OpenGL ES 3实例渲染失败,但适用于桌面

时间:2015-10-18 23:03:10

标签: android c++ opengl opengl-es android-ndk

我可以在桌面上使用GLSL 330核心进行实例渲染,但我无法在Android上运行相同的C ++代码(使用SDL2和NDK构建系统以及Android Studio)。

logcat错误如下所示:

-18 15:49:57.264 20996-21026/package I/SDL/APP: shaders/mobile/sceneShader.frag.glsl compiled successfully
10-18 15:49:57.274 20996-21026/package I/SDL/APP: Program link failed: --From Vertex Shader:
10-18 15:49:57.274 20996-21026/packageI/SDL/APP: linker error: multiple attribute attempt to bind at same location 
10-18 15:49:57.274 20996-21026/packageI/SDL/APP: --From Fragment Shader:
10-18 15:49:57.274 20996-21026/package I/SDL/APP: linker error: multiple attribute attempt to bind at same location 

我的桌面和移动着色器代码完全相同,除了文件顶部的#version行(分别指定es或桌面版本)。

我的移动着色器代码显示在此处:

#version 300 es

precision mediump float;

// attribute data
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec2 VertexTexCoord;
layout (location = 2) in vec3 VertexNormal;
layout (location = 3) in mat4 InstanceTransform; // used for translating the positions of instance renders

// varying data
layout (location = 0) out vec3 vPosition;
layout (location = 1) out vec2 vTexCoord0;
layout (location = 2) out vec2 vTexCoord1;
layout (location = 3) out vec3 vTexSkyboxCoord;
layout (location = 4) out vec3 vNormal;
layout (location = 5) out vec3 vClampColor;

// uniform data
layout (location = 0) uniform bool uInstanceRendering;

layout (location = 1) uniform mat4 uModelViewMatrix;
layout (location = 2) uniform mat4 uProjectionMatrix;
layout (location = 3) uniform mat3 uNormalMatrix;

layout (location = 4) uniform vec2 uTexOffset0;
layout (location = 5) uniform vec2 uTexOffset1;

void main(void)
{
    vec4 mvPosition;

    if (uInstanceRendering)
    {
        mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);
    }
    else
    {
        mvPosition = uModelViewMatrix * vec4(VertexPosition, 1.0);
    }

    vTexSkyboxCoord = VertexPosition; // for skybox rendering

    const float atlasRows = 6.0f;
    vTexCoord0 = (VertexTexCoord / atlasRows) + uTexOffset0;
    vTexCoord1 = (VertexTexCoord / atlasRows) + uTexOffset1;

    vPosition = mvPosition.xyz;

    vNormal = normalize(uNormalMatrix * VertexNormal);

    vClampColor = clamp(VertexPosition, 0.0, 1.0);

    gl_Position = uProjectionMatrix * mvPosition;

#ifdef GL_ES
    gl_PointSize = 10.0f;
#endif
}

在C ++端和GLSL端繁琐地使用注释之后,我已经将错误指向了这行代码:

mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);

如果我发表评论,该程序将编译,但如果没有大量与gpu相关的错误(如下所示来自logcat),它将无法执行glDraw * Instaced调用。

10-18 15:58:42.504 29196-29238/package W/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/package W/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-ES20: <finish_current_fbo_rendering:315>: GL_OUT_OF_MEMORY

我做了一个简单的例子来简单地测试实例渲染,并且OpenGL ES 3也出现了同样的问题(还使用了SDL)。

#version 300 es
precision mediump float;

// attribute data
layout (location = 0) in vec3 aVertexPosition;
layout (location = 1) in vec2 aVertexTexCoord;
layout (location = 2) in vec3 aVertexNormal;
layout (location = 3) in mat4 aInstanceTransform;

// varying data
out vec3 vPosition;
out vec2 vTexCoord;
out vec3 vNormal;

// uniform data
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNormalMatrix;

void main(void)
{
    vec4 mvTransform = uModelViewMatrix * aInstanceTransform * vec4(aVertexPosition, 1.0);

    vTexCoord = aVertexTexCoord;

    vPosition = mvTransform.xyz;

    vNormal = normalize(uNormalMatrix * aVertexNormal);

    gl_Position = uProjectionMatrix * mvTransform;
}

这是我设置顶点数据的地方:

glBindBuffer(GL_ARRAY_BUFFER, mVBO_InstanceData);
glBufferData(GL_ARRAY_BUFFER, instanceData.size() * sizeof(glm::mat4), instanceData.data(), GL_STATIC_DRAW);

glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(0));
glVertexAttribDivisor(3, 1); // increment instance data by 1 each iteration

glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(sizeof(glm::vec4)));
glVertexAttribDivisor(4, 1);

glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(2 * sizeof(glm::vec4)));
glVertexAttribDivisor(5, 1);

glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(3 * sizeof(glm::vec4)));
glVertexAttribDivisor(6, 1);

2 个答案:

答案 0 :(得分:4)

您的部分location限定符不符合300 es着色器版本。您的顶点着色器包含以下定义:

layout (location = 0) out vec3 vPosition;
...

GLSL ES 3.00规范说:

  

顶点着色器不能有输出布局限定符。

此限制仅在版本3.10中解除,其中相应的措辞已更改为:

  

顶点和片段着色器允许在输出变量声明上使用位置布局限定符。

几乎相同的事情适用于你使用的制服:

layout (location = 0) uniform bool uInstanceRendering;
...

同样在这里,着色器版本3.00不允许layout制服上的限定符:

  

布局限定符可用于统一块,但不能用于非块统一声明。

同样,此选项已在3.10版本中添加。

答案 1 :(得分:1)

我发现在顶点着色器中使用'glBindAttribLocation'代替布局限定符可以解决问题。我甚至使用了与布局限定符相同的编号方案。我想知道我是否可以只用4 vec4设置实例数据?我猜mat4会丢掉我的移动设备上的编号方案吗?