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OpenGL着色器编译器优化?

[英]OpenGL shader compiler optimization?

我正在使用OpenGL 2.1,并且gl_FragColor的alpha值有一些问题。

整个代码:

uniform sampler2D texture_0;
uniform vec3 uColor;
varying vec2 varTexCoords;

void main(void)
{
    //vec4 col = texture2D(texture_0, varTexCoords);
    vec4 col = vec4(0.0, 0.0, 0.0, 0.5);
    gl_FragColor = col;
}

有人可以向我解释原因:

作品:

vec4 col = texture2D(texture_0, varTexCoords);
//vec4 col = vec4(0.0, 0.0, 0.0, 0.5);
gl_FragColor = col;

不起作用:

//vec4 col = texture2D(texture_0, varTexCoords);
vec4 col = vec4(0.0, 0.0, 0.0, 0.5);
gl_FragColor = col;

作品:

vec4 col = texture2D(texture_0, varTexCoords);
col.rgb = uColor;
//col.a = 0.5;
gl_FragColor = col;

也可以:

vec4 col = texture2D(texture_0, varTexCoords);
col.rgb = uColor;
col.a *= 0.5;
gl_FragColor = col;

不起作用:

vec4 col = texture2D(texture_0, varTexCoords);
col.rgb = uColor;
col.a = 0.5;
gl_FragColor = col;

即使很多例子似乎都使用它,但它仍然没有用:

gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);

代码中出现错误:

glEnableVertexAttribArray(textureCoords);
        CHECK_GL_ERROR("glEnableVertexAttribArrayCheck");

与着色器有关的所有代码:

inline void Renderer::renderText(float x, float y, string msg) {
    mat4 proj;
    Matrix::projection2D(proj,
        (float) nScreenWidth_, (float) nScreenHeight_, 0.0f);
    mat4 res, restmp;
    mat4 pos;
    mat4 rot;
    mat4 scale;
    //Vector3D p(72.0f, 88.0f, 1.0f);
    //Vector3D p(20.0f, 20, 1.0f);
    Vector3D r(0.0f, 0.0f, 0.0f);
    Vector3D s(1.0f, nScreenWidth_ / nScreenHeight_, 1.0f);
    //Matrix::translate(pos, p.getX(), p.getY(), p.getZ());
    //Matrix::rotateZ(rot, r.getZ());

    float widthMod = nScreenWidth_ / 100.0f;
    float heightMod = nScreenHeight_ / 100.0f;

    Matrix::translate(pos, x * widthMod, y * heightMod, 1.0f);
    Matrix::rotateZ(rot, r.getZ());
    //Matrix::scale(scale, s.getX() * widthMod, s.getY() * heightMod, 1.0f);
    Matrix::scale(scale, 16.0f, 16.0f, 1.0f);

    Matrix::multiply(proj, pos, res);
    Matrix::multiply(res, rot, restmp);
    Matrix::multiply(restmp, scale, res);

    // Select shader program to use.
    int shaderId = features_->getText()->getShaderId();
    glUseProgram(shaderId);
    CHECK_GL_ERROR("glUseProgram");

    int matrix = glGetUniformLocation(shaderId, "uWVP");
    int color = glGetUniformLocation(shaderId, "uColor");
    int texture = glGetUniformLocation(shaderId, "texture_0");
    CHECK_GL_ERROR("glGetUniformLocation");
    int textureCoords = glGetAttribLocation(shaderId, "attrTexCoords");
    int vertices = glGetAttribLocation(shaderId, "attrPos");
    CHECK_GL_ERROR("glGetAttribLocation");

    // Specify WVP matrix.
    glUniformMatrix4fv(matrix, 1, false, res);
    CHECK_GL_ERROR("glUniformMatrix4fv");

    // Bind the texture.
    glActiveTexture(GL_TEXTURE0);
    CHECK_GL_ERROR("glActiveTexture");
    glBindTexture(GL_TEXTURE_2D, features_->getText()->getFontMapId());
    CHECK_GL_ERROR("glBindTexture");
    glUniform1i(texture, 0);
    CHECK_GL_ERROR("glUniform1i");


    glEnableVertexAttribArray(vertices);
    CHECK_GL_ERROR("glEnableVertexAttribArray");

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    CHECK_GL_ERROR("glBindBuffer");

    glEnable(GL_BLEND);
    CHECK_GL_ERROR("glEnable");
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    CHECK_GL_ERROR("glBlendFunc");

    //string text = output_;
    for (unsigned int i = 0; i < msg.length(); i++) {
        unsigned short l = static_cast<unsigned short>(msg[i]) - 32;
        mat4 delta, resmove;
        Matrix::translate(delta, 1.6f, 0.0f, 0.0f);
        Matrix::multiply(res, delta, resmove);
        Matrix::copy(resmove, res);
        glUniformMatrix4fv(matrix, 1, false, res);
        CHECK_GL_ERROR("glUniformMatrix4fv");
        float col[] = {0.0f, 1.0f, 0.0f};
        glUniform3fv(color, 1, col);
        CHECK_GL_ERROR("glUniform3fv");
        glVertexAttribPointer(vertices, 3, GL_FLOAT, GL_FALSE, 0,
            features_->getText()->vertices_);
        CHECK_GL_ERROR("glVertexAttribPointer");
        glEnableVertexAttribArray(textureCoords);
        CHECK_GL_ERROR("glEnableVertexAttribArrayCheck");
        glVertexAttribPointer(textureCoords, 2, GL_FLOAT, GL_FALSE, 0,
            features_->getText()->getSymbol(l));
        CHECK_GL_ERROR("glVertexAttribPointer");
        glDrawArrays(GL_TRIANGLES, 0, 18 / 3);
        CHECK_GL_ERROR("glDrawArrays");
    }

    glDisable(GL_BLEND);
    CHECK_GL_ERROR("glDisable");
}

该错误为GL_INVALID_VALUE,仅在执行代码后发生,而不是在编译和链接着色器后发生。

这可能是正在发生的事情:(我在这里说“编译器”,但是可能是链接器执行了实际的清除操作)

着色器编译器会丢弃此代码:

varying vec2 varTexCoords;

如果编译器确定未使用变量,则将其丢弃。

最后一个例子很好:

vec4 col = texture2D(texture_0, varTexCoords);
col.rgb = uColor;
col.a = 0.5;
gl_FragColor = col;

编译器了解到col中的原始值被uColor统一和0.5常量覆盖。 纹理读取被删除,因此变化也被删除。

然后,您的attrTexCoords也很可能会被删除,因此包含attrib位置的textureCoords变量为-1。

另一方面,此处的编译器无法删除读取的纹理,因为col.bg将包含纹理中的值。

vec4 col = texture2D(texture_0, varTexCoords);
col.r = uColor.r;
col.a = 0.5;
gl_FragColor = col;

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