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所以我在片段着色器中有一个自定义结构和一个统一变量,它是这些结构的数组。它是这样定义的:

#version 130
#define MAX_LIGHTS 8

struct Light {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    vec4 position;
    vec3 direction;
    float cutoff;
    float exponent;
};

uniform Light lights[MAX_LIGHTS];

现在,我正在尝试获得这样的统一位置:

glGetUniformLocation(program, "lights[0].ambient");
glGetUniformLocation(program, "lights[0].diffuse");
// etc...

在我的 GTX460 上一切正常,但在glGetUniformLocationMobility Radeon HD 5650 上返回 -1,即使着色器编译/链接正常且一切正常。(顺便说一句,这是一个 OpenGL 3.1 上下文。)

我究竟做错了什么?

编辑:好的,是完整的着色器(我没有写,我正在尝试修复朋友的程序)。此外,我还在英特尔高清集成显卡适配器上对此进行了测试,它也可以正常工作。

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1 回答 1

11

由于人们经常盲目地试图找出glGetUniformLocation (...)返回-1的原因是什么,我想我会分享一些修改后的代码,用于枚举每个 GLSL 程序的所有制服。我实际上使用映射结构来对字符串名称进行类型枚举,但这会比必要的复杂。

打印人类可读类型的实用程序结构(最高 GLSL 430):

struct glsl_type_set {
  GLenum      type;
  const char* name;
}
type_set [] = {
  GL_INVALID_ENUM,                              "invalid",
  GL_FLOAT,                                     "float",
  GL_FLOAT_VEC2,                                "vec2",
  GL_FLOAT_VEC3,                                "vec3",
  GL_FLOAT_VEC4,                                "vec4",
  GL_DOUBLE,                                    "double",
  GL_DOUBLE_VEC2,                               "dvec2",
  GL_DOUBLE_VEC3,                               "dvec3",
  GL_DOUBLE_VEC4,                               "dvec4",
  GL_INT,                                       "int",
  GL_INT_VEC2,                                  "ivec2",
  GL_INT_VEC3,                                  "ivec3",
  GL_INT_VEC4,                                  "ivec4",
  GL_UNSIGNED_INT,                              "unsigned int",
  GL_UNSIGNED_INT_VEC2,                         "uvec2",
  GL_UNSIGNED_INT_VEC3,                         "uvec3",
  GL_UNSIGNED_INT_VEC4,                         "uvec4",
  GL_BOOL,                                      "bool",
  GL_BOOL_VEC2,                                 "bvec2",
  GL_BOOL_VEC3,                                 "bvec3",
  GL_BOOL_VEC4,                                 "bvec4",
  GL_FLOAT_MAT2,                                "mat2",
  GL_FLOAT_MAT3,                                "mat3",
  GL_FLOAT_MAT4,                                "mat4",
  GL_FLOAT_MAT2x3,                              "mat2x3",
  GL_FLOAT_MAT2x4,                              "mat2x4",
  GL_FLOAT_MAT3x2,                              "mat3x2",
  GL_FLOAT_MAT3x4,                              "mat3x4",
  GL_FLOAT_MAT4x2,                              "mat4x2",
  GL_FLOAT_MAT4x3,                              "mat4x3",
  GL_DOUBLE_MAT2,                               "dmat2",
  GL_DOUBLE_MAT3,                               "dmat3",
  GL_DOUBLE_MAT4,                               "dmat4",
  GL_DOUBLE_MAT2x3,                             "dmat2x3",
  GL_DOUBLE_MAT2x4,                             "dmat2x4",
  GL_DOUBLE_MAT3x2,                             "dmat3x2",
  GL_DOUBLE_MAT3x4,                             "dmat3x4",
  GL_DOUBLE_MAT4x2,                             "dmat4x2",
  GL_DOUBLE_MAT4x3,                             "dmat4x3",
  GL_SAMPLER_1D,                                "sampler1D",
  GL_SAMPLER_2D,                                "sampler2D",
  GL_SAMPLER_3D,                                "sampler3D",
  GL_SAMPLER_CUBE,                              "samplerCube",
  GL_SAMPLER_1D_SHADOW,                         "sampler1DShadow",
  GL_SAMPLER_2D_SHADOW,                         "sampler2DShadow",
  GL_SAMPLER_1D_ARRAY,                          "sampler1DArray",
  GL_SAMPLER_2D_ARRAY,                          "sampler2DArray",
  GL_SAMPLER_1D_ARRAY_SHADOW,                   "sampler1DArrayShadow",
  GL_SAMPLER_2D_ARRAY_SHADOW,                   "sampler2DArrayShadow",
  GL_SAMPLER_2D_MULTISAMPLE,                    "sampler2DMS",
  GL_SAMPLER_2D_MULTISAMPLE_ARRAY,              "sampler2DMSArray",
  GL_SAMPLER_CUBE_SHADOW,                       "samplerCubeShadow",
  GL_SAMPLER_BUFFER,                            "samplerBuffer",
  GL_SAMPLER_2D_RECT,                           "sampler2DRect",
  GL_SAMPLER_2D_RECT_SHADOW,                    "sampler2DRectShadow",
  GL_INT_SAMPLER_1D,                            "isampler1D",
  GL_INT_SAMPLER_2D,                            "isampler2D",
  GL_INT_SAMPLER_3D,                            "isampler3D",
  GL_INT_SAMPLER_CUBE,                          "isamplerCube",
  GL_INT_SAMPLER_1D_ARRAY,                      "isampler1DArray",
  GL_INT_SAMPLER_2D_ARRAY,                      "isampler2DArray",
  GL_INT_SAMPLER_2D_MULTISAMPLE,                "isampler2DMS",
  GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,          "isampler2DMSArray",
  GL_INT_SAMPLER_BUFFER,                        "isamplerBuffer",
  GL_INT_SAMPLER_2D_RECT,                       "isampler2DRect",
  GL_UNSIGNED_INT_SAMPLER_1D,                   "usampler1D",
  GL_UNSIGNED_INT_SAMPLER_2D,                   "usampler2D",
  GL_UNSIGNED_INT_SAMPLER_3D,                   "usampler3D",
  GL_UNSIGNED_INT_SAMPLER_CUBE,                 "usamplerCube",
  GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,             "usampler2DArray",
  GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,             "usampler2DArray",
  GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,       "usampler2DMS",
  GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, "usampler2DMSArray",
  GL_UNSIGNED_INT_SAMPLER_BUFFER,               "usamplerBuffer",
  GL_UNSIGNED_INT_SAMPLER_2D_RECT,              "usampler2DRect",
  GL_IMAGE_1D,                                  "image1D",
  GL_IMAGE_2D,                                  "image2D",
  GL_IMAGE_3D,                                  "image3D",
  GL_IMAGE_2D_RECT,                             "image2DRect",
  GL_IMAGE_CUBE,                                "imageCube",
  GL_IMAGE_BUFFER,                              "imageBuffer",
  GL_IMAGE_1D_ARRAY,                            "image1DArray",
  GL_IMAGE_2D_ARRAY,                            "image2DArray",
  GL_IMAGE_2D_MULTISAMPLE,                      "image2DMS",
  GL_IMAGE_2D_MULTISAMPLE_ARRAY,                "image2DMSArray",
  GL_INT_IMAGE_1D,                              "iimage1D",
  GL_INT_IMAGE_2D,                              "iimage2D",
  GL_INT_IMAGE_3D,                              "iimage3D",
  GL_INT_IMAGE_2D_RECT,                         "iimage2DRect",
  GL_INT_IMAGE_CUBE,                            "iimageCube",
  GL_INT_IMAGE_BUFFER,                          "iimageBuffer",
  GL_INT_IMAGE_1D_ARRAY,                        "iimage1DArray",
  GL_INT_IMAGE_2D_ARRAY,                        "iimage2DArray",
  GL_INT_IMAGE_2D_MULTISAMPLE,                  "iimage2DMS",
  GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,            "iimage2DMSArray",
  GL_UNSIGNED_INT_IMAGE_1D,                     "uimage1D",
  GL_UNSIGNED_INT_IMAGE_2D,                     "uimage2D",
  GL_UNSIGNED_INT_IMAGE_3D,                     "uimage3D",
  GL_UNSIGNED_INT_IMAGE_2D_RECT,                "uimage2DRect",
  GL_UNSIGNED_INT_IMAGE_CUBE,                   "uimageCube",
  GL_UNSIGNED_INT_IMAGE_BUFFER,                 "uimageBuffer",
  GL_UNSIGNED_INT_IMAGE_1D_ARRAY,               "uimage1DArray",
  GL_UNSIGNED_INT_IMAGE_2D_ARRAY,               "uimage2DArray",
  GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,         "uimage2DMS",
  GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,   "uimage2DMSArray",
  GL_UNSIGNED_INT_ATOMIC_COUNTER,               "atomic_uint"
};

枚举程序中所有ACTIVE制服的代码:

void
eTB_GLSL__print_uniforms (GLuint program)
{
  GLint uniform_count;
  glGetProgramiv (program, GL_ACTIVE_UNIFORMS, &uniform_count);

  GLchar name [256];

  for (GLint i = 0; i < uniform_count; i++) {
    memset (name, '\0', 256);
    GLint  size;
    GLenum type;

    glGetActiveUniform (program, i, 255, NULL, &size, &type, name);

    GLint location = glGetUniformLocation (program, name);

    for (int j = 0; j < sizeof (type_set) / sizeof (glsl_type_set); j++) {
      if (type_set [j].type != type)
        continue;

      const char* type_name = type_set [j].name;

      if (size > 1)
        printf ( "Uniform %d (loc=%d):\t%20s %-20s <Size: %d>\n",
                   i, location, type_name, name, size );
      else
        printf ( "Uniform %d (loc=%d):\t%20s %-20s\n",
                   i, location, type_name, name );

      break;
    }

    if (i == (uniform_count - 1))
      printf ("\n");
  }
}

样本输出 (AMD):

Uniform 0 (loc=0):                         float buffer_res_x        
Uniform 1 (loc=1):                         float buffer_res_y        
Uniform 2 (loc=2):                         float buffer_scale        
Uniform 3 (loc=3):                          mat4 camera_matrix       
Uniform 4 (loc=4):                          bool fxaa                
Uniform 5 (loc=5):                          vec3 light_colors         <Size: 128>
Uniform 6 (loc=133):                        vec3 light_pos            <Size: 128>
Uniform 7 (loc=261):                        mat4 modelview_mat       
Uniform 8 (loc=262):                         int num_lights          
Uniform 9 (loc=263):                   sampler2D depth_buffer        
Uniform 10 (loc=264):                  sampler2D diffuse_buffer      
Uniform 11 (loc=265):                  sampler2D normal_buffer       
Uniform 12 (loc=266):                samplerCube shadow_buffer        <Size: 10>

样本输出(NV):

Uniform 0 (loc=0):                         float buffer_res_x        
Uniform 1 (loc=1):                         float buffer_res_y        
Uniform 2 (loc=2):                         float buffer_scale        
Uniform 3 (loc=3):                          mat4 camera_matrix       
Uniform 4 (loc=4):                          bool fxaa                
Uniform 5 (loc=5):                          vec3 light_colors[0]      <Size: 128>
Uniform 6 (loc=133):                        vec3 light_pos[0]         <Size: 128>
Uniform 7 (loc=261):                        mat4 modelview_mat       
Uniform 8 (loc=262):                         int num_lights          
Uniform 9 (loc=263):                   sampler2D depth_buffer        
Uniform 10 (loc=264):                  sampler2D diffuse_buffer      
Uniform 11 (loc=265):                  sampler2D normal_buffer       
Uniform 12 (loc=266):                samplerCube shadow_buffer[0]     <Size: 10>

我选择了这个特殊的着色器,因为它是我能找到的第一个,它演示了在报告数组的统一名称时 NV 和 AMD 的不同之处,它没有什么特别的地方。NV 始终使用[0]符号,而 AMD 不使用(但是,较新的驱动程序倾向于使用)。您仍然可以查询单个统一位置,前提是它们在 <Size: X> 指示的范围内。也就是说,虽然驱动程序会将它们枚举为name[0]or ,但在任一实现name中查询统一位置在技术上是有效的。namename[0]

我很想看到三件事:

  1. 链接到 AMD 硬件后的输出
  2. 链接到 NV 硬件后的输出
  3. 你的完整着色器

有了这三件事,一个实际的答案应该是可能的。

更新

我相信由于着色器的编写方式,GLSL 编译器很难确定使用情况,要确认这一点,请尝试替换:

vec3 computeLight(int light_index){
  Light light = lights[light_index];
  if(light.position == vec4(0.0)) { return vec3(0.0);}
  if(light.position.w == 0.0 ) {return directionLight(light);}
  if(light.cutoff == 0) {return pointLight(light);}
  return reflectionLight(light);
}

[...]

vec3 lighting = vec3(0.);
  for(int i = 0; i < lights_no; i++) {
    lighting += computeLight(i);
}

有一些更丑陋的东西,比如:

vec3 lighting = vec3(0.0);
  for(int i = 0; i < lights_no; i++) {
    Light light = lights [i];
    if (light.position != vec4 (0.0)) {
      if (light.position.w == 0.0)
        lighting += directionLight(light);
      else if (light.cutoff == 0.0)
        lighting += pointLight(light);
      else
        lighting += reflectionLight (light);
    }
  }
}
于 2013-11-12T00:17:01.580 回答