Mac上的OpenGL GLSL着色器无法编译

Cod*_*cat 5 c++ opengl macos glew glsl

当我尝试在Mac上为我的应用程序编译GLSL着色器时,它会失败,并出现着色器的版本冲突错误:

Error compiling vertex shader:
ERROR: 0:1: '' :  version '130' is not supported

Error compiling shader:
ERROR: 0:1: '' :  version '130' is not supported
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着色器是这样的:

顶点着色器:

#version 130

in vec2 in_vPos;
in vec2 in_vTexCoord;

out vec2 s_vTexCoord;

void main()
{
    gl_Position = vec4(in_vPos, 0, 1);
    s_vTexCoord = (in_vTexCoord + vec2(1, 1)) / 2;
}
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片段着色器:

#version 130

in vec2 s_vTexCoord;

out vec4 s_colOut;

uniform sampler2DRect s_texSampler;
uniform vec4 s_colBlend;

void main()
{
    vec4 pixel = texture(s_texSampler, s_vTexCoord * textureSize(s_texSampler));
    s_colOut = s_colBlend * pixel;
}
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这就是我初始化SDL渲染器和Glew的方式:

  ren_pRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

  SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
  SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
  glEnable(GL_MULTISAMPLE);

  SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE | SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

  SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");

  static bool _bInitializedGlew = false;
  if(!_bInitializedGlew) {
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if(err != GLEW_OK) {
      printf("Glew initialization error: %d\n", err);
    }
    _bInitializedGlew = true;
  }
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这就是我编译着色器的方式:

unsigned int CShader::CompileShader(const char* str, int type, bool &bSuccess)
{
    // create a new shader
    GLuint iShader = glCreateShader(type);
    const GLchar* aSourceVertex[] = { str };
    glShaderSource(iShader, 1, aSourceVertex, NULL);
    glCompileShader(iShader);

    // check if compiling went okay
    GLint bShaderCompiled = GL_FALSE;
    glGetShaderiv(iShader, GL_COMPILE_STATUS, &bShaderCompiled);
    if(bShaderCompiled != GL_TRUE) {
        // it did not.
        printf("Error compiling %sshader:\n", (type == GL_VERTEX_SHADER ? "vertex " : ""));
        int iLogLength = 0;
        int iMaxLength = 0;
        glGetShaderiv(iShader, GL_INFO_LOG_LENGTH, &iMaxLength);
        char* buffer = new char[iMaxLength];
        glGetShaderInfoLog(iShader, iMaxLength, &iLogLength, buffer);
        if(iLogLength > 0) {
            printf("%s\n", buffer);
        }
        delete[] buffer;

        // report it back
        bSuccess = false;
        // and delete the shader
        glDeleteShader(iShader);
    } else {
        // it worked!
        bSuccess = true;
    }

    // return shader
    return iShader;
}
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我之前四处寻找答案,找不到能够帮助我的结论性Stackoverflow答案,尽管它确实为我SDL_GL_SetAttribute设置GL版本和核心配置文件指明了正确的方向。因此,在上面的代码中,我将其设置为3.1 Core,根据Wikipedia的说法,它是#version 140,但是即使我使用它,也会遇到相同的错误:

Error compiling vertex shader:
ERROR: 0:1: '' :  version '140' is not supported

Error compiling shader:
ERROR: 0:1: '' :  version '140' is not supported
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编辑:我将属性中的版本更改为3.2核心+正向兼容,现在使用时#version 150遇到相同的问题,说不支持150。

当我打印出结果的glGetString(GL_SHADING_LANGUAGE_VERSION),我得到1.20

即使我在创建SDL窗口后显式创建了上下文,它仍然会报告1.20

win_pWindow = SDL_CreateWindow(strTitle, iX, iY, width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | ulFlags);
win_pContext = SDL_GL_CreateContext(win_pWindow);
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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dat*_*olf 3

嗯,那条错误消息怎么样:

Error compiling vertex shader:
ERROR: 0:1: '' :  version '130' is not supported
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这正是你的问题所在。GLSL 版本 1.30 与 OpenGL-3.0 相关;由于该版本中没有核心/兼容性配置文件,因此 MacOS X 不支持它。

对于现代 OpenGL,MacOS X 仅支持核心配置文件。因此,您需要一个核心配置文件上下文,并且必须使用核心配置文件版本编写着色器。OpenGL-3核心配置文件仅在OpenGL-3.2中引入,对应的GLSL版本为1.50。所以你必须写#version 150在那里。