我一直试图将这个问题弄清楚很长时间,但无法让事情发挥作用。我只想编译/运行我的OpenGL程序,但我的着色器没有正确链接,我没有得到任何有用的错误消息。在一种情况下,错误纯粹是空的,而在另一种情况下,由于某种原因它是??y?
。
要创建我的程序并编译着色器,我有以下代码:
GLuint buildProgram(const char* vertexShaderFile, const char* fragmentShaderFile)
{
std::string vs = fileContents(vertexShaderFile);
std::string fs = fileContents(fragmentShaderFile);
return createProgram(vs.c_str(), fs.c_str());
}
着色器看起来像
#version 330
out vec4 out_color;
void main()
{
out_color = vec4(0.5, 0.5, 0.5, 0.5);
}
#version 330
in vec4 in_Position;
void main()
{
gl_Position = in_Position;
}
使用
GLuint createProgram(const char* vertexSource, const char* fragmentSource)
{
GLuint vertexshader = createShader(vertexSource, GL_VERTEX_SHADER);
GLuint fragmentshader = createShader(fragmentSource, GL_FRAGMENT_SHADER);
GLuint program = glCreateProgram();
glAttachShader(program, vertexshader);
glAttachShader(program, fragmentshader);
glLinkProgram(program);
GLint ret;
checkShader(vertexshader, GL_LINK_STATUS, &ret, "unable to link vertex shader");
checkShader(fragmentshader, GL_LINK_STATUS, &ret, "unable to link fragment shader");
glUseProgram(program);
return program;
}
GLuint createShader(const char* source, GLenum shaderType)
{
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint isCompiled = 0;
checkShader(shader, GL_COMPILE_STATUS, &isCompiled, "shader failed to compile");
if (isCompiled == GL_FALSE)
{
glDeleteShader(shader);
return 0;
}
return shader;
}
我尝试通过
从着色器生成错误消息void checkShader(GLuint shader, GLuint type, GLint* ret, const char* onfail)
{
switch(type) {
case(GL_COMPILE_STATUS):
glGetShaderiv(shader, type, ret);
if(*ret == false) {
int infologLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
GLchar buffer[infologLength];
GLsizei charsWritten = 0;
std::cout << onfail << std::endl;
glGetShaderInfoLog(shader, infologLength, &charsWritten, buffer);
std::cout << buffer << std::endl;
}
break;
case(GL_LINK_STATUS):
glGetProgramiv(shader, type, ret);
if(*ret == false) {
int infologLength = 0;
glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
GLchar buffer[infologLength];
GLsizei charsWritten = 0;
std::cout << onfail << std::endl;
glGetProgramInfoLog(shader, infologLength, &charsWritten, buffer);
std::cout << buffer << std::endl;
}
break;
default:
break;
};
}
运行GLuint program = buildProgram("shaders/test.vert", "shaders/test.frag");
会给我以下输出:
无法链接顶点着色器
无法链接片段着色器
,θY
错误构建程序 错误502:GL_INVALID_OPERATION
有没有人猜到为什么我的着色器编译得很好但没有链接?
答案 0 :(得分:5)
您正在着色器 对象上调用getProgramiv(...,GL_LINK_STATUS,...)
。当你试图获取有关程序的信息时,它甚至没有任何意义甚至调用checkShader
函数两次 - 每个着色器对象一次 - 其中只有一)。对GL_LINK_STATUS
案例而言,以这种方式命名函数也没有意义。