我正在尝试从已经有效编译和链接的程序中检索二进制文件。我用GL_PROGRAM_BINARY_LENGTH收到了它的长度。文档说明有两个实例可以发生GL_INVALID_OPERATION - 一个失败的链接和bufSize小于程序的大小。我已经读过,有些人在链接之前未能提供GL_PROGRAM_BINARY_RETRIEVABLE_HINT时遇到了这个错误,对我来说情况并非如此。我也验证了该程序,确定...并验证了GL_ARB_get_program_binary是否受支持。
我们连接了一个glDebugMessageCallbackARB,它为一些额外的信息提供了这个:“生成了GL_INVALID_OPERATION错误。对象不是程序或着色器对象。”我通过在错误消息中搜索额外的位找不到任何内容。
OGL版本4.2,glsl 1.5。这是在带有最新驱动程序的nVidia GeForce GTX 660上。 Windows 7。
以下是相关代码:
GLuint compileShaderBlock(GLenum type, const char* shaderCode, const int shaderSize)
{
GLuint shaderId = 0;
if (shaderCode != NULL)
{
shaderId= glCreateShader(type);
glShaderSource(shaderId, 1, &shaderCode, &shaderSize);
glCompileShader(shaderId);
}
return shaderId;
};
static GLchar errBuff[4096];
bool validateShader(GLuint shaderID)
{
GLint compiled;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
GLsizei length = 0;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &length);
char* buffer = new char[length];
if (!compiled && length > 0)
{
GLsizei outputlen;
glGetShaderInfoLog(shaderID, length, &outputlen, buffer);
GLsizei size = 0;
glGetShaderSource(shaderID, 4096, &size, errBuff);
}
assert(compiled == GL_TRUE, "Shader compile error: \n%s", buffer);
delete[] buffer;
return compiled == GL_TRUE;
}
bool validateLink(GLuint programID)
{
GLint linkResult = GL_TRUE;
glGetProgramiv(programID, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
GLsizei outputlen, length = 0;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &length);
char* buffer = new char[length];
glGetProgramInfoLog(programID, length, &outputlen, buffer);
assert(linkResult == GL_TRUE, "Program %d link error %s", programID, buffer);
delete[] buffer;
return GL_FALSE;
}
return GL_TRUE;
}
....
shader->vertexShaderId = compileShaderBlock(GL_VERTEX_SHADER, vsDataString.ToChar(), vsDataString.Length());
shader->fragmentShaderId = compileShaderBlock(GL_FRAGMENT_SHADER, fsDataString.ToChar(), fsDataString.Length());
validateShader(shader->vertexShaderId, "");
validateShader(shader->fragmentShaderId, "");
shader->programId = glCreateProgram();
glAttachShader(shader->programId, shader->vertexShaderId);
glAttachShader(shader->programId, shader->fragmentShaderId);
//Care about outputs
glBindFragDataLocation(shader->programId, 0, "outColor0");
glBindFragDataLocation(shader->programId, 1, "outColor1");
glBindFragDataLocation(shader->programId, 2, "outColor2");
glBindFragDataLocation(shader->programId, 3, "outColor3");
// let it know we plan on retrieving a binary
glProgramParameteri(shader->programId, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glLinkProgram(shader->programId);
... set attributes and uniforms (removing this doesn't change anything)
... do mock render (removing this doesn't change anything)
validateLink(shader->programId);
glValidateProgram((shader->programID);
GLint validateStatus;
glGetProgramiv((shader->programID, GL_VALIDATE_STATUS, &validateStatus);
glUseProgram(shader->programId);
GLint len = 0;
glGetProgramiv(shader->programId, GL_PROGRAM_BINARY_LENGTH, &len);
if (len > 0)
{
uint8* binary = new uint8[len];
GLenum binaryFormat;
**ERROR** --> glGetProgramBinary(shader->programId, len, NULL, &binaryFormat, binary);
}
我觉得这没有任何意义,有什么我想念的吗?
答案 0 :(得分:0)
所以这是一个非常愚蠢的复制/粘贴错误,但是对于未来的某个人来说它很可能有用......
glGetProgramBinary设置为另一个gl函数...