我能夠在桌面上使用GLSL 330核心實例渲染,但我無法在Android上運行相同的C++代碼(使用SDL2和NDK構建系統和Android Studio)。OpenGL ES 3實例渲染失敗,但在桌面上工作
的logcat的誤差如下所示:
-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
我的桌面和移動着色器代碼是除了在文件的頂部,其中的#Version線(分別指定ES或桌面版本)相同。
我的移動着色器代碼如下所示:
#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
}
繁瑣使用在C++側和GLSL側二者的評論我已銷指向的錯誤這行代碼後:
mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);
如果我將它註釋掉,程序將會編譯,但不會執行glDraw * Instaced調用,而沒有大量與gpu相關的錯誤(如logcat所示)。
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
我做了一個小例子來簡單測試實例渲染和同樣的問題與OpenGL ES的3(也使用SDL仍然)彈出。
#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;
}
這裏是我設置的頂點數據:
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);
啊,感謝您查看我的代碼並通知我這件事。在我移植到移動設備之前,我在桌面上進行了大部分測試,因此我必須對其進行調整。但是,這並沒有解決我的GPU實例問題。我認爲這可能是我的硬件(我的電話),但我還不確定。 – BlazePascal
如果您刪除佈局指令,您仍然收到鏈接錯誤嗎?對於制服,你當然必須使用'glGetUniformLocation()'來代替。 –
是的,在將佈局限定符添加到輸出和統一變量之前,出現了錯誤。我只是添加了它們,因爲我認爲它可以解決移動端的綁定問題。 – BlazePascal