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主页 / 问题 / 1588296
Accepted
jdoseIOO
jdoseIOO
Asked:2024-07-25 15:17:36 +0000 UTC2024-07-25 15:17:36 +0000 UTC 2024-07-25 15:17:36 +0000 UTC

OpenGL 着色器程序已停止将着色器附加到自身

  • 772

在将一个库从头库转移到一个简单库(通过 cmake 组装,类型 *.a)时,我遇到了一个问题。调用Program类后,出现错误error: no shaders attached to the program。这是程序类的旧实现(我将仅显示更改)和新实现,以及着色器类。代码:

#include <iostream>
#include <vector>
#include <glad/glad.h>
#include <GLFW/glfw3.h>

using namespace std;

const GLchar* shader1 = "#version 460 core\nout vec4 FragColor;\nvoid main() { FragColor = vec4(1.0); }";
const GLchar* shader2 = "#version 460 core\nvoid main() { gl_Position = vec4(1.0); }";

#define LogSize 1024

// class Shader
class Shader
{
  public:
    GLuint shader;
    Shader(GLenum type, const GLchar* source)
    {
        shader = glCreateShader(type);
        glShaderSource(shader, 1, &source, NULL);
        glCompileShader(shader);
        GLint error = 0; GLchar log[LogSize];
        glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
        if (error == GL_FALSE)
        {
            glGetShaderInfoLog(shader, LogSize, NULL, log);
            printf("%s", log);
        }
    }
    void del() { glDeleteShader(shader); }
};

class Program
{
  public:
    GLuint ID;
    Program(vector<Shader> &shaders);
    Program(Shader* shaders, size_t len);
};

// new class Program
Program::Program(vector<Shader> &shaders)
{
    ID = glCreateProgram();
    for (size_t i = 0; i < shaders.size(); i++) glAttachShader(ID, shaders[i].shader);
    glLinkProgram(ID);

    GLint error = 0; GLchar log[LogSize]; // LogSize = 1024
    glGetProgramiv(ID, GL_LINK_STATUS, &error);
    if (error == GL_FALSE) 
    {
        glGetProgramInfoLog(ID, LogSize, NULL, log);
        printf("%s", log);
    }
}
// old class Program
Program::Program(Shader* shaders, size_t len)
{
    ID = glCreateProgram();
    for (size_t i = 0; i < len; i++) glAttachShader(ID, shaders[i].shader);
    glLinkProgram(ID);

    GLint error = 0; GLchar log[LogSize]; // LogSize = 1024
    glGetProgramiv(ID, GL_LINK_STATUS, &error);
    if (error == GL_FALSE) 
    {
        glGetProgramInfoLog(ID, LogSize, NULL, log);
        printf("%s", log);
    }
 }

void framebuffer_size_callback(GLFWwindow* win, int a, int b) {}
void mouse_callback(GLFWwindow*, double a, double b) {}
void processInput(GLFWwindow* win) {}

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    GLFWwindow* window = glfwCreateWindow(400, 400, "", NULL, NULL);
    if (window == NULL) 
    {
       std::cout << "Fail to create window!";
       glfwTerminate();
       return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
         std::cout << "Failed to initialize GLAD" << std::endl;
            
 
    // main
    Shader shader1(GL_VERTEX_SHADER, "path to shader");
    Shader shader2(GL_FRAGMENT_SHADER, "path to shader");

    // new program
    vector<Shader> shaders = {shader1, shader2};
    Program program(shaders);
    // old program
    Shader shaders2[] = {shader1, shader2};
    Program program2(shaders2, 2);

    // и в старой и в новой
    shader1.del();
    shader2.del();
}

正如您所看到的,代码几乎没有改变,但是现在,当返回到旧版本时,没有任何作用。请帮忙,我不明白为什么它停止工作,需要一点说明,我使用glad、glfw3和OpenGL 4.6。这是编译 g++(或任何其他编译器) main.cpp -o main -I path_to_glfw3_headers_and_glad -L path_to_glfw3_library_and_glad -lglad -lglfw3 的命令

c++
  • 2 2 个回答
  • 95 Views

2 个回答

  • Voted
  1. evo
    2024-07-26T18:16:50Z2024-07-26T18:16:50Z

    好吧,经过这么多次尝试,TS 终于在代码中添加了这样的内容,以便我们可以假设那里出了什么问题,但是,我想说,问题没有重现,也许又是,TS 隐藏了一些东西,并没有说什么。

    编写工作代码:

    主.cxx:

    #include <vector>
    #include <glad/glad.h>
    #include <GLFW/glfw3.h>
    #include <open/gl/shader.hxx>
    #include <open/gl/program.hxx>
    #include <open/gl/vertex_shader.hxx>
    #include <open/gl/fragment_shader.hxx>
    
    static std::string fragment_source
      = "#version 460 core\nout vec4 FragColor;\nvoid main() { FragColor = vec4(1.0); }";
    
    static std::string vertex_source
      = "#version 460 core\nvoid main() { gl_Position = vec4(1.0); }";
    
    int
    main(int argc, char *argv[]) {
      glfwInit();
    
      glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
      glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
      glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
      GLFWwindow* window = glfwCreateWindow(640, 480, "Some Window", NULL, NULL);
      glfwMakeContextCurrent(window);
    
      gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
    
      std::vector<open::gl::shader *> shaders {
        new open::gl::vertex_shader(vertex_source),
        new open::gl::fragment_shader(fragment_source))
      };
    
      open::gl::program program(shaders);
    
      for (open::gl::shader *shader : shaders) {
        delete shader;
      }
    
      shaders.clear();
    }
    

    着色器.hxx:

    #pragma once
    
    #include <string>
    #include <filesystem>
    #include <glad/glad.h>
    
    namespace open::gl {
      struct shader {
        using handle = ::GLuint;
    
        handle id() const;
    
        ~shader();
    
        shader(shader &&other);
        shader(shader const &) = delete;
        shader &operator =(shader &&other);
        shader &operator =(shader const &) = delete;
    
      protected:
        enum class type {
          vertex = GL_VERTEX_SHADER,
          fragment = GL_FRAGMENT_SHADER
        };
    
        shader(shader::type type);
        shader(shader::type type, std::filesystem::path const &path);
        shader(shader::type type, std::string const &src);
    
        void set_source(std::string const &src) const;
        void compile();
    
      private:
        handle m_handle_;
      };
    } // namespace open::gl
    

    着色器.cxx:

    #include "shader.hxx"
    #include "utils.hxx"
    #include <utility>
    
    namespace open::gl {
      shader::handle
      shader::id() const {
        return m_handle_;
      }
    
      shader::~shader() {
        glDeleteShader(m_handle_);
      }
    
      shader::shader(shader &&other)
        : m_handle_(std::exchange(other.m_handle_, 0))
      { }
    
      shader
      &shader::operator=(shader &&other) {
        if (&other != this) {
          m_handle_ = std::exchange(other.m_handle_, 0);
        }
        return *this;
      }
    
      shader::shader(shader::type type)
        : m_handle_{glCreateShader(static_cast<GLuint>(type))} {
        if (!glIsShader(m_handle_)) {
          throw std::runtime_error("Failed to create shader");
        }
      }
    
      shader::shader(shader::type type, std::filesystem::path const &path)
          : shader(type, utils::path_to_content(path))
      { }
    
      shader::shader(shader::type type, std::string const &src)
        : shader(type) {
        set_source(src);
        compile();
      }
    
      void
      shader::set_source(std::string const &src) const {
        GLchar const *data = src.data();
        GLint data_size = src.length();
        glShaderSource(m_handle_, 1, &data, &data_size);
      }
    
      void
      shader::compile() {
        glCompileShader(m_handle_);
        // need some more checks for error's call glGetError()
    
        GLint has_compiled {};
        glGetShaderiv(m_handle_, GL_COMPILE_STATUS, &has_compiled);
    
        if (GL_TRUE != has_compiled) {
          GLint error_size {};
          glGetShaderiv(m_handle_, GL_INFO_LOG_LENGTH, &error_size);
          std::string error_message(static_cast<size_t>(error_size + 1), '\0');
          glGetShaderInfoLog(m_handle_, error_size, nullptr, error_message.data());
          glDeleteShader(m_handle_);
          m_handle_ = 0;
          throw std::runtime_error("Shader failed to compile with reason: " + error_message);
        }
      }
    } // namespace open::gl
    

    程序.hxx:

    #pragma once
    
    #include <vector>
    #include <glad/glad.h>
    
    namespace open::gl {
      struct shader;
    
      struct program {
        using handle = GLuint;
    
        program();
        program(shader const &shader);
        program(std::vector<open::gl::shader *> const &shaders);
    
        handle id() const;
        void attach(open::gl::shader const &shader);
        void link() const;
    
        program(program && other) noexcept;
        program(program const &other) = delete;
    
        program &operator =(program const &other) = delete;
        program &operator =(program &&other) noexcept;
    
      private:
        handle m_handle_;
      };
    } // namespace open::gl
    

    程序.cxx:

    #include "program.hxx"
    #include "shader.hxx"
    #include <utility>
    #include <stdexcept>
    
    namespace open::gl {
      program::program()
        : m_handle_(glCreateProgram()) {
        // error checking...
      }
    
      program::program(open::gl::shader const &shader)
        : program() {
        attach(shader);
        link();
      }
    
      program::program(std::vector<open::gl::shader *> const &shaders)
        : program() {
        for (open::gl::shader const *shader : shaders) {
          attach(*shader);
        }
    
        link();
      }
    
      program::handle
      program::id() const {
        return m_handle_;
      }
    
      void program::attach(open::gl::shader const &shader) {
        glAttachShader(m_handle_, shader.id());
        // error checking...
      }
    
      void program::link() const {
        glLinkProgram(m_handle_);
        GLint compile_status {};
    
        glGetProgramiv(m_handle_, GL_LINK_STATUS, &compile_status);
    
        if (!compile_status) {
          size_t log_length {};
          glGetProgramiv(m_handle_, GL_INFO_LOG_LENGTH,
                         reinterpret_cast<GLint *>(&log_length));
          if (log_length > 0) {
            std::string error_message(log_length, '\0');
            glGetProgramInfoLog(m_handle_, log_length, nullptr, error_message.data());
            throw std::runtime_error("Failed to link program with reason :" + error_message);
          }
          throw std::runtime_error("Failed to link program with unknown reason");
        }
      }
    
      program::program(program &&other) noexcept
        : m_handle_(std::exchange(other.m_handle_, 0))
      { }
    
      program
      &program::operator =(program &&other) noexcept {
        if (&other != this) {
          m_handle_ = std::exchange(other.m_handle_, 0);
        }
    
        return *this;
      }
    
    } // namespace open::gl
    

    fragment_shader.hxx:

    #pragma once
    
    #include "shader.hxx"
    
    namespace open::gl {
      struct fragment_shader
        : public shader {
        fragment_shader(std::string const &src);
        fragment_shader(std::filesystem::path const &path);
      };
    } // namespace open::gl
    

    fragment_shader.cxx:

    #include "fragment_shader.hxx"
    
    namespace open::gl {
      fragment_shader::fragment_shader(std::string const &src)
        : shader(shader::type::fragment, src)
      { }
    
      fragment_shader::fragment_shader(std::filesystem::path const &path)
        : shader(shader::type::fragment, path)
      { }
    } // namespace open::gl
    

    vertex_shader.hxx:

    #pragma once
    
    #include "shader.hxx"
    
    namespace open::gl {
      struct vertex_shader
        : public shader {
        vertex_shader(std::string const &src);
        vertex_shader(std::filesystem::path const &path);
      };
    } // namespace open::gl
    

    vertex_shader.cxx:

    #include "vertex_shader.hxx"
    
    namespace open::gl {
      vertex_shader::vertex_shader(std::string const &src)
        : shader(shader::type::vertex, src)
      { }
    
      vertex_shader::vertex_shader(std::filesystem::path const &path)
        : shader(shader::type::vertex, path)
      { }
    } // namespace open::gl
    

    utils.hxx:

    #pragma once
    
    #include <string>
    #include <fstream>
    #include <iostream>
    #include <filesystem>
    
    namespace open::gl::utils {
      std::string
      path_to_content(std::filesystem::path const &path) {
        try {
          std::ifstream resource(path.string());
          std::streamsize file_length
            = resource
                .seekg(0, std::ios::end)
                .tellg();
          resource.seekg(0, std::ios::beg);
          std::string content(file_length, '\0');
          resource.read(content.data(), file_length);
          return content;
        } catch (std::iostream::failure const &ex) {
          std::cerr << "Failed to open input file: " << ex.what() << '\n';
          throw;
        }
      }
    } // namespace open::gl::utils
    
    • 0
  2. Best Answer
    jdoseIOO
    2024-07-27T13:30:15Z2024-07-27T13:30:15Z

    感谢@evo,在他的话之后“复制视频卡资源,包括着色器,是不可能的,你不能复制着色器类,它必须是唯一的,就像程序类一样,你可能已经在析构函数中删除了着色器,并且之后它不可用”。听完他的话,我决定更改我的代码。和以前一样(有错误):

    // класс Program
    Program::Program(vector<Shader> shaders);
    
    // в main
    vector<Shader> shaders = {shader1, shader2, ...};
    Program program(shaders);
    

    这是错误的选择。我传递给程序的不是着色器的链接,而是着色器的副本,因此,调用析构函数,从视频卡的内存中删除着色器。在新版本中,我传递了对着色器的引用,因此不会调用析构函数。现在是这样(没有错误):

    // класс Program
    Program::Program(vector<Shader*> &shaders);
    
    // в main
    vector<Shader*> shaders = {&shader1, &shader2, ...};
    Program program(shaders);
    

    现在没有错误了,感谢@evo 的帮助。

    • 0

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