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License: BSD 2-Clause "Simplified" License
Automatically exported from code.google.com/p/glfx
License: BSD 2-Clause "Simplified" License
When trying to compile the test shaders with the given test code in glfxc.cpp i
always get errors while compiling.
For example the "simple_technique.glsl" shader throws the error
"Status: VSmain shader compiled with errors
Compilation details for VSmain shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:11: error(#181) Cannot be used with a structure: in
ERROR: error(#273) 1 compilation errors. No code generated
Status: FSmain shader compiled without errors
Compilation details for FSmain shader:
Status: Link failed
Linkage details:
Vertex shader(s) were not successfully compiled before glLinkProgram() was
called. Link failed.
Errors in shader compilation"
I tried all test shaders and only the null_technique.glsl compiled correctly.
Might this be a problem with drivers?
I'm running on a Radeon HD 6950 with 13.4 drivers.
Original issue reported on code.google.com by [email protected]
on 31 Aug 2013 at 10:31
#What steps will reproduce the problem?
See code in 'code_snippet.cpp'. I execute this code after my GL context has
been created and initialized. It references an effect file 'null.glsl' also in
the attached folder. The program crashes immediately at glfxCompileProgram()
#What is the expected output? What do you see instead?
Expect to see either 'successfully compiled program!" or "failed to compile
program!" written to my debug output. Instead, the program crashes, and Visual
Studio's debugger opens up a file called 'sstream' and highlights a function
definition as the source of the error. This function is given in 'error.txt'
#What version of the product are you using? On what operating system?
I have the problem on both glfx0.6 and 0.7. I am using Windows 7 Home Premium,
64 bit.
#Please provide any additional information below.
Graphics card: GeForce GT 525M.
Development Environment: Microsoft Visual Studio 2010.
Original issue reported on code.google.com by [email protected]
on 18 Mar 2013 at 3:35
Attachments:
This should be quite beneficial when working in the D3D model.
Open questions:
1. How to specify GLSL version (should this be like in D3D)?
Original issue reported on code.google.com by [email protected]
on 27 Feb 2013 at 1:13
What steps will reproduce the problem?
1.I am compiling under ati 7970 and none of the shaders are working
2.
3.
What is the expected output? What do you see instead?
The error i am getting is that you are using the in keyword along with a
structure when you call the Vertex Shader which is illegal. It might work on
NVidia but it is not part of the specs.
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 18 Dec 2012 at 6:47
This is a very critical function for if I am to use glfx. Please add this
functionality as soon as possible!
Original issue reported on code.google.com by [email protected]
on 1 Jan 2013 at 11:44
Hi, i`ll be really thankful if you help me to solve this problem.
I have a Visual Studio 2012 and Windows 8,also ATI HD4850. I try to run an
OGLDEV tutorial 39, the source is builded ok, but when i run the programm the
compiling of shaders is start and i have an error states that "Undeclared
identefier gl_in, Undeclared identefier gl_position, and No matching overloaded
function found EmitVertex and No matching overloaded function found
EndPrimitive". I attached a screenshot of errors and the shader file. Please
help, i can provide any information if neccesary.
Thanks, Timur.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 12:00
Attachments:
I just looked at the build system on Linux, and oh well, what can I say... I
was practically horrified.
We need to switch from automake asap. CMake and SCons sound like good
alternatives. Lets decide which way to go and stick with it.
The only exception for now, is that I don't want to give up on MSVC files.
Requirements:
1. Build scripts should be easy and intuitive to modify
2. Should support less common configurations (like MiniGW)
3. Should be clear about what is the selected build (64/32 bit, shared/static
lib)
4. All build scripts should be confined to one directory (to reduce pollution)
5. Intermediate files created by the build system and the compiler should be
cleanable without using source control
6. Should produce simple output during compilation. Seeing long lines of "gcc
......." doesn't help anyone. More verbose output should be achievable with
parameters.
7. In case of installation, should tell where it's going to put the files
Original issue reported on code.google.com by [email protected]
on 4 Apr 2013 at 2:53
Good implementation can be found here:
http://www.codeproject.com/Articles/3853/Wave-a-Standard-conformant-C-preprocess
or-library
Or in boost::wave library.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 11:15
I desperately need to be able to retrieve a list of all programs within an
effect. I would really love to join your development team to help implement
these features.
Original issue reported on code.google.com by [email protected]
on 2 Jan 2013 at 10:54
Need templates for performance.
1. What is the desired interface?
2. Should glfx manage generated instantiations?
3. What is the scope of the templates? This will probably be in program/stages
scope.
Anything else?
Original issue reported on code.google.com by [email protected]
on 26 Feb 2013 at 9:07
error C2039: 'at' : is not a member of 'std::map<_Kty,_Ty>'
Original issue reported on code.google.com by [email protected]
on 27 Feb 2013 at 5:17
CG and HLSL are able to define multiple passes. I don't know enough about GLSL
as I normally use CG but I believe you may intend users to use GLSL subroutines
to accomplish this functionality. At least that is what I think subroutines are
used for. Does this need to be implemented or am I right about the subroutines?
Original issue reported on code.google.com by [email protected]
on 6 Jan 2013 at 10:17
I like the looks of this library, and it nicely solves some of the problems
inherent in using GL's shader API. Unfortunately, it can't solve some of the
problems we have in our current project, which requires support for older
versions of GL (and GL ES) that glfx cannot easily support.
This requires parsing a higher level shading language and generating metadata
from it in order to create some data structures and other API calls. For
instance, instead of using layout location for attributes, it would require
generating a list of attribute names and their desired positions and then
calling glBindAttribLocation just before linking the program. Uniform blocks
are even trickier to work around (e.g. on GLES) but it's doable (requires
abstractions in other parts of the graphics stack, but any decent application
graphics architecture will have those anyway).
These kinds of features can be most easily supported by updating the glfx
parser to build an AST instead of directly generating source strings, using
that to build a list of declarations and properties (list of attributes, list
of uniform blocks, list of entry points, etc.), and then writing multiple "code
generators" for different target platforms. This is essentially what Cg does,
for instance, albeit in a non-Open way (and still without GL ES support,
unfortunately).
What I'd like to see from glfx in future versions is a means of getting that
metadata and then passing in a code generator (with at least the current
4.20-based one being provided with the library, of course). The higher level
abstractions aren't necessary, but at least being able to get the metadata is
essentially mandatory for supporting other GLSL versions.
It might also make it possible to compile the glfx shaders into HLSL, should
someone find themselves needing to quickly port to a Direct3D-only platform
like the Xbox. (Or just to support Intel better, since their drivers happily
support D3D10 even though they refuse to update the GL support to anything
relatively recent.)
Original issue reported on code.google.com by [email protected]
on 4 Feb 2012 at 1:24
I did:
svn checkout http://glfx.googlecode.com/svn/trunk/ libglfx #On 01 June 2013
cd libglfx
./configure
make
As advised per : http://ogldev.atspace.co.uk/www/tutorial34/tutorial34.html
Make exited with error 2. It failed to find "include/glfx.h".
The file "glfx.h" is actually located in "include/gl/" and not in "include/".
Simply changing "libglfx/Makefile" and "libglfx/src/Makefile" to look for it in
"include/gl/glfx.h" fixed the problem.
I am using Ubuntu 12.10 with up to date make and GCC.
Original issue reported on code.google.com by [email protected]
on 1 Jun 2013 at 7:56
I`m using Visual Studio 2012 and Windows 8 64 bit, the issue is simple
here is shader code:
struct VSInput1
{
vec3 Position;
vec2 TexCoord;
};
shader VSmain(in VSInput1 Vsin:0)
{
}
When compiling i have an error "Cannot be used with a structure in", how to
solve this?
If i use an interface declaration instead of struct it says that interface
cannot be used with vertex shader.
Please help.
Thanks Timur.
Original issue reported on code.google.com by [email protected]
on 8 Apr 2013 at 5:28
What steps will reproduce the problem?
1. Create a new directory glfx-build/
2. cd to glfx-build/
3. Run cmake -G Unix\ Makefiles glfx-read-only/
4. Run sudo make install
What is the expected output? What do you see instead?
The project is build and installed, but instead it fails because it produces
"file INSTALL cannot find
"glfx-read-only/src/libglfx_static.a"
What version of the product are you using? On what operating system?
The latest svn repository version, on arch linux.
Please provide any additional information below.
It seems to be the case that the install points to the source directory instead
of the build directory.
Original issue reported on code.google.com by [email protected]
on 4 Jan 2015 at 6:12
Would it be possible to also parse included files? Currently included files
(#include "external.glsl") can only contain pure opengl, since its content will
just be pasted into the final content. Wouldn't it be possible to first paste
its content into a string and then parse it? That should also work recursively,
right?
Original issue reported on code.google.com by [email protected]
on 16 Jan 2014 at 3:21
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