Created
February 20, 2017 16:39
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broken_shader.vs is the broken shader.
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// empty fragment shader. | |
void main() | |
{ | |
} |
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#version 330 | |
// this vertex shader breaks. | |
void main(){ | |
vec3 sumn = vec3(0.0); | |
/* | |
you cannot implicitly cast a vec4 to a vec3 in glsl, so | |
this statement should cause a compilation error. But it causes no compilation error. | |
However, the shader fails to link, since GL_LINK_STATUS is GL_FALSE, if you check it. | |
but that's weird and confusing. The below statement SHOULD cause a compilation error, | |
but it doesn't. | |
And I tried on both GTX 1070 and 960 with up-to-date drivers, and got the same result. My OS is Windows 7. | |
*/ | |
sumn += vec4(0.0); | |
/* | |
Interestingly enough, the below statement causes a compilation error. | |
*/ | |
//sumn = sumn + vec4(0.0); | |
} |
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/* | |
And this is the program I used to compile the shader. | |
It uses GLFW and GLAD as dependencies. | |
*/ | |
#include <glad/glad.h> | |
#include <GLFW/glfw3.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string> | |
inline void CheckOpenGLError(const char* stmt, const char* fname, int line) | |
{ | |
GLenum err = glGetError(); | |
if (err != GL_NO_ERROR){ | |
printf("OpenGL error %08x, at %s:%i - for %s.\n", err, fname, line, stmt); | |
exit(1); | |
} | |
} | |
// helper macro that checks for GL errors. | |
#define GL_C(stmt) do { \ | |
stmt; \ | |
CheckOpenGLError(#stmt, __FILE__, __LINE__); \ | |
} while (0) | |
inline char* GetShaderLogInfo(GLuint shader) { | |
GLint len; | |
GLsizei actualLen; | |
GL_C(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len)); | |
char* infoLog = new char[len]; | |
GL_C(glGetShaderInfoLog(shader, len, &actualLen, infoLog)); | |
return infoLog; | |
} | |
inline GLuint CreateShaderFromString(const std::string& shaderSource, const GLenum shaderType) { | |
GLuint shader; | |
GL_C(shader = glCreateShader(shaderType)); | |
const char *c_str = shaderSource.c_str(); | |
GL_C(glShaderSource(shader, 1, &c_str, NULL)); | |
GL_C(glCompileShader(shader)); | |
GLint compileStatus; | |
GL_C(glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus)); | |
if (compileStatus != GL_TRUE) { | |
printf("Could not compile shader\n\n%s \n\n%s\n", shaderSource.c_str(), | |
GetShaderLogInfo(shader)); | |
exit(1); | |
} | |
return shader; | |
} | |
/* | |
Load shader with only vertex and fragment shader. | |
*/ | |
inline GLuint LoadNormalShader(const std::string& vsSource, const std::string& fsShader){ | |
GLuint vs = CreateShaderFromString(vsSource, GL_VERTEX_SHADER); | |
GLuint fs = CreateShaderFromString(fsShader, GL_FRAGMENT_SHADER); | |
GLuint shader = glCreateProgram(); | |
glAttachShader(shader, vs); | |
glAttachShader(shader, fs); | |
glLinkProgram(shader); | |
GLint Result; | |
glGetProgramiv(shader, GL_LINK_STATUS, &Result); | |
if (Result == GL_FALSE) { | |
printf("Could not link shader \n\n%s\n", GetShaderLogInfo(shader)); | |
exit(1); | |
} | |
glDetachShader(shader, vs); | |
glDetachShader(shader, fs); | |
glDeleteShader(vs); | |
glDeleteShader(fs); | |
return shader; | |
} | |
GLuint vao; | |
const int WINDOW_WIDTH = 1497; | |
const int WINDOW_HEIGHT = 1014; | |
GLFWwindow* window; | |
void InitGlfw() { | |
if (!glfwInit()) | |
exit(EXIT_FAILURE); | |
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | |
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); | |
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Broken Shader", NULL, NULL); | |
if (!window) { | |
glfwTerminate(); | |
exit(EXIT_FAILURE); | |
} | |
glfwMakeContextCurrent(window); | |
// load GLAD. | |
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); | |
// Bind and create VAO, otherwise, we can't do anything in OpenGL. | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
} | |
inline std::string LoadFile(const char* path) { | |
// | |
// Open file | |
// | |
FILE* fp = fopen(path, "rb"); | |
if (!fp) { | |
printf("Could not open %s", path); | |
exit(1); | |
} | |
// | |
// Get file size. | |
// | |
// seek to end of file. | |
fseek(fp, 0L, SEEK_END); | |
long fileSize = ftell(fp); | |
// reset file pointer | |
fseek(fp, 0L, SEEK_SET); | |
// | |
// Read file. | |
// | |
char* buffer = new char[fileSize]; | |
fread(buffer, sizeof(char), (size_t)fileSize, fp); | |
std::string str(buffer, fileSize); | |
free(buffer); | |
return str; | |
} | |
int main(int argc, char** argv) { | |
InitGlfw(); | |
GLuint brokenShader = LoadNormalShader( | |
LoadFile("broken_shader.vs"), | |
LoadFile("broken_shader.fs" | |
)); | |
glfwTerminate(); | |
exit(EXIT_SUCCESS); | |
} |
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