Well, the title pretty much says it all, my shaders won't link.
Output:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Shader compile status is 1, log:
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link status: 0
[INFO|2016-01-06 18:21:27|Renderer Thread (Test window)] Link errors:
Link status 0 obviously means it failed. But why? Obviously the glUseProgram fails with error 1282 because the program failed to link.
Link code:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
GL20.glValidateProgram(programId);
IntBuffer buf = BufferUtils.createIntBuffer(1);
GL20.glGetProgramiv(programId, GL20.GL_LINK_STATUS, buf);
int linkStatus = buf.get();
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));
loadShader function:
public int loadShader(URL resource, int type) {
InputStream stream;
try {
stream = resource.openStream();
} catch (IOException e) {
e.printStackTrace();
return -1;
}
String s = "";
byte[] b = new byte[256];
try {
while (stream.read(b) > -1) {
s += new String(b);
}
} catch (IOException e) {
e.printStackTrace();
return -2;
}
String shaderSrc = s;
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSrc);
GL20.glCompileShader(shaderID);
int status = GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS);
Logger.getInstance().logf("Shader compile status is %s, log: %s", status, GL20.glGetShaderInfoLog(shaderID));
return shaderID;
}
These two snippets are part of class SpriteManager (https://gitlab.com/MRebhan/RetroEngine/blob/master/src/de/marco_rebhan/retroengine/texture/SpriteManager.java)
Fragment shader:
#version 130
in vec2 tex_coord;
uniform sampler2D tex;
void main(void) {
gl_FragColor = texture(tex, tex_coord);
}
Vertex shader:
#version 130
in vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
Why is this happening? I don't see any error. And when I put garbage lines into the shader source, it says 0:3(1): error: syntax error, unexpected NEW_IDENTIFIER
. I get why that won't compile successfully, but I don't get why the correct shaders don't work... Please help.
Entire project can be viewed at https://gitlab.com/MRebhan/RetroEngine
I feel really dumb now. First, calling glGetProgrami before glValidateProgam made errors appear, namely that out vec2 tex_coord
was missing from the vertex shader. Derp. Now it's working.
I will put the fixed versions here:
Vertex shader:
#version 130
in vec2 position;
out vec2 tex_coord;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
tex_coord = position;
}
Link Shader code:
int vshId = this.loadShader(this.getClass().getResource("/shaders/blocks.vsh"), GL20.GL_VERTEX_SHADER);
int fshId = this.loadShader(this.getClass().getResource("/shaders/blocks.fsh"), GL20.GL_FRAGMENT_SHADER);
int programId = GL20.glCreateProgram();
GL20.glAttachShader(programId, vshId);
GL20.glAttachShader(programId, fshId);
GL20.glLinkProgram(programId);
int linkStatus = GL20.glGetProgrami(programId, GL20.GL_LINK_STATUS);
GL20.glValidateProgram(programId);
Logger.getInstance().logf("Link status: %s", linkStatus);
Logger.getInstance().logf("Link errors: %s", GL20.glGetProgramInfoLog(programId));