I'm trying tessellation shader on mac but it returns a list of errors:
ERROR: 0:2: Invalid use of layout 'vertices'
ERROR: 0:12: Use of undeclared identifier 'gl_InvocationID'
ERROR: 0:12: Use of undeclared identifier 'gl_InvocationID'
ERROR: 0:13: Use of undeclared identifier 'gl_InvocationID'
ERROR: 0:14: Use of undeclared identifier 'gl_TessLevelInner'
ERROR: 0:15: Use of undeclared identifier 'gl_TessLevelOuter'
ERROR: 0:16: Use of undeclared identifier 'gl_TessLevelOuter'
ERROR: 0:17: Use of undeclared identifier 'gl_TessLevelOuter'
This seems there is something wrong with tessellation controller shader.
#version 410
layout(vertices = 3) out;
in vec3 vPosition[];
out vec3 tcPosition[];
uniform float TessLevelInner;
uniform float TessLevelOuter;
#define ID gl_InvocationID
void main()
{
tcPosition[ID] = vPosition[ID];
if (ID == 0) {
gl_TessLevelInner[0] = TessLevelInner;
gl_TessLevelOuter[0] = TessLevelOuter;
gl_TessLevelOuter[1] = TessLevelOuter;
gl_TessLevelOuter[2] = TessLevelOuter;
}
}
My opengl projects works fine on my 2010 Windows pc... I'm wondering if this is a macosx issue? The GPU on my mac is Intel Iris. Anyone got a clue for this...
The main.cpp code is shared here
static GLuint LoadProgram( const char* vert, const char* tcs, const char* tes,const char* geom, const char* frag )
{
GLuint prog = glCreateProgram();
if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert );
if( tcs ) AttachShader( prog, GL_VERTEX_SHADER, tcs );
if( tes ) AttachShader( prog, GL_VERTEX_SHADER, tes );
if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom );
if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
In your LoadProgram
you call AttachShader
with GL_VERTEX_SHADER
as type for the both tcs
and tes
.
But a VertexShader does not have those identifiers the shader compiler complains about.
You have to use the correct shader types (GL_TESS_CONTROL_SHADER
and GL_TESS_EVALUATION_SHADER
) for your tesselation shaders.