[英]Why am I getting “r300 FP: Compiler Error:” while attempting this OpenGL tutorial?
I downloaded the tutorial from OpenGL-tutorial.org , the OpenGL 2.1 port. 我从OpenGL 2.1端口OpenGL-tutorial.org下载了该教程。 I followed the directions to compile it (using C-make).
我按照说明进行了编译(使用C-make)。 Everything was working fine until I tried to run the tutorial for lesson 8. The terminal outputed the following message when I tried to run the executable from command line:
在尝试运行第8课的教程之前,一切工作正常,当我尝试从命令行运行可执行文件时,终端输出以下消息:
$ ./tutorial08_basic_shading
Compiling shader : StandardShading.vertexshader
Compiling shader : StandardShading.fragmentshader
Linking program
Loading OBJ file suzanne.obj...
r300 FP: Compiler Error:
Too many hardware temporaries used.
Using a dummy shader instead.
The resulting program that ran displayed a object that was completely black: 运行的结果程序显示了一个完全黑色的对象:
It should have looked like this: 它应该看起来像这样:
The program tutorial08_basic_shading
was compiled using tutorial08.cpp
: 程序
tutorial08_basic_shading
是使用tutorial08.cpp
编译的:
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <vector>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GL/glfw.h>
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include <common/shader.hpp>
#include <common/texture.hpp>
#include <common/controls.hpp>
#include <common/objloader.hpp>
#include <common/vboindexer.hpp>
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 1);
// Open a window and create its OpenGL context
if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window.\n" );
glfwTerminate();
return -1;
}
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glfwSetWindowTitle( "Tutorial 08" );
// Ensure we can capture the escape key being pressed below
glfwEnable( GLFW_STICKY_KEYS );
glfwSetMousePos(1024/2, 768/2);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
// Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "StandardShading.vertexshader", "StandardShading.fragmentshader" );
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
GLuint ViewMatrixID = glGetUniformLocation(programID, "V");
GLuint ModelMatrixID = glGetUniformLocation(programID, "M");
// Get a handle for our buffers
GLuint vertexPosition_modelspaceID = glGetAttribLocation(programID, "vertexPosition_modelspace");
GLuint vertexUVID = glGetAttribLocation(programID, "vertexUV");
GLuint vertexNormal_modelspaceID = glGetAttribLocation(programID, "vertexNormal_modelspace");
// Load the texture
GLuint Texture = loadDDS("uvmap.DDS");
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
// Read our .obj file
std::vector<glm::vec3> vertices;
std::vector<glm::vec2> uvs;
std::vector<glm::vec3> normals;
bool res = loadOBJ("suzanne.obj", vertices, uvs, normals);
// Load it into a VBO
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
GLuint normalbuffer;
glGenBuffers(1, &normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
// Get a handle for our "LightPosition" uniform
glUseProgram(programID);
GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
do{
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Compute the MVP matrix from keyboard and mouse input
computeMatricesFromInputs();
glm::mat4 ProjectionMatrix = getProjectionMatrix();
glm::mat4 ViewMatrix = getViewMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
glm::vec3 lightPos = glm::vec3(4,4,4);
glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(vertexPosition_modelspaceID);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
vertexPosition_modelspaceID, // The attribute we want to configure
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(vertexUVID);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
vertexUVID, // The attribute we want to configure
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 3rd attribute buffer : normals
glEnableVertexAttribArray(vertexNormal_modelspaceID);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(
vertexNormal_modelspaceID, // The attribute we want to configure
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, vertices.size() );
glDisableVertexAttribArray(vertexPosition_modelspaceID);
glDisableVertexAttribArray(vertexUVID);
glDisableVertexAttribArray(vertexNormal_modelspaceID);
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteBuffers(1, &normalbuffer);
glDeleteProgram(programID);
glDeleteTextures(1, &Texture);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
The system it was compiled on is running Ubuntu 13.04 Raring Ringtail. 它在其上编译的系统正在运行Ubuntu 13.04 Raring Ringtail。 The compiler was g++ I believe, and I am using OpenGL drivers for the ATI Radian xpress 1100 notebook graphics card (the proprietary drivers aren't compatible).
我相信编译器是g ++,并且我正在为ATI Radian xpress 1100笔记本图形卡使用OpenGL驱动程序(专有驱动程序不兼容)。
I was able to edit previous examples and compile them with g++ without any problems this far. 到目前为止,我能够编辑先前的示例并使用g ++进行编译,而没有任何问题。 The only new functions for this tutorial are found in
objloader.cpp
: 该教程的唯一新功能位于
objloader.cpp
:
#include <vector>
#include <stdio.h>
#include <string>
#include <cstring>
#include <glm/glm.hpp>
#include "objloader.hpp"
// Very, VERY simple OBJ loader.
// Here is a short list of features a real function would provide :
// - Binary files. Reading a model should be just a few memcpy's away, not parsing a file at runtime. In short : OBJ is not very great.
// - Animations & bones (includes bones weights)
// - Multiple UVs
// - All attributes should be optional, not "forced"
// - More stable. Change a line in the OBJ file and it crashes.
// - More secure. Change another line and you can inject code.
// - Loading from memory, stream, etc
bool loadOBJ(
const char * path,
std::vector<glm::vec3> & out_vertices,
std::vector<glm::vec2> & out_uvs,
std::vector<glm::vec3> & out_normals
){
printf("Loading OBJ file %s...\n", path);
std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
std::vector<glm::vec3> temp_vertices;
std::vector<glm::vec2> temp_uvs;
std::vector<glm::vec3> temp_normals;
FILE * file = fopen(path, "r");
if( file == NULL ){
printf("Impossible to open the file ! Are you in the right path ? See Tutorial 1 for details\n");
return false;
}
while( 1 ){
char lineHeader[128];
// read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break; // EOF = End Of File. Quit the loop.
// else : parse lineHeader
if ( strcmp( lineHeader, "v" ) == 0 ){
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
temp_vertices.push_back(vertex);
}else if ( strcmp( lineHeader, "vt" ) == 0 ){
glm::vec2 uv;
fscanf(file, "%f %f\n", &uv.x, &uv.y );
uv.y = -uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders.
temp_uvs.push_back(uv);
}else if ( strcmp( lineHeader, "vn" ) == 0 ){
glm::vec3 normal;
fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
temp_normals.push_back(normal);
}else if ( strcmp( lineHeader, "f" ) == 0 ){
std::string vertex1, vertex2, vertex3;
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] );
if (matches != 9){
printf("File can't be read by our simple parser :-( Try exporting with other options\n");
return false;
}
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
uvIndices .push_back(uvIndex[0]);
uvIndices .push_back(uvIndex[1]);
uvIndices .push_back(uvIndex[2]);
normalIndices.push_back(normalIndex[0]);
normalIndices.push_back(normalIndex[1]);
normalIndices.push_back(normalIndex[2]);
}else{
// Probably a comment, eat up the rest of the line
char stupidBuffer[1000];
fgets(stupidBuffer, 1000, file);
}
}
// For each vertex of each triangle
for( unsigned int i=0; i<vertexIndices.size(); i++ ){
// Get the indices of its attributes
unsigned int vertexIndex = vertexIndices[i];
unsigned int uvIndex = uvIndices[i];
unsigned int normalIndex = normalIndices[i];
// Get the attributes thanks to the index
glm::vec3 vertex = temp_vertices[ vertexIndex-1 ];
glm::vec2 uv = temp_uvs[ uvIndex-1 ];
glm::vec3 normal = temp_normals[ normalIndex-1 ];
// Put the attributes in buffers
out_vertices.push_back(vertex);
out_uvs .push_back(uv);
out_normals .push_back(normal);
}
return true;
}
#ifdef USE_ASSIMP // don't use this #define, it's only for me (it AssImp fails to compile on your machine, at least all the other tutorials still work)
// Include AssImp
#include <assimp/Importer.hpp> // C++ importer interface
#include <assimp/scene.h> // Output data structure
#include <assimp/postprocess.h> // Post processing flags
bool loadAssImp(
const char * path,
std::vector<unsigned short> & indices,
std::vector<glm::vec3> & vertices,
std::vector<glm::vec2> & uvs,
std::vector<glm::vec3> & normals
){
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, 0/*aiProcess_JoinIdenticalVertices | aiProcess_SortByPType*/);
if( !scene) {
fprintf( stderr, importer.GetErrorString());
return false;
}
const aiMesh* mesh = scene->mMeshes[0]; // In this simple example code we always use the 1rst mesh (in OBJ files there is often only one anyway)
// Fill vertices positions
vertices.reserve(mesh->mNumVertices);
for(unsigned int i=0; i<mesh->mNumVertices; i++){
aiVector3D pos = mesh->mVertices[i];
vertices.push_back(glm::vec3(pos.x, pos.y, pos.z));
}
// Fill vertices texture coordinates
uvs.reserve(mesh->mNumVertices);
for(unsigned int i=0; i<mesh->mNumVertices; i++){
aiVector3D UVW = mesh->mTextureCoords[0][i]; // Assume only 1 set of UV coords; AssImp supports 8 UV sets.
uvs.push_back(glm::vec2(UVW.x, UVW.y));
}
// Fill vertices normals
normals.reserve(mesh->mNumVertices);
for(unsigned int i=0; i<mesh->mNumVertices; i++){
aiVector3D n = mesh->mNormals[i];
normals.push_back(glm::vec3(n.x, n.y, n.z));
}
// Fill face indices
indices.reserve(3*mesh->mNumFaces);
for (unsigned int i=0; i<mesh->mNumFaces; i++){
// Assume the model has only triangles.
indices.push_back(mesh->mFaces[i].mIndices[0]);
indices.push_back(mesh->mFaces[i].mIndices[1]);
indices.push_back(mesh->mFaces[i].mIndices[2]);
}
// The "scene" pointer will be deleted automatically by "importer"
}
#endif
sazanne.obj
was provided with the tutorial and is in the same directory as tutorial08.cpp
sazanne.obj
得到了教程,并在同一目录中tutorial08.cpp
The R300 architecture is one of the earliest shader model 2 GPUs there is. R300体系结构是最早的着色器模型2 GPU。 They've been introduced into the market 10 years ago.
它们已经在10年前被引入市场。 SM2 is a rather limited programming model with only very little hardware resources, only 4 texture indirections (ie texturing operations depending on other texturing operations) are the minimum that must be supported.
SM2是一个相当有限的编程模型,只有很少的硬件资源,只有4种纹理间接调用(即依赖于其他纹理操作的纹理操作)是必须支持的最低要求。 And there is a hard instruction count limit.
并且有一个硬指令计数限制。
In summary this means, that it takes an excellent GLSL compiler to squeeze as much out of the GPU as possible. 总而言之,这意味着需要一个出色的GLSL编译器将尽可能多的GPU挤出。 Unfortunately GLSL compilers were never very much optimized for SM2 hardware – in fact when it comes to the R300 the proprietary driver's GLSL compiler produces worse code than the open source one.
不幸的是,GLSL编译器从未针对SM2硬件进行过非常好的优化-实际上,对于R300,专有驱动程序的GLSL编译器产生的代码比开源代码差。 Most people programmed SM2 hardware in a sort of assembler code.
大多数人都用某种汇编代码对SM2硬件进行编程。 And GLSL compilers became useful only when the next generation of GPUs hit the market, so nobody bothered to work on SM2 hardware target optimization.
GLSL编译器仅在下一代GPU上市时才有用,因此没有人愿意进行SM2硬件目标优化。
What this means for you. 这对您意味着什么。 Well, your GPU is simply too old to be of any use for GLSL development.
好吧,您的GPU太旧了,无法用于GLSL开发。 You can still use the assembler to great effect – I have fond memories of squeezing out the last cycle, indirection limit and temporaries to attain a desired outcome;
您仍然可以使用汇编器来发挥很大的作用-我很喜欢压缩最后一个周期,间接限制和临时性以获得期望的结果; for example I was able to implement improved perlin noise on a Radeon 9800 GPU, when (almost) everyone else claimed it was impossible on SM2 class hardware.
例如,当(几乎)其他所有人都声称这在SM2类硬件上是不可能的时,我能够在Radeon 9800 GPU上实现改进的perlin噪声 。
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