此处的标题问题类似:GLSL:shader linking fail (but no log),但就我而言,顶点着色器和片段着色器都非常简单,并且输入/输出变量匹配,如下所示。

[EDIT]加载着色器的代码在下方列出。
由于VS2010不支持基于范围的for循环,因此将部分代码#ifdef添加了。
但是无论如何...我已经在MinGW 32位环境下尝试了该代码,并且它链接确定。

使用VS2010构建时,着色器链接成功且运行良好,但使用NetBeans + MinGW-w64失败,并给出以下日志消息:

Link info
---------
No shader objects attached.


可能与MinGW-w64 OpenGL库有关吗?

这是我的顶点着色器,

#version 330

in vec4 vPosition;
in vec4 vColor;

out vec4 color;

void main()
{
    color = vColor;
    gl_Position = vPosition;
}


这是我的片段着色器。

#version 330

in vec4 color;
out vec4 fColor;

void main()
{
    fColor = color;
}


LoadShader.h:

typedef struct {
    GLenum       type;
    const char*  filename;
    GLuint       shader;
} ShaderInfo;


main.cpp:

vector<ShaderInfo> shaders;
ShaderInfo vert = {GL_VERTEX_SHADER, "SimpleVertexShader.vert"};
ShaderInfo frag = {GL_FRAGMENT_SHADER, "SimpleFragmentShader.frag"};
shaders.push_back(vert);
shaders.push_back(frag);

program = LoadShaders(shaders);


LoadShader.cpp-LoadShaders()

GLuint LoadShaders(vector<ShaderInfo> shaders)
{
    if (shaders.empty()) return 0;

#if !defined(_MSC_VER) || 1600 < _MSC_VER
    for (auto entry : shaders)
        entry.shader = CreateShader(entry.type, entry.filename);
#else
    for (vector<ShaderInfo>::iterator entry = shaders.begin(); entry != shaders.end(); ++entry)
        entry->shader = CreateShader(entry->type, entry->filename);
#endif
    // Create the program
    return CreateProgram(shaders);
}


LoadShader.cpp-CreateShader()

GLuint CreateShader(GLenum shaderType, const char* shader_file_path)
{
    // Create the shader
    GLuint shaderID = glCreateShader(shaderType);
    if (!shaderID)
        return 0;

    // Read the shader code from the file
    std::string shaderCode;
    std::ifstream shaderStream(shader_file_path, std::ios::in);
    if(shaderStream.is_open())
    {
        std::string Line = "";
        while(getline(shaderStream, Line))
            shaderCode += "\n" + Line;
        shaderStream.close();
    }

    // Compile the shader
    printf("Compiling shader : %s\n", shader_file_path);
    char const* sourcePointer = shaderCode.c_str();
    glShaderSource(shaderID, 1, &sourcePointer , NULL);
    glCompileShader(shaderID);

    // Check the shader
    GLint compiled;
    glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
    if (!compiled) {
        GLsizei len;
        glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &len);

        GLchar* log = new GLchar[len+1];
        glGetShaderInfoLog(shaderID, len, &len, log);
        std::cerr << "Shader compilation failed: " << log << std::endl;
        delete [] log;

        return 0;
    }

    return shaderID;
}


LoadShader.cpp-CreateProgram()

GLuint CreateProgram(vector<ShaderInfo> shaders)
{
    // Create and link the program
    fprintf(stdout, "Linking program\n");
    GLuint programID = glCreateProgram();
    if (!programID)
        return 0;

    // attach shaders and link the program
#if !defined(_MSC_VER) || 1600 < _MSC_VER
    for (auto iter : shaders)
        glAttachShader(programID, iter.shader);
#else
    for (vector<ShaderInfo>::iterator iter = shaders.begin(); iter != shaders.end(); ++iter)
        glAttachShader(programID, iter->shader);
#endif
    glLinkProgram(programID);

    // Check the program
    GLint linked;
    glGetProgramiv(programID, GL_LINK_STATUS, &linked);
    if (!linked) {
        GLsizei len;
        glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &len);

        GLchar* log = new GLchar[len+1];
        glGetProgramInfoLog(programID, len, &len, log);
        std::cerr << "Shader linking failed: " << log << std::endl;
        delete [] log;

#if !defined(_MSC_VER) || 1600 < _MSC_VER
        for (auto iter : shaders) {
            glDeleteShader(iter.shader);
            iter.shader = 0;
        }
#else
        for (vector<ShaderInfo>::iterator iter = shaders.begin(); iter != shaders.end(); ++iter) {
            glDeleteShader(iter->shader);
            iter->shader = 0;
        }
#endif

        return 0;
    }

    return programID;
}

最佳答案

我认为您在LoadShaders中有错误。循环的C ++ 11版本:

for (auto entry : shaders)
    entry.shader = CreateShader(entry.type, entry.filename);


shaders中获取每个条目的副本,因此矢量中的元素将不会更新。请尝试:

for (auto &entry : shaders)
    entry.shader = CreateShader(entry.type, entry.filename);


顺便说一句,如果您想支持较旧的编译器,则最好只使用旧版本的循环。

关于c++ - GLSL链接失败,没有有用的信息,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/24321873/

10-10 19:27