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[英]Can't link compiled shaders to program OpenGL ES 2.0 Android
[英]OpenGL ES 2.0 can't compile shaders Android
OpenGL ES 2.0中的着色器編譯器出現問題。 每當我嘗試編譯着色器時,它都不會編譯,我也不知道為什么。 我可以創建着色器,編譯會給我錯誤。 這是我的Renderer
類的代碼
import android.content.Context;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.logging.Logger;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import util.LoggerConfig;
import util.ShaderHelper;
import util.TextResourceReader;
import static android.opengl.GLES20.*;
import static android.opengl.GLUtils.*;
import static android.opengl.Matrix.*;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
public class ProjekcikRenderer implements Renderer {
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int BYTES_PER_FLOAT = 4;
private final FloatBuffer vertexData;
private final Context context;
private int program;
private static final String U_COLOR = "u_COLOR";
private int uColorLocation;
private static final String A_POSITION = "a_Position";
private int aPositionLocation;
private static final String TAG = "ProjekcikRenderer";
public ProjekcikRenderer(Context context){
this.context = context;
float[] tableVertices = {
0f, 0f,
1f, 1f,
0f, 1f,
0f, 0f,
1f, 0f,
1, 1f
};
vertexData = ByteBuffer
.allocateDirect(tableVertices.length * BYTES_PER_FLOAT)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
vertexData.put(tableVertices);
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config){
glClearColor(1.0f, 1.0f, 0.5f, 0.0f);
String vertexShaderSource = null;
String fragmentShaderSource = null;
try{
vertexShaderSource = TextResourceReader.readTextFileFromResource(context, R.raw.simple_vertex_shader);
fragmentShaderSource = TextResourceReader.readTextFileFromResource(context, R.raw.simple_fragment_shader);
} catch (IOException e){
throw new RuntimeException("IOException", e);
} catch (Exception e){
throw new RuntimeException("Other Exception", e);
}
//int vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
Log.d(TAG, "CREATING VERTEX SHADER");
String s = new String(Integer.toString(vertexShader));
if(vertexShader == 0){
if(LoggerConfig.ON){
Log.w(TAG, "Could not create new VERTEX shader");
}
return;
} else {
if(LoggerConfig.ON){
Log.w(TAG, s);
}
}
glShaderSource(vertexShader, vertexShaderSource);
final int[] compileStatus = new int[1];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, compileStatus, 0);
if(LoggerConfig.ON){
Log.v(TAG, "Results of compiling source:" + "\n" + vertexShaderSource + "\n" + glGetShaderInfoLog(vertexShader));
}
if(compileStatus[0] == 0){
glDeleteShader(vertexShader);
if(LoggerConfig.ON){
Log.w(TAG, "Compilation of shader failed");
}
return;
}
int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
program = linkProgram(vertexShader, fragmentShader);
if(LoggerConfig.ON){
validateProgram(program);
}
glUseProgram(program);
uColorLocation = glGetUniformLocation(program, U_COLOR);
aPositionLocation = glGetAttribLocation(program, A_POSITION);
vertexData.position(0);
glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT, GL_FLOAT, false, 0, vertexData);
glEnableVertexAttribArray(aPositionLocation);
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height){
glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 glUnused){
glClear(GL_COLOR_BUFFER_BIT);
glUniform4f(uColorLocation, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
public static int compileVertexShader(String shaderCode){
return compileShader(GL_VERTEX_SHADER, shaderCode);
}
public static int compileFragmentShader(String shaderCode){
return compileShader(GL_FRAGMENT_SHADER, shaderCode);
}
private static int compileShader(int type, String shaderCode){
final int shaderObjectId = glCreateShader(type);
String s = new String(Integer.toString(type));
if(shaderObjectId == 0){
if(LoggerConfig.ON){
Log.w(TAG, "Could not create new shader");
}
return 0;
} else {
if(LoggerConfig.ON){
Log.w(TAG, s);
}
}
glShaderSource(shaderObjectId, shaderCode);
final int[] compileStatus = new int[1];
glGetShaderiv(shaderObjectId, GL_COMPILE_STATUS, compileStatus, 0);
if(LoggerConfig.ON){
Log.v(TAG, "Results of compiling source:" + "\n" + shaderCode + "\n" + glGetShaderInfoLog(shaderObjectId));
}
if(compileStatus[0] == 0){
glDeleteShader(shaderObjectId);
if(LoggerConfig.ON){
Log.w(TAG, "Compilation of shader failed");
}
return 0;
}
return shaderObjectId;
}
public static int linkProgram (int vertexShaderId, int fragmentShaderId){
final int programObjectId = 0;
glAttachShader(programObjectId, vertexShaderId);
glAttachShader(programObjectId, fragmentShaderId);
glLinkProgram(programObjectId);
if(programObjectId == 0){
if(LoggerConfig.ON){
Log.w(TAG, "Could not create new program");
}
return 0;
}
final int[] linkStatus = new int[1];
glGetProgramiv(programObjectId, GL_LINK_STATUS, linkStatus, 0);
if(LoggerConfig.ON){
Log.v(TAG, "Results of linking program:\n" + glGetProgramInfoLog(programObjectId));
}
if(linkStatus[0] == 0){
glDeleteProgram(programObjectId);
if(LoggerConfig.ON){
Log.w(TAG, "Linking of program failed");
}
return 0;
}
return programObjectId;
}
public static boolean validateProgram(int programObjectId){
glValidateProgram(programObjectId);
final int[] validateStatus = new int[1];
glGetProgramiv(programObjectId, GL_VALIDATE_STATUS, validateStatus, 0);
Log.v(TAG, "Results of validating program: " + validateStatus[0] + "\nLog: " + glGetProgramInfoLog(programObjectId));
return validateStatus[0] != 0;
}
}
這是我的vertex
着色器
attribute vec4 a_Position;
void main(){
gl_Position = a_Position;
}
和logs
08-12 09:26:46.350 1281-1281/pl.projekcik D/libEGL﹕ loaded /system/lib/egl/libEGL_mali.so
08-12 09:26:46.350 1281-1281/pl.projekcik D/libEGL﹕ loaded /system/lib/egl/libGLESv1_CM_mali.so
08-12 09:26:46.350 1281-1281/pl.projekcik D/libEGL﹕ loaded /system/lib/egl/libGLESv2_mali.so
08-12 09:26:46.370 1281-1281/pl.projekcik D/OpenGLRenderer﹕ Enabling debug mode 0
08-12 09:26:46.400 1281-1308/pl.projekcik D/ProjekcikRenderer﹕ CREATING VERTEX SHADER
08-12 09:26:46.400 1281-1308/pl.projekcik W/ProjekcikRenderer﹕ 1
08-12 09:26:46.400 1281-1308/pl.projekcik V/ProjekcikRenderer﹕ Results of compiling source:
attribute vec4 a_Position;
void main(){
gl_Position = a_Position;
}
08-12 09:26:46.400 1281-1308/pl.projekcik W/ProjekcikRenderer﹕ Compilation of shader failed
08-12 09:26:46.430 1281-1283/pl.projekcik D/dalvikvm﹕ GC_CONCURRENT freed 225K, 8% free 6284K/6791K, paused 12ms+5ms, total 44ms
任何幫助將不勝感激。 我正在使用Kevin Brothael的書OpenGL ES 2 for Android
,因為這是我第一次使用OpenGL。
編輯我在帶有一些“ Quad Core GPU”的Prestigio PMP7880D3G上使用Android 4.1.1。 但是幾乎相同的代碼(用於着色器編譯的功能在附加的類ShaderHelper
)在Xperia Z1 Compact上運行的Android 5.0.2上不起作用。
你錯過了一個電話GLES20.glCompileShader(vertexShader)
之后您調用glShaderSource()
嘗試在此處修復您的代碼:
glShaderSource(vertexShader, vertexShaderSource);
glCompileShader(vertexShader); // <-- this line is missing.
// Now see if the compilation worked.
int[] compiled = new int[1];
glGetShaderiv(vertexShader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0)
{
// Handle errors with shader compilation.
}
這是我用來在OpenGL-ES 2.0中生成程序的代碼存根:
private int loadShader(String strSource, int iType)
{
int[] compiled = new int[1];
int iShader = GLES20.glCreateShader(iType);
GLES20.glShaderSource(iShader, strSource);
GLES20.glCompileShader(iShader);
GLES20.glGetShaderiv(iShader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.d("Load Shader Failed", "Compilation\n" + GLES20.glGetShaderInfoLog(iShader));
return 0;
}
return iShader;
}
public int loadProgram(String strVSource, String strFSource)
{
int iVShader;
int iFShader;
int iProgId;
int[] link = new int[1];
iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER);
if (iVShader == 0)
{
Log.d("Load Program", "Vertex Shader Failed");
return 0;
}
iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER);
if(iFShader == 0)
{
Log.d("Load Program", "Fragment Shader Failed");
return 0;
}
iProgId = GLES20.glCreateProgram();
GLES20.glAttachShader(iProgId, iVShader);
GLES20.glAttachShader(iProgId, iFShader);
GLES20.glLinkProgram(iProgId);
GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0);
if (link[0] <= 0) {
Log.d("Load Program", "Linking Failed");
return 0;
}
GLES20.glDeleteShader(iVShader);
GLES20.glDeleteShader(iFShader);
return iProgId;
}
首先,您確定為ES 2.0設置了渲染上下文嗎? 如果您使用的是GLSurfaceView
,除非有其他要求,否則它將默認為ES 1.1,但此處未包括該部分代碼(盡管它似乎是根據日志正確設置的)。
其次,與桌面OpenGL的GLSL着色器相反,GL ES中的着色器中的變量需要指定精度。 因此,您在其中具有attribute vec4 a_Position;
您需要將其指定為例如attribute highp vec4 a_Position;
。 希望對於此特定的簡單頂點着色器而言,足以編譯。
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