我能够在桌面上使用GLSL 330核心实例渲染,但我无法在Android上运行相同的C++代码(使用SDL2和NDK构建系统和Android Studio)。OpenGL ES 3实例渲染失败,但在桌面上工作
的logcat的误差如下所示:
-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
我的桌面和移动着色器代码是除了在文件的顶部,其中的#Version线(分别指定ES或桌面版本)相同。
我的移动着色器代码如下所示:
#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
}
繁琐使用在C++侧和GLSL侧二者的评论我已销指向的错误这行代码后:
mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);
如果我将它注释掉,程序将会编译,但不会执行glDraw * Instaced调用,而没有大量与gpu相关的错误(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
我做了一个小例子来简单测试实例渲染和同样的问题与OpenGL ES的3(也使用SDL仍然)弹出。
#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;
}
这里是我设置的顶点数据:
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,感谢您查看我的代码并通知我这件事。在我移植到移动设备之前,我在桌面上进行了大部分测试,因此我必须对其进行调整。但是,这并没有解决我的GPU实例问题。我认为这可能是我的硬件(我的电话),但我还不确定。 – BlazePascal
如果您删除布局指令,您仍然收到链接错误吗?对于制服,你当然必须使用'glGetUniformLocation()'来代替。 –
是的,在将布局限定符添加到输出和统一变量之前,出现了错误。我只是添加了它们,因为我认为它可以解决移动端的绑定问题。 – BlazePascal