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Mar 18th, 2014
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  1. [W : RSXThread]: FP not found in buffer!
  2. [W : PPU[1] Thread (CPUThread)[0x006a504c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB01878/USRDIR/content_ps3/audio/sfx/player/dustkid/sweep/sfx_dk_sweep_3.at3"): fd = 328
  3. [W : PPU[1] Thread (CPUThread)[0x006a50ac]]: sys_fs warning: cellFsAioRead(aio_addr=0x347af188, id_addr=0x347af1b0, func_addr=0x4d6260)
  4. [W : fsAioRead]: *** fsAioRead(fd=328, offset=0x40, buf_addr=0x342bd000, size=0x4980, error=0x0, res=0x4980, xid=0xfa [dev_hdd0/D:/Rpcs3/dev_hdd0/game/NPEB01878/USRDIR/content_ps3/audio/sfx/player/dustkid/sweep/sfx_dk_sweep_3.at3])
  5. [W : PPU[2] Thread (Callback)[0x006a501c]]: sys_fs warning: cellFsClose(fd=328)
  6. [W : RSXThread]: VP not found in buffer!
  7. [! : RSXThread]: Add program (0):
  8. [! : RSXThread]: *** prog id = 3
  9. [! : RSXThread]: *** vp id = 2
  10. [! : RSXThread]: *** fp id = 1
  11. [! : RSXThread]: *** vp data size = 176
  12. [! : RSXThread]: *** fp data size = 48
  13. [! : RSXThread]: *** vp shader =
  14. #version 330
  15.  
  16. uniform mat4 scaleOffsetMat = mat4(1.0);
  17. layout (location = 3) in vec4 in_col0;
  18. layout (location = 0) in vec4 in_pos;
  19. out vec4 col0;
  20. uniform vec4 vc464;
  21. uniform vec4 vc467;
  22. uniform vec4 vc465;
  23. uniform vec4 vc466;
  24. vec4 tmp0;
  25.  
  26. void func0();
  27.  
  28. void main()
  29. {
  30. gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  31. func0();
  32. gl_Position = gl_Position * scaleOffsetMat;
  33. }
  34.  
  35. void func0()
  36. {
  37. col0 = in_col0.yzwx;
  38. gl_Position.z = in_pos.zzzz.z;
  39. gl_Position.w = vc464.xxxx.w;
  40. tmp0.y = (in_pos.yyyy * vc467.zzzz).y;
  41. tmp0.x = vc465.xxxx.x;
  42. tmp0.zw = (tmp0.xxxx * vc467.wwwx).zw;
  43. tmp0.y = (in_pos.xxxx * tmp0.wwww + tmp0.yyyy).y;
  44. tmp0.z = (in_pos.yyyy * tmp0.zzzz).z;
  45. gl_Position.x = (tmp0.xxxx * vc466.xxxx + tmp0.yyyy).x;
  46. tmp0.y = (in_pos.xxxx * vc467.yyyy + tmp0.zzzz).y;
  47. gl_Position.y = (tmp0.xxxx * vc466.yyyy + tmp0.yyyy).y;
  48. }
  49.  
  50. [! : RSXThread]: *** fp shader =
  51. #version 330
  52.  
  53. in vec4 col0;
  54. vec4 h0 = vec4(0.0, 0.0, 0.0, 0.0);
  55. vec4 r0 = vec4(0.0, 0.0, 0.0, 0.0);
  56. layout (location = 0) out vec4 ocol;
  57.  
  58. void main()
  59. {
  60. h0 = col0;
  61. r0.w = h0.w;
  62. r0.xyz = (h0 * h0.wwww).xyz;
  63. ocol = r0;
  64. }
  65.  
  66. [W : RSXThread]: New FBO (1920x1080)
  67. [E : RSXThread]: Bad depth format! (0)
  68. [E : RSXThread]: glEnable: opengl error 0x0506
  69. [W : PPU[1] Thread (CPUThread)[0x006a504c]]: *** cellFsOpen(path="/dev_hdd0/game/NPEB01878/USRDIR/content_ps3/audio/sfx/player/dustworth/jump/sfx_do_jump_ground_1.at3"): fd = 329
  70. [E : RSXThread]: GetAddress(offset=0xff, location=0x1e0001)
  71. [E : RSXThread]: GetAddress(offset=0xff, location=0x1e0001)
  72. [E : RSXThread]: Bad texture address=0x0
  73. [E : RSXThread]: glDrawElements #4: opengl error 0x0506
  74. [W : Audio Thread]: Audio aborted
  75. [W : PPU[34] Thread (spu_printf_handler)[0x0032b7c0]]: sys_event_queue_receive(equeue=33) aborted
  76. [! : RSXThread]: RSX thread exit...
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