我正在尝试在OpenGL 3.2中编译着色器程序,但是我遇到了一个奇怪的链接错误.
在创建顶点和片段着色器编译并附加它们之后,我尝试将它们链接到程序中但是我收到以下infolog错误:
ERROR: Compiled vertex shader was corrupt.
ERROR: Compiled fragment shader was corrupt.
Run Code Online (Sandbox Code Playgroud)
我完全不知道这意味着什么,我在谷歌上唯一能找到的就是忽略它.但是,当我glUseProgram()时,我得到一个无效的操作,所以我不能忽略这个错误.
此外,我刚刚更新到XCode 5,并且相同的代码/着色器源正在工作.不知道它是如何相关的..
编辑:着色器源
顶点:
#version 150
in vec3 position;
uniform mat4 worldMatrix;
uniform float time;
out vec3 outPos;
void main(){
gl_Position = worldMatrix*vec4(position, 1.0);
outPos = position;
}
Run Code Online (Sandbox Code Playgroud)
分段:
#version 150
out vec4 outColor;
uniform float time;
uniform float red;
uniform float green;
uniform float blue;
void main(){
outColor=vec4(red, green, blue,1.0);
}
Run Code Online (Sandbox Code Playgroud)
得到它的工作.
起初我用另一个编辑器(文本伙伴)重写了着色器,然后它有时会工作.然后我确保它被正确地终止并且每次都有效.
也许不知怎的,就像Andon M. Coleman所说的非打印字符一样.
小智 5
我遇到了同样的问题,并发现如果您使用“ std::stringstream 缓冲区”来读取文件,就像网络上使用的许多代码示例一样,需要使用 .str().c_str() 方法来获取 *ptr对于 glShaderSource,指针被删除,这意味着您会收到随机链接器错误。这是我创建的工作...
int shaderFromFile(const std::string& filePath, GLenum shaderType) {
//open file
std::ifstream f;
f.open(filePath.c_str(), std::ios::in);
if(!f.is_open()){
throw std::runtime_error(std::string("Failed to open file: ") + filePath);
}
//read whole file into stringstream buffer
std::stringstream buffer;
buffer << f.rdbuf();
buffer << "\0";
f.close();
// need to copy, as pointer is deleted when call is finished
std::string shaderCode = buffer.str().c_str();
//create new shader
int ShaderID = glCreateShader(shaderType);
//set the source code
const GLchar* code = (const GLchar *) shaderCode.c_str();
glShaderSource(ShaderID, 1, &code, NULL);
//compile
glCompileShader(ShaderID);
//throw exception if compile error occurred
GLint status;
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, &status);
std::cout << "Status from compile:" << status << "\r\n";
if (status == GL_FALSE) {
std::string msg("Compile failure in shader:\n");
GLint infoLogLength;
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
char* strInfoLog = new char[infoLogLength + 1];
glGetShaderInfoLog(ShaderID, infoLogLength, NULL, strInfoLog);
msg += strInfoLog;
delete[] strInfoLog;
glDeleteShader(ShaderID); ShaderID = 0;
throw std::runtime_error(msg);
}
return ShaderID;
}
Run Code Online (Sandbox Code Playgroud)