I want to know why the 0x501 error occurs when I run the GLSL binary in glProgramBinary().

Asked 1 years ago, Updated 1 years ago, 400 views

Question details

I'd like to compile a GLSL shader and run the shader by loading the binary file on the execution side.
The following error occurs, what is the cause of this?What is invalid?

Confirmation

1. The compiled binary file is 8.4 kb in size.
2. Obtain errors such as compilation errors and program link errors.It doesn't come out, so there's no problem.
3. 0x501 is shown in glGetError().
4. Compiling and using Opengl 4.5
5. If you want to compile and run it on the spot, you can run it without any problems

Reference Site

Error: https://qiita.com/ydah/items/da56763e94ba58af3d91
Binaryization and loading: https://puarts.com/?pid=1298
glProgramBinary:https://registry.khronos.org/OpenGL-Refpages/gl4/html/glProgramBinary.xhtml

Error

0x501—If the argument value of the called function is invalid or out of range

$./program
formats:1
binaryFormats:0x55bd29693fe0
Error 0
setBindAttribLocation():-1
setBindAttribLocation():-1

    glGetError()—0x501
program:src/Shader.cpp:826:void FrameWork::Shader::setUniformSampler2D(const char*,GLuint,GLuint): Assertion `0' failed.
Stop (Core dump)

Shader binary on the side


/*############################################################################################
# load
############################################################################################*/
voidFrameWork::Shader::Load(const char*vert, const char*frag)
{
    GLuint program=glCreateProgram(); 
    
    FILE*fp=fopen(vert, "rb");
    if(fp==NULL)
    {
        std::cout<<"The file is missing."<<std::endl;
    }
    fseek(fp,0,SEEK_END);
    GLintlen=(GLint)ftell(fp);
    unsigned char * binary = new unsigned char [len];
    fseek(fp,0,SEEK_SET);
    fread(binary,len,1,fp);
    fclose(fp);
    GLint formats = 0;
    glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, & formats);
    GLint*binaryFormats = new GLint [forms];
    glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, binaryFormats);
    std::cout<<"forms:"<<forms<<<std::endl;
    std::cout<<"binaryFormats:"<binaryFormats<<std::endl;

    glProgramBinary(program, *binaryFormats, binary, len);
    glLinkProgram (program); // Link Program

    delete [ ] binary;




    
    // View linked logs
    if(ProgramInfoLog(program)==false)
    {
        std::cerr<<"Program link failure"<<std::endl;
        assert(0);
    }


    GLint success;
    glGetProgramiv(program, GL_LINK_STATUS, & success);
    if(!success)
    {
        std::cout<<"Error"<<success<<std::endl;
    // Loading failed...
    }






    // Delete(); // Delete current shader

//  program=CreateProgram(LoadShader(vert)->data(),LoadShader(frag)->data());

    if(program==0)
    {
        std::cerr<<"Shader Program Creation Error"<<std::endl;
        assert(0);
    }   
}

Shader Compile Side


/*############################################################################################
# initialization
############################################################################################*/
bool Init()
{
    GLbooleane=glfwInit();
    if(e==GL_FALSE)
    {
        std::cerr<<"Error:glfwInit()-1"<<std::endl;
        return false;
    }

    GLFWindow*window=glfwCreateWindow(100,100, "test", NULL, NULL); // window generation

    if(window==NULL)
    {
        std::cerr<<"Error:glfwCreateWindow() NULL"<<std::endl;
        return false;
    }

    glfwMakeContextCurrent (window);

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);


    Glenumerr=glewInit();
    if(err!=GLEW_OK)
    {
        std::cerr<<"Error:glewInit()"<err<<std::endl;
        return false;
    }

    return true;    
}

/*############################################################################################
# compilation
############################################################################################*/
bool Compile (const GLint&program, const GLchar file[], const GLint shaderType)
{
    // vertex shader
    GLuint shader=glCreateShader(shaderType);
    glShaderSource (shader, 1, & file, NULL);
    glCompileShader (shader);  
    GLboolean succ=CompileInfoLog (shader, shaderType); // Error
    if(succ==GL_TRUE)
    {
        glAttachShader (program, shader);

        return true;
    }

    glDeleteShader (shader);

    return false;
}

/*############################################################################################
# binary generation
############################################################################################*/
bool GenBinary (const GLint&program, const char*fileName)
{

    glLinkProgram (program);
    bool succ=ProgramInfoLog(program); // Error
    if(succ==true)
    {
        glUseProgram (program);
        

        int size = 0;
        GLint formats = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, & size);
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, & formats);
        GLint*binaryFormats = new GLint [forms];
        glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, binaryFormats);

        unsigned char * binary = new unsigned char [size];
        glGetProgramBinary (program, size, NULL, (Glenum*) binaryFormats, binary);
        glUseProgram(0);

        FILE*fp=fopen(fileName, "wb");
        fwrite(binary,size,1,fp);
        fclose(fp);

        delete [ ] binary;
    }

    return false;
}

GLSL vertex

#version420


layout(location=0)invec3vertexPosition;
layout(location=1) invec2vertexUV;

layout(location=2)outvec2vUV;

void main()
{
    vUV = vertexUV;

    gl_Position=vec4(vertexPosition.x, -vertexPosition.y, vertexPosition.z, 1.0); 
}  

GLSL fragment


# version 420

outvec4 fragment;

  
layout(location=2)invec2 UV;

uniform sampler2DuImage;

void main()
{ 
    
    fragment=texture(uImage, UV);
    // fragment = vec4 (1.0, 0.0, 0.0, 1.0);
}

c++ opengl

2022-12-21 23:47

1 Answers

I have never touched OpenGL, but I can read that the value of Glenum written to the fourth argument after the glGetProgramBinary() call must be specified as the second argument of glProgramBinary().

https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGetProgramBinary.xhtml

The binary produced by the GL may subsequentially be returned to the GL by calling glProgramBinary, with binaryFormat and length set to the values returned by glGetProgramBinary, and recurring


2022-12-21 23:47

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