不支持 GLSL 330 内核
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【中文标题】不支持 GLSL 330 内核【英文标题】:GLSL 330 core not supported 【发布时间】:2018-07-09 16:49:43 【问题描述】:所以我基本上是 OpenGL 的初学者,我试图创建自己的着色器来形成一个简单的三角形。在这样做的过程中,我使用 SDL 创建窗口(正如您在随附的屏幕截图中看到它已成功加载),即使本教程使用了 glfw3 并且很高兴(我不得不求助于 SDL,因为我无法有效地包含后者库)。它一直给我以下错误
"不支持 GLSL。支持的版本有:1.10, 1.20, 1.30, ... 3.20 ES"
SDL 是问题的原因吗?
操作系统:Ubuntu 18.04; IDE:代码块;
main.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include "display.h"
using namespace std;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"\n"
"gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0f)\n"
"\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"\n"
"FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"\0";
int main()
Display display(800,600,"Moiz");
while(!display.isClosed())
glClearColor(0.0f,0.15f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
display.Update();
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1 , &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource,NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
return 0;
显示.cpp
#include <iostream>
#include <string>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include "display.h"
using namespace std;
Display::Display(int width, int height,const string &title)
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
m_window = SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height,SDL_WINDOW_OPENGL);
m_glContext = SDL_GL_CreateContext(m_window);
GLenum status = glewInit();
if(status != GLEW_OK)
std::cerr << "GLEW FAILED TO INITIALIZE" << endl;
bool Display::isClosed()
return m_isClosed;
void Display::Update()
SDL_GL_SwapWindow(m_window);
SDL_Event e;
while(SDL_PollEvent(&e))
if(e.type == SDL_QUIT)
m_isClosed = true;
Display::~Display()
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_window);
SDL_Quit();
Display::Display(const Display& other)
//copy ctor
Display& Display::operator=(const Display& rhs)
if (this == &rhs) return *this; // handle self assignment
//assignment operator
return *this;
:错误图片
Error Screenshot
【问题讨论】:
查找您的图形驱动程序规格。这会有所帮助。Supported versions are: 1.10, 1.20, 1.30, ... 3.20 ES
尝试其中之一。
在minimal reproducible example 中编辑。无法说出“Display
”可能犯了什么罪。据我们所知,它可能根本不会请求 Core 上下文。
我没有看到你提前打电话给SDL_Init
,也没有看到你用来请求GL 3.3核心上下文的参数。
查看wiki example,了解如何使用 SDL 创建 Core Profile 上下文
【参考方案1】:
在您的顶点着色器中,vec4
后面缺少一个分号
如果您使用 Mesa,请注意(从历史上看;在过去几周/几个月中,某些驱动程序已经发生了变化),如果您请求 Core 上下文,它只会分发 >3.0 的 GL 上下文。您可以使用SDL_GL_SetAttribute()
使SDL_CreateWindow()
请求一个:
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
所有在一起(这就是我所说的MCVE:单个文件,仅取决于 SDL/GLEW/GLM/GLFW 等知名库):
#include <iostream>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <iostream>
#include <string>
class Display
public:
Display( int width, int height, const std::string &title )
: m_isClosed( false )
SDL_Init( SDL_INIT_EVERYTHING );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, 32 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
m_window = SDL_CreateWindow
(
title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
SDL_WINDOW_OPENGL
);
m_glContext = SDL_GL_CreateContext( m_window );
GLenum status = glewInit();
if( status != GLEW_OK )
std::cerr << "GLEW FAILED TO INITIALIZE" << std::endl;
bool isClosed()
return m_isClosed;
void Update()
SDL_GL_SwapWindow( m_window );
SDL_Event e;
while( SDL_PollEvent( &e ) )
if( e.type == SDL_QUIT )
m_isClosed = true;
~Display()
SDL_GL_DeleteContext( m_glContext );
SDL_DestroyWindow( m_window );
SDL_Quit();
Display( const Display& other )
//copy ctor
Display& operator=( const Display& rhs )
if( this == &rhs ) return *this; // handle self assignment
//assignment operator
return *this;
private:
SDL_Window* m_window;
SDL_GLContext m_glContext;
bool m_isClosed;
;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"\n"
"gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0f);\n"
"\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"\n"
"FragColor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"\0";
int main( int argc, char** argv )
Display display( 800, 600, "Moiz" );
while( !display.isClosed() )
glClearColor( 0.0f, 0.15f, 0.3f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
display.Update();
int vertexShader = glCreateShader( GL_VERTEX_SHADER );
glShaderSource( vertexShader, 1, &vertexShaderSource, NULL );
glCompileShader( vertexShader );
int success;
char infoLog[ 512 ];
glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &success );
if( !success )
glGetShaderInfoLog( vertexShader, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
int fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentShaderSource, NULL );
glCompileShader( fragmentShader );
glGetShaderiv( fragmentShader, GL_COMPILE_STATUS, &success );
if( !success )
glGetShaderInfoLog( fragmentShader, 512, NULL, infoLog );
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
return 0;
此外,请务必检查 SDL_CreateWindow()
和 SDL_GL_CreateContext()
是否返回有效值。
【讨论】:
哦,它成功了。谢啦。听听这一行做了什么 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE ); @MoizSohail:见SDL_GL_SetAttribute()
wiki docs。这在 SDL 内部设置了一点,当它创建窗口时,通过来自操作系统的系统适当的 ARB_create_context
扩展,使下一个 SDL_CreateWindow()
调用请求成为 Core GL context。以上是关于不支持 GLSL 330 内核的主要内容,如果未能解决你的问题,请参考以下文章