【发布时间】:2016-07-07 05:37:04
【问题描述】:
我已经在 iOS 上制作了一个简单的 Open GLES 2.0 着色器,它可以毫无问题地运行,现在我正尝试对使用最新 NDK 10e 编译的 Android (5.1) 上的 GLES 3.0 做同样的事情。但现在我得到一个全白输出或非常奇怪的颜色。
这个想法是查找表作为 2D 纹理传入,实际图像的颜色指向查找纹理中 0.0 行上的不同 x 坐标。我将查找纹理设置为 256x256,以避免它太小而不是 256x1 的问题。
验证片段着色器我将输入图像的颜色输出到左侧,它们显示正确,但右侧全是白色或非常错误的颜色,具体取决于输入图像。我认为问题不是溢出,因为我没有限制值。我不这样做是在 iOS 中,texture() 采样器应该返回 0.0
在附加的代码中,我创建了一个不会对颜色做任何事情的查找表。由于上面的 memset,注释这个 for 循环应该只给出黑色,但仍然是白色或非常奇怪的颜色。
配备 ARM Mali 和 Qualcomm Adreno GPU 的设备表现出相同的行为,并且代码执行时没有任何运行时片段编译或 GL 错误。 Android 5 或 6 也显示相同的错误。
现在我觉得我已经用尽了所有的选择,希望有人能发现我的错误
从 gl setup 附加的完整代码,程序编译到 gl 关闭,带有片段
static const char gVertexShader[] =
"#version 300 es\n"
"in vec4 vPosition;\n"
"in vec4 inputTextureCoordinate;\n"
"out vec2 texPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
" texPosition = inputTextureCoordinate.xy;\n"
"}\n";
static const char gFragmentShader[] =
"#version 300 es\n"
"layout(location = 0) out mediump vec4 color_frag_out;\n"
"precision mediump float;\n"
"in vec2 texPosition;\n"
"uniform sampler2D lookupTex;\n"
"uniform sampler2D rgbaTex;\n"
"void main() {\n"
"vec4 rgbaColor = texture(rgbaTex, texPosition);\n"
"float redlookup = texture(lookupTex, vec2(rgbaColor.r, 0.0)).b;\n"
"float greenlookup = texture(lookupTex, vec2(rgbaColor.g, 0.0)).g;\n"
"float bluelookup = texture(lookupTex, vec2(rgbaColor.b, 0.0)).r;\n"
"if (texPosition.x > 0.5) {\n"
"color_frag_out = vec4(redlookup, greenlookup, bluelookup, 1.0);\n"
"} else {\n"
"color_frag_out = rgbaColor;\n"
"}\n"
"}\n";
void start_frag_test(char* rgbaIn, char* rgbaOut, int w, int h)
{
EGLConfig eglConf;
EGLSurface eglSurface;
EGLContext eglCtx;
EGLDisplay eglDisp;
GLuint fboTexId;
GLint fboId;
GLuint gProgram;
GLuint gvPositionHandle;
GLint textureLocations[2];
GLuint textureIds[2];
GLint textCoordLoc = -10;
char* lookuptable = 0;
int lookuptableWidth = 256;
int lookuptableHeight = 256;
/// Init GL
// EGL config attributes
const EGLint confAttr[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // very important!
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, // we will create a pixelbuffer surface
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8, // if you need the alpha channel
/* EGL_DEPTH_SIZE, 16, // if you need the depth buffer */
EGL_NONE
};
// EGL context attributes
const EGLint ctxAttr[] = {
EGL_CONTEXT_CLIENT_VERSION, 3, // very important!
EGL_NONE
};
// surface attributes
// the surface size is set to the input frame size
const EGLint surfaceAttr[] = {
EGL_WIDTH, w,
EGL_HEIGHT, h,
EGL_NONE
};
EGLint eglMajVers, eglMinVers;
EGLint numConfigs;
eglDisp = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(eglDisp, &eglMajVers, &eglMinVers);
MY_LOGI("EGL init with version %d.%d", eglMajVers, eglMinVers);
// choose the first config, i.e. best config
eglChooseConfig(eglDisp, confAttr, &eglConf, 1, &numConfigs);
eglCtx = eglCreateContext(eglDisp, eglConf, EGL_NO_CONTEXT, ctxAttr);
// create a pixelbuffer surface
eglSurface = eglCreatePbufferSurface(eglDisp, eglConf, surfaceAttr);
eglMakeCurrent(eglDisp, eglSurface, eglSurface, eglCtx);
// Print GL info
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
gProgram = createShaderProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
MY_LOGE("Could not create program.");
return;
}
gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
checkGlError("glGetAttribLocation");
// Generate Frambuffer
glGenFramebuffers(1, &fboId);
checkGlError("glGenFramebuffers");
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
checkGlError("glBindFramebuffer");
// Now generate COLOR ATTACHMENT TEXTURE to use as output in fragment shader
glGenTextures (1, &fboTexId);
glBindTexture(GL_TEXTURE_2D, fboTexId);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fboTexId, 0);
checkGlError("glFramebufferTexture2D");
// Assign a drawbuffer the FBO
GLenum drawBuffers [1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
checkGlError("glDrawBuffers");
// Clears color to none white
glClearColor(.0f, 0.9f, .0f, .0f);
glUseProgram(gProgram);
checkGlError("glUseProgram");
glViewport(0, 0, w, h);
checkGlError("glViewport");
glGenTextures(2, &textureIds);
textureLocations[0] = glGetUniformLocation(gProgram, "rgbaTex");
textureLocations[1] = glGetUniformLocation(gProgram, "lookupTex");
// Bind texture with image data
glActiveTexture(GL_TEXTURE0 + textureLocations[0]);
checkGlError("glActiveTexture");
glBindTexture(GL_TEXTURE_2D, textureIds[0]); // bind input texture
checkGlError("glBindTexture 0");
MY_LOGI("rgbain id:%d loc:%d w:%d h:%d", textureIds[0], textureLocations[0], w, h);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaIn);
checkGlError("glTexImage2D");
// Bind texture with lookup data
int lookupTableSize = lookuptableWidth * lookuptableHeight * 4;
MY_LOGI("Lookup table size:%d", lookupTableSize);
lookuptable = malloc(lookupTableSize);
memset(lookuptable, 0,lookupTableSize); // Make sure all are 0
unsigned int lookupvalue = 0;
int i;
// Fill table with 0 to 255 for all color channels
// With this for loop commented out the lookup table should represent all black
// from the memset above. But output is still white.
for (i = 0; i < lookuptableWidth*4; i+=4)
{
lookuptable[i] = lookupvalue; // R
lookuptable[i+1] = lookupvalue; // G
lookuptable[i+2] = lookupvalue; // B
lookuptable[i+3] = 255; // A
lookupvalue++;
}
glActiveTexture(GL_TEXTURE0 + textureLocations[1]);
checkGlError("glActiveTexture");
glBindTexture(GL_TEXTURE_2D, textureIds[1]); // bind input texture
checkGlError("glBindTexture 0");
MY_LOGI("lookup id:%d loc:%d w:%d h:%d", textureIds[1], textureLocations[1], w, h);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, lookuptable);
checkGlError("glTexImage2D");
textCoordLoc = glGetAttribLocation(gProgram, "inputTextureCoordinate");
glVertexAttribPointer( gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, screenVertices);
glEnableVertexAttribArray( gvPositionHandle );
glVertexAttribPointer( textCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, texVertices );
glEnableVertexAttribArray( textCoordLoc );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
glFinish();
checkGlError("glFinish");
glReadBuffer(GL_COLOR_ATTACHMENT0);
checkGlError("glReadBuffer");
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rgbaOut);
checkGlError("glDrawArrays");
if (!eglMakeCurrent(eglDisp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT))
{
MY_LOGE("eglMakeCurrent failed");
}
MY_LOGI("eglMakeCurrent");
eglDestroyContext(eglDisp, eglCtx);
MY_LOGI("eglDestroyContext");
eglDestroySurface(eglDisp, eglSurface);
MY_LOGI("eglDestroySurface");
//eglReleaseThread();
eglTerminate(eglDisp);
MY_LOGI("eglTerminate");
eglDisp = EGL_NO_DISPLAY;
eglSurface = EGL_NO_SURFACE;
eglCtx = EGL_NO_CONTEXT;
free(lookuptable);
}
const GLfloat screenVertices[] = {
-1.0f, 1.0f, // top left
1.0f, 1.0f, // top right
-1.0f, -1.0f, // bottom left
1.0f, -1.0f // bottom right
};
static const float texVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
static void checkGlError(const char* op)
{
GLint error;
for (error = glGetError(); error; error = glGetError())
{
MY_LOGE("after %s() glError (0x%x)\n", op, error);
}
}
static void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
MY_LOGI("GL %s = %s\n", name, v);
}
GLuint loadShaderFromString(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
MY_LOGE("Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint createShaderProgram(const char* pVertexSource, const char* pFragmentSource) {
GLuint vertexShader = loadShaderFromString(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}
GLuint pixelShader = loadShaderFromString(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
MY_LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
【问题讨论】:
标签: android opengl-es opengl-es-2.0 fragment-shader