我似乎无法编译 GLSL着色器。偶尔(主要是在编辑文件之后),编译时出现以下错误:
----- SRC ----- (150 B)
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
gp!
----- END -----
SimpleTransform.vertexshader:Vertex shader failed to compile with the following errors:
ERROR: 0:10: error(#132) Syntax error: 'gp' parse error
ERROR: error(#273) 1 compilation errors. No code generated
这很奇怪,因为我发誓该档案并不包含那个尴尬的gp!
部分。不过我用 cat
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
和 less
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
他们两个都证明我是对的。
我想知道造成这种奇怪行为的原因。
此处指向my project的链接。您应该可以通过输入 src 目录并键入make
(仅限 Linux )轻松编译它。它需要GLFW,GLEW,GLM和GL3。
代码本身:
加载着色器文件
GLuint shader_load(GLenum type, const char filename[]) {
if ((type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER) || !filename) return 0;
/* wczytywanie pliku shadera */
FILE *file = fopen(filename, "rb");
//okreslenie rozmiaru pliku
fseek(file, 0, SEEK_END);
uint32 iFileSize = ftell(file);
fseek(file, 0, SEEK_SET);
//wczytywanie
char *tmp = new char[iFileSize];
memset(tmp, 0, sizeof(tmp));
uint32 iBytes = (uint32) fread(tmp, sizeof(char), iFileSize, file);
fclose(file);
if (iBytes != iFileSize) printf("Warning: reading error possible!\n");
#ifdef _DEBUG_
printf("----- SRC ----- (%d B)\n%s\n----- END -----\n", iBytes, tmp);
#endif
/* przygotowanie shadera */
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, const_cast<const GLchar**>(&tmp), NULL);
delete[] tmp;
glCompileShader(shader); //kompilacja shadera
/* sprawdzenie statusu kompilacji */
int status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
int logsize = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logsize);
char *log = new char[logsize];
glGetShaderInfoLog(shader, logsize, NULL, log);
printf("%s:%s", filename, log);
delete[] log;
if (status != GL_TRUE) return 0;
return shader;
}
答案 0 :(得分:5)
首先关闭切换到C ++而不是C-with-a-cpp扩展名,以避免像这样的沉船事故。
分析:
在valgrind下运行
==15579== Invalid read of size 1
==15579== at 0x5B95C65: vfprintf (vfprintf.c:1623)
==15579== by 0x5B9E768: printf (printf.c:35)
==15579== by 0x4019C1: shader_load(unsigned int, char const*) (shaders.cpp:88)
==15579== by 0x401B30: program_create(char const*, char const*) (shaders.cpp:120)
==15579== by 0x401D65: main (in /tmp/ogl-jg-3/test)
==15579== Address 0xb3018a6 is 0 bytes after a block of size 150 alloc'd
==15579== at 0x4C2864B: operator new[](unsigned long) (vg_replace_malloc.c:305)
==15579== by 0x401961: shader_load(unsigned int, char const*) (shaders.cpp:81)
==15579== by 0x401B30: program_create(char const*, char const*) (shaders.cpp:120)
==15579== by 0x401D65: main (in /tmp/ogl-jg-3/test)
它确切地告诉你它试图读取超出第81行中分配的缓冲区tmp
的末尾。看起来你在某种程度上假设它是以空值终止的。它不是。补充一点:
//wczytywanie
char *tmp = new char[iFileSize+1];
memset(tmp, 0, (iFileSize+1)*sizeof(char));
uint32 iBytes = (uint32) fread(tmp, sizeof(char), iFileSize, file);
fclose(file);
if (iBytes != iFileSize) printf("Warning: reading error possible!\n");
#ifdef _DEBUG_
printf("----- SRC ----- (%d B)\n%s\n----- END -----\n", iBytes, tmp);
#endif
我获得了不错的输出。 GL窗口保持空白,但
为了更明确我的意思 切换到C ++ ,这就是这个想法:
GLuint shader_load(GLenum type, const char filename[]) {
if ((type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER) || !filename) return 0;
GLuint shader = glCreateShader(type);
std::string src;
{
/* wczytywanie pliku shadera */
std::ifstream ifs(filename, std::ios::binary);
if (!std::getline(ifs, src, '\0'))
std::cerr << "Warning: reading error possible!\n";
}
#ifdef _DEBUG_
std::cout << "----- SRC ----- " << src.size() << " B \n" << src << "\n----- END -----\n";
#endif
/* przygotowanie shadera */
const GLchar* sources[] = { src.c_str() };
glShaderSource(shader, 1, sources, NULL);
glCompileShader(shader); //kompilacja shadera