无法使用单独的着色器程序"<program> object is not successfully linked."

Unable to use separate shader programs "<program> object is not successfully linked."

本文关键字:gt program object is linked successfully not lt 单独 程序      更新时间:2023-10-16
 const char *vs_source =
      "#version 440n
      layout(location = 0) in vec2 position;n
      layout(location = 1) in float offset;n
      void main() {n
        vec2 new_pos = vec2(position.x + offset,position.y);n
        gl_Position = vec4(new_pos,0,1);n
                  }";
 const char *fs_source =
      "#version 440n
      out vec4 out_color;n
      void main() {n
        out_color = vec4(1,0,0,1);n
                  }";
 auto vsp = createShaderProgram(GL_VERTEX_SHADER,1,&vs_source);
 auto fsp = createShaderProgram(GL_FRAGMENT_SHADER,1,&fs_source);
 GLuint pipeline;
 glGenProgramPipelines(1,&pipeline);
 glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vsp.handle);
 glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fsp.handle);
 glBindProgramPipeline(pipeline);

  struct Program{
      GLuint handle;
  };
  Program createShaderProgram(GLenum type,
                              GLsizei count,
                              const char **strings){
    const GLuint shader = glCreateShader(type);
    if (shader) {
      glShaderSource(shader, count, strings, NULL);
      glCompileShader(shader);
      const GLuint program = glCreateProgram();
      if (program) {
        GLint compiled = GL_FALSE;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
        glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
        if (compiled) {
          glAttachShader(program, shader);
          glLinkProgram(program);
          glDetachShader(program, shader);
        }
        else{
          /* append-shader-info-log-to-program-info-log */
          GLint infoLogLength;
          glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
          GLchar* infoLog = new GLchar[infoLogLength + 1];
          glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
          std::cout << "ERROR: Unable to compile shader" << std::endl << infoLog << std::endl;
          delete[] infoLog;
        }
      }
      glDeleteShader(shader);
      return Program{program};
    } else {
      return Program{0};
    }
  }

OpenGL告诉我

message: GL_INVALID_OPERATION error generated. <program> object is not successfully linked.
type: ERROR
HIGH

我也不知道为什么。如果我以旧方式链接它并且只创建一个程序,它可以完美运行。

猜我滥用了新的管道系统?

我还应该提到,该错误仅在我开始调用时才出现

 glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vsp.handle);
 glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fsp.handle);

这可能是驱动程序错误吗?

解决了。顶点着色器未链接。我不得不重新宣布gl_Position。

  const char *vs_source =
      "#version 440n
      layout(location = 0) in vec2 position;n
      layout(location = 1) in float offset;n
      out gl_PerVertexn
      {n
        vec4 gl_Position;n
        float gl_PointSize;n
        float gl_ClipDistance[];n
      };n
      void main() {n
        vec2 new_pos = vec2(position.x + offset,position.y);n
        gl_Position = vec4(new_pos,0,1);n
                  }";