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  1. Qt
  2. QTBUG-86436

Shader errors if there are multiple windows

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    • 5a4a8e4f6644bc1d1cbfb1b0c96b096d6d4a9a5a (qt/qt3d/dev) f256e171b4455bfdd8357623ac63c9820a35a0f3 (qt/qt3d/5.15)

    Description

      Attached example is modified basicshapes-cpp example with just one added line:

          new Qt3DExtras::Qt3DWindow();
      

      It prints out:

      QObject::connect(QOpenGLContext, Unknown): invalid nullptr parameter
      QObject::connect(QOpenGLContext, Unknown): invalid nullptr parameter
      QString::arg: Argument missing: "  Max Work Group Size: 1536, 1024, 64\n  Max Work Group Count: 2147483647, 65535, 65535\n  Max Invocations: 65535\n  Max Shared Memory Size: 1536\n" , 49152
      QOpenGLShader::compile(Fragment): 0(3) : error C0000: syntax error, unexpected '-', expecting "::" at token "-"
      0(74) : error C0000: syntax error, unexpected '}' at token "}"
      0(76) : error C1154: non constant expression in layout value
      0(84) : error C7566: uniform blocks require #version 140 or later
      0(84) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
      0(84) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
      0(84) : error C7532: layout qualifier 'binding' requires "#version 420" or later
      0(84) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
      0(86) : error C1154: non constant expression in layout value
      0(88) : error C7566: uniform blocks require #version 140 or later
      0(88) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
      0(88) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
      0(88) : error C7532: layout qualifier 'binding' requires "#version 420" or later
      0(88) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
      0(21) : error C1154: non constant expression in layout value
      0(25) : error C7566: uniform blocks require #version 140 or later
      0(25) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
      0(25) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
      0(25) : error C7532: layout qualifier 'binding' requires "#version 420" or later
      0(25) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
      0(28) : error C1154: non constant expression in layout value
      0(28) : error C7532: layout(binding) requires "#version 420" or later
      0(28) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
      0(29) : error C1154: non constant expression in layout value
      0(29) : error C7532: layout(binding) requires "#version 420" or later
      0(29) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
      0(11) : error C7548: 'layout(location)' requires "#extension GL_ARB_explicit_attrib_location : enable" before use
      0(11) : error C0000: ... or #extension GL_ARB_separate_shader_objects : enable
      0(11) : error C0000: ... or #version 330
      0(11) : error C5060: out can't be used with non-varying fragColor
      
      *** Problematic Fragment shader source code ***
      #version 110
      #ifdef GL_KHR_blend_equation_advanced
      #extension GL_ARB_fragment_coord_conventions : enable
      #extension GL_KHR_blend_equation_advanced : enable
      #endif
      #define lowp
      #define mediump
      #define highp
      #line 1
      
      add-input varying vec3 worldPosition
      add-input varying vec3 worldNormal
      add-input uniform vec4 ka
      add-input uniform vec4 kd
      add-input uniform vec4 ks
      add-input uniform float shininess
      /****************************************************************************
      **
      ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** Commercial License Usage
      ** Licensees holding valid commercial Qt licenses may use this file in
      ** accordance with the commercial license agreement provided with the
      ** Software or, alternatively, in accordance with the terms contained in
      ** a written agreement between you and The Qt Company. For licensing terms
      ** and conditions see https://www.qt.io/terms-conditions. For further
      ** information use the contact form at https://www.qt.io/contact-us.
      **
      ** BSD License Usage
      ** Alternatively, you may use this file under the terms of the BSD license
      ** as follows:
      **
      ** "Redistribution and use in source and binary forms, with or without
      ** modification, are permitted provided that the following conditions are
      ** met:
      **   * Redistributions of source code must retain the above copyright
      **     notice, this list of conditions and the following disclaimer.
      **   * Redistributions in binary form must reproduce the above copyright
      **     notice, this list of conditions and the following disclaimer in
      **     the documentation and/or other materials provided with the
      **     distribution.
      **   * Neither the name of The Qt Company Ltd nor the names of its
      **     contributors may be used to endorse or promote products derived
      **     from this software without specific prior written permission.
      **
      **
      ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
      ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
      ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
      ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
      ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
      ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
      ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
      ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
      ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
      ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
      ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/
      
      layout(std140, binding = auto) uniform qt3d_render_view_uniforms {
        mat4 viewMatrix;
        mat4 projectionMatrix;
        mat4 viewProjectionMatrix;
        mat4 inverseViewMatrix;
        mat4 inverseProjectionMatrix;
        mat4 inverseViewProjectionMatrix;
        mat4 viewportMatrix;
        mat4 inverseViewportMatrix;
        vec4 textureTransformMatrix;
        vec3 eyePosition;
        float aspectRatio;
        float gamma;
        float exposure;
        float time;
      };
      
      layout(std140, binding = auto) uniform qt3d_command_uniforms {
        mat4 modelMatrix;
        mat4 inverseModelMatrix;
        mat4 modelViewMatrix;
        mat3 modelNormalMatrix;
        mat4 inverseModelViewMatrix;
        mat4 mvp;
        mat4 inverseModelViewProjectionMatrix;
      };
      
      layout(std140, binding = auto) uniform qt3d_extras_uniforms {
        float texCoordScale;
      };
      
      #line 2
      
      const int MAX_LIGHTS = 8;
      const int TYPE_POINT = 0;
      const int TYPE_DIRECTIONAL = 1;
      const int TYPE_SPOT = 2;
      
      struct Light {
          vec3 position;
          float intensity;
          vec3 color;
          float constantAttenuation;
          vec3 direction;
          float linearAttenuation;
          float quadraticAttenuation;
          float cutOffAngle;
          int type;
      };
      
      layout(std140, binding = auto) uniform qt3d_light_uniforms {
        Light lights[MAX_LIGHTS];
        int lightCount;
        int envLightCount;
      };
      
      // Pre-convolved environment maps
      layout(binding = auto) uniform samplerCube envLight_irradiance; // For diffuse contribution
      layout(binding = auto) uniform samplerCube envLight_specular; // For specular contribution
      
      #line 52
      
      void adsModel(const in vec3 worldPos,
                    const in vec3 worldNormal,
                    const in vec3 worldView,
                    const in float shininess,
                    out vec3 diffuseColor,
                    out vec3 specularColor)
      {
          diffuseColor = vec3(0.0);
          specularColor = vec3(0.0);
      
          // We perform all work in world space
          vec3 n = normalize(worldNormal);
          vec3 s = vec3(0.0);
      
          for (int i = 0; i < lightCount; ++i) {
              float att = 1.0;
              float sDotN = 0.0;
      
              if (lights[i].type != TYPE_DIRECTIONAL) {
                  // Point and Spot lights
      
                  // Light position is already in world space
                  vec3 sUnnormalized = lights[i].position - worldPos;
                  s = normalize(sUnnormalized); // Light direction
      
                  // Calculate the attenuation factor
                  sDotN = dot(s, n);
                  if (sDotN > 0.0) {
                      if (lights[i].constantAttenuation != 0.0
                       || lights[i].linearAttenuation != 0.0
                       || lights[i].quadraticAttenuation != 0.0) {
                          float dist = length(sUnnormalized);
                          att = 1.0 / (lights[i].constantAttenuation +
                                       lights[i].linearAttenuation * dist +
                                       lights[i].quadraticAttenuation * dist * dist);
                      }
      
                      // The light direction is in world space already
                      if (lights[i].type == TYPE_SPOT) {
                          // Check if fragment is inside or outside of the spot light cone
                          if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle)
                              sDotN = 0.0;
                      }
                  }
              } else {
                  // Directional lights
                  // The light direction is in world space already
                  s = normalize(-lights[i].direction);
                  sDotN = dot(s, n);
              }
      
              // Calculate the diffuse factor
              float diffuse = max(sDotN, 0.0);
      
              // Calculate the specular factor
              float specular = 0.0;
              if (diffuse > 0.0 && shininess > 0.0) {
                  float normFactor = (shininess + 2.0) / 2.0;
                  vec3 r = reflect(-s, n);   // Reflection direction in world space
                  specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess);
              }
      
              // Accumulate the diffuse and specular contributions
              diffuseColor += att * lights[i].intensity * diffuse * lights[i].color;
              specularColor += att * lights[i].intensity * specular * lights[i].color;
          }
      }
      
      vec4 phongFunction(const in vec4 ambient,
                         const in vec4 diffuse,
                         const in vec4 specular,
                         const in float shininess,
                         const in vec3 worldPosition,
                         const in vec3 worldView,
                         const in vec3 worldNormal)
      {
          // Calculate the lighting model, keeping the specular component separate
          vec3 diffuseColor, specularColor;
          adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
      
          // Combine spec with ambient+diffuse for final fragment color
          vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
                     + specularColor * specular.rgb;
      
          return vec4(color, diffuse.a);
      }
      
      #line 10
      layout(location = 0) out vec4 fragColor;
      
      void main()
      {
          fragColor = (((((((phongFunction(ka, kd, ks, shininess, worldPosition, normalize(((eyePosition - worldPosition))), normalize(worldNormal)))))))));
      }
      
      ***
      

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            seanharmer Sean Harmer
            poikelin Joni Poikelin
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              Created:
              Updated:
              Resolved: