTO Shippuden: Legends: Akatsuki Rising |
v1.14.2 |
2024-11-08 |
UI scissor out of bounds in GameSettingsScreen: 105,0-573,384 / 480,272 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-03 |
UI scissor out of bounds in GamePauseScreen: 80,26-340,1586 / 1612,720 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-03 |
UI scissor out of bounds in GamePauseScreen: 1192,106-400,614 / 720,1612 |
eFootball Chelito 19 |
v1.14.2 |
2024-11-03 |
UI scissor out of bounds in GamePauseScreen: 0,106-1179,614 / 720,1612 |
eFootball By TM ARTS |
v1.14.2 |
2024-11-02 |
UI scissor out of bounds in GameSettingsScreen: 325,0-1262,720 / 1504,720 |
eFootball Chelito 19 |
v1.14.2 |
2024-10-30 |
UI scissor out of bounds in GameSettingsScreen: 282,0-1001,544 / 1217,544 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-10-27 |
UI scissor out of bounds in GamePauseScreen: 265,20-200,940 / 960,480 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-10-27 |
UI scissor out of bounds in GamePauseScreen: 0,20-255,940 / 960,480 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-10-27 |
UI scissor out of bounds in GamePauseScreen: 645,20-300,460 / 480,960 |
eFootball PES 2024 "SN3" |
v1.14.2 |
2024-10-27 |
UI scissor out of bounds in GamePauseScreen: 0,20-635,460 / 480,960 |
Army of TWO™: The 40th Day |
v1.14.2 |
2024-10-25 |
sceDmacMemcpy(dest=0419c400, src=08c1aed0, size=5120): overlapping read |
GUILTYGEAR XX ΛCORE PLUS |
v1.14.2 |
2024-10-24 |
sceDmacMemcpy(dest=04144000, src=04088000, size=54912): overlapping read |
Mortal Kombat: Unchained |
v1.14.2 |
2024-10-20 |
UI scissor out of bounds in GamePauseScreen: 469,23-234,1537 / 1560,720 |
Mortal Kombat: Unchained |
v1.14.2 |
2024-10-20 |
UI scissor out of bounds in GamePauseScreen: 53,23-405,1537 / 1560,720 |
Mortal Kombat: Unchained |
v1.14.2 |
2024-10-20 |
UI scissor out of bounds in GamePauseScreen: 1192,76-351,644 / 720,1560 |
Mortal Kombat: Unchained |
v1.14.2 |
2024-10-20 |
UI scissor out of bounds in GamePauseScreen: 0,76-1181,644 / 720,1560 |
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 2 compilation errors. No code generated.
00190000:0080f002 Tex 2x TFuncMod AlphaTest >= TestDiscardToZero
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00190000:0080f002 Tex 2x TFuncMod AlphaTest >= TestDiscardToZero
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a);
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) v.a = 0.0;
fragColor0 = v;
}
|
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:68: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:77: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:78: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:79: '>>' :
01000000:80050b38 HWX C T N Tex TexProjUV UVMtx Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80050b38 HWX C T N Tex TexProjUV UVMtx Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in 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 uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp 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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = len |
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 2 compilation errors. No code generated.
00190000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= TestDiscardToZero
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00190000:0080f022 Tex TexAlpha 2x TFuncMod AlphaTest >= TestDiscardToZero
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) < int(u_alphacolorref >> 24)) v.a = 0.0;
fragColor0 = v;
}
|
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 2 compilation errors. No code generated.
00190000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > TestDiscardToZero
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00190000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest > TestDiscardToZero
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) v.a = 0.0;
fragColor0 = v;
}
|
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Fragment shader compilation failed.
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:22: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 2 compilation errors. No code generated.
00180000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest >
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
#define DISCARD discard
precision lowp float;
precision highp int;
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 00180000:0080d022 Tex TexAlpha 2x TFuncMod AlphaTest >
uniform sampler2D tex;
uniform uint u_alphacolorref;
uniform uint u_alphacolormask;
in lowp vec4 v_color0;
in mediump float v_fogdepth;
in mediump vec3 v_texcoord;
int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }
out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t;
v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);
if ((roundAndScaleTo255i(v.a) & int(u_alphacolormask >> 24)) <= int(u_alphacolorref >> 24)) DISCARD;
fragColor0 = v;
}
|
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:75: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:76: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:77: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:78: '==' : wrong operand types no operation '==' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:124: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:125
01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp 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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
|
The Sims™ 2 |
v1.14.2 |
2024-10-20 |
Error in shader compilation: info: Vertex shader compilation failed.
ERROR: 0:65: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:66: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:67: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:76: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:77: '>>' : wrong operand types no operation '>>' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:78: '>>' :
01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
#version 300 es
// Driver: Adreno (TM) 320 - GLSL 300
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01000000:80000b38 HWX C T N Tex Light: LightUberShader Cull
in vec3 position;
in mediump vec3 normal;
in vec2 texcoord;
in lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform uint u_lightControl;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump vec2 u_lightangle_spotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump vec2 u_lightangle_spotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump vec2 u_lightangle_spotCoef2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform mediump vec3 u_lightatt3;
uniform mediump vec3 u_lightdir3;
uniform mediump vec2 u_lightangle_spotCoef3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp 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;
out lowp vec4 v_color0;
out mediump vec3 v_texcoord;
out 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_lightControl & (1u << 20u)) != 0u) ? color0 : u_matambientalpha;
vec3 diffuseColor = ((u_lightControl & (1u << 21u)) != 0u) ? color0.rgb : u_matdiffuse;
vec3 specularColor = ((u_lightControl & (1u << 22u)) != 0u) ? color0.rgb : 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;
if ((u_lightControl & 1u) != 0u) {
uint comp = (u_lightControl >> 4) & 3u;
uint type = (u_lightControl >> 6) & 3u;
if (type == 0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(t |
MONSTER HUNTER PORTABLE 3rd |
v1.14.2 |
2024-10-16 |
UI scissor out of bounds in GamePauseScreen: 1125,20-300,797 / 979,553 |
MONSTER HUNTER PORTABLE 3rd |
v1.14.2 |
2024-10-16 |
UI scissor out of bounds in GamePauseScreen: 0,20-1115,797 / 979,553 |
Grand Theft Auto: Vice City Stories |
v1.14.2 |
2024-10-13 |
Unknown GetPointer 00000000 PC 00000000 LR 08891b1c |
God of War: Chains of Olympus |
v1.14.2 |
2024-10-11 |
UI scissor out of bounds in listpopupScreen: 0,410-306,1032 / 544,967 |