【问题标题】:OpenGL ES 3 Instance render fails, but works on desktopOpenGL ES 3 实例渲染失败,但适用于桌面
【发布时间】:2016-01-17 04:45:15
【问题描述】:

我能够在具有 GLSL 330 内核的桌面上使用实例渲染,但我无法在 Android 上运行相同的 C++ 代码(使用 SDL2 和 NDK 构建系统和 Android Studio)。

logcat错误如下图:

-18 15:49:57.264 20996-21026/package I/SDL/APP: shaders/mobile/sceneShader.frag.glsl compiled successfully
10-18 15:49:57.274 20996-21026/package I/SDL/APP: Program link failed: --From Vertex Shader:
10-18 15:49:57.274 20996-21026/packageI/SDL/APP: linker error: multiple attribute attempt to bind at same location 
10-18 15:49:57.274 20996-21026/packageI/SDL/APP: --From Fragment Shader:
10-18 15:49:57.274 20996-21026/package I/SDL/APP: linker error: multiple attribute attempt to bind at same location 

我的桌面和移动着色器代码是相同的,除了文件顶部的#version 行(分别指定 es 或桌面版本)。

我的移动着色器代码如下所示:

#version 300 es

precision mediump float;

// attribute data
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec2 VertexTexCoord;
layout (location = 2) in vec3 VertexNormal;
layout (location = 3) in mat4 InstanceTransform; // used for translating the positions of instance renders

// varying data
layout (location = 0) out vec3 vPosition;
layout (location = 1) out vec2 vTexCoord0;
layout (location = 2) out vec2 vTexCoord1;
layout (location = 3) out vec3 vTexSkyboxCoord;
layout (location = 4) out vec3 vNormal;
layout (location = 5) out vec3 vClampColor;

// uniform data
layout (location = 0) uniform bool uInstanceRendering;

layout (location = 1) uniform mat4 uModelViewMatrix;
layout (location = 2) uniform mat4 uProjectionMatrix;
layout (location = 3) uniform mat3 uNormalMatrix;

layout (location = 4) uniform vec2 uTexOffset0;
layout (location = 5) uniform vec2 uTexOffset1;

void main(void)
{
    vec4 mvPosition;

    if (uInstanceRendering)
    {
        mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);
    }
    else
    {
        mvPosition = uModelViewMatrix * vec4(VertexPosition, 1.0);
    }

    vTexSkyboxCoord = VertexPosition; // for skybox rendering

    const float atlasRows = 6.0f;
    vTexCoord0 = (VertexTexCoord / atlasRows) + uTexOffset0;
    vTexCoord1 = (VertexTexCoord / atlasRows) + uTexOffset1;

    vPosition = mvPosition.xyz;

    vNormal = normalize(uNormalMatrix * VertexNormal);

    vClampColor = clamp(VertexPosition, 0.0, 1.0);

    gl_Position = uProjectionMatrix * mvPosition;

#ifdef GL_ES
    gl_PointSize = 10.0f;
#endif
}

在 C++ 端和 GLSL 端都乏味地使用 cmets 之后,我已将错误定位到这行代码:

mvPosition = uModelViewMatrix * InstanceTransform * vec4(VertexPosition, 1.0);

如果我将其注释掉,程序将编译,但它无法执行 glDraw*Instaced 调用而不会出现大量与 gpu 相关的错误(如下所示来自 logcat)。

10-18 15:58:42.504 29196-29238/package W/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/package W/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <gsl_ldd_control:408>: ioctl fd 49 code 0xc02c093d (IOCTL_KGSL_SUBMIT_COMMANDS) failed: errno 35 Resource deadlock would occur
10-18 15:58:42.504 29196-29238/packageW/Adreno-GSL: <log_gpu_snapshot:323>: panel.gpuSnapshotPath is not set.not generating user snapshot
10-18 15:58:42.504 29196-29238/packageW/Adreno-ES20: <finish_current_fbo_rendering:315>: GL_OUT_OF_MEMORY

我做了一个简单的例子来简单地测试实例渲染,同样的问题在 OpenGL ES 3 中弹出(仍然使用 SDL)。

#version 300 es
precision mediump float;

// attribute data
layout (location = 0) in vec3 aVertexPosition;
layout (location = 1) in vec2 aVertexTexCoord;
layout (location = 2) in vec3 aVertexNormal;
layout (location = 3) in mat4 aInstanceTransform;

// varying data
out vec3 vPosition;
out vec2 vTexCoord;
out vec3 vNormal;

// uniform data
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNormalMatrix;

void main(void)
{
    vec4 mvTransform = uModelViewMatrix * aInstanceTransform * vec4(aVertexPosition, 1.0);

    vTexCoord = aVertexTexCoord;

    vPosition = mvTransform.xyz;

    vNormal = normalize(uNormalMatrix * aVertexNormal);

    gl_Position = uProjectionMatrix * mvTransform;
}

这里是我设置顶点数据的地方:

glBindBuffer(GL_ARRAY_BUFFER, mVBO_InstanceData);
glBufferData(GL_ARRAY_BUFFER, instanceData.size() * sizeof(glm::mat4), instanceData.data(), GL_STATIC_DRAW);

glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(0));
glVertexAttribDivisor(3, 1); // increment instance data by 1 each iteration

glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(sizeof(glm::vec4)));
glVertexAttribDivisor(4, 1);

glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(2 * sizeof(glm::vec4)));
glVertexAttribDivisor(5, 1);

glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), reinterpret_cast<GLvoid*>(3 * sizeof(glm::vec4)));
glVertexAttribDivisor(6, 1);

【问题讨论】:

    标签: android c++ opengl opengl-es android-ndk


    【解决方案1】:

    您的某些location 限定符与300 es 着色器版本不兼容。您的顶点着色器包含以下定义:

    layout (location = 0) out vec3 vPosition;
    ...
    

    GLSL ES 3.00 规范说:

    顶点着色器不能有输出布局限定符。

    此限制仅在 3.10 版本中解除,相应的措辞已更改为:

    顶点和片段着色器允许在输出变量声明中使用位置布局限定符。

    几乎同样的事情也适用于你使用的制服:

    layout (location = 0) uniform bool uInstanceRendering;
    ...
    

    此外,着色器版本 3.00 不允许在制服上使用 layout 限定符:

    布局限定符可用于统一块,但不能用于非块统一声明。

    同样,此选项是在 3.10 版中添加的。

    【讨论】:

    • 啊,感谢您查看我的代码并通知我这一点。在移植到移动设备之前,我在台式机上进行了大部分测试,因此我必须对此进行调整。但是,这并没有解决我的 GPU 实例化问题。我认为这可能是我的硬件(我的手机),但我还不能确定。
    • 如果您删除布局指令,您是否仍然收到链接错误?对于制服,您当然必须改用glGetUniformLocation()
    • 是的,在我将布局限定符添加到 out 和 uniform 变量之前,错误就出现了。我只是添加它们,因为我认为它可以解决移动端的绑定问题。
    • 我创建了一个较小的项目,只专注于进行实例渲染,但同样的问题仍然存在。我用我制作的最小示例更新了着色器代码。
    【解决方案2】:

    我发现在顶点着色器中仅使用“glBindAttribLocation”而不是布局限定符可以解决问题。我什至使用了与布局限定符相同的编号方案。我想知道我是否可以用 4 个 vec4 设置实例数据?我猜 mat4 在我的移动设备上抛出了编号方案?

    【讨论】:

      猜你喜欢
      • 2018-02-15
      • 1970-01-01
      • 2011-09-11
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      • 1970-01-01
      相关资源
      最近更新 更多