2012-04-02 90 views
5

4個獨立的筆記本電腦,全部運行Ubuntu 11.04。OpenGL ATI與NVIDIA GLSL問題

一個帶有運行GLX 1.4,OpenGl 3.3,GLSL 3.3的ATI卡,按預期運行。

GLXINFO:

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: ATI 
server glx version string: 1.4 
server glx extensions: 
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method, 
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group 
client glx vendor string: ATI 
client glx version string: 1.4 
GLX version: 1.4 
OpenGL vendor string: ATI Technologies Inc. 
OpenGL renderer string: ATI Mobility Radeon HD 3400 Series 
OpenGL version string: 3.3.10665 Compatibility Profile Context 
OpenGL shading language version string: 3.30 

一個與Nvidia顯卡,運行GLX 1.4,OpenGL的3.3,GLSL 3.3,顯示沒有着色器的作用。

GLXINFO:

direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: Quadro NVS 140M/PCI/SSE2 
OpenGL version string: 3.3.0 NVIDIA 280.13 
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler 

另一個了Nvidia卡,運行GLX 1.4,OpenGL的4.1,GLSL 4.1運行如預期的,然而,有一個顯示相同的症狀與無影響上述膝上型相同膝上型。

GLXINFO:工作

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: NVS 4200M/PCI/SSE2 
OpenGL version string: 4.1.0 NVIDIA 270.41.06 
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler 
OpenGL extensions: 
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, 
    GL_ARB_shader_precision, GL_ARB_shader_subroutine, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_include, 
    GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
    GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
    GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV, 
    GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, 
    GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax, 
    GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render, 
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, 
    GL_NV_depth_clamp, GL_NV_explicit_multisample, 
    GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer, 
    GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program, 
    GL_NV_fragment_program_option, GL_NV_fragment_program2, 
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float, 
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, 
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_OES_depth24, 
    GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint, 
    GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, 
    GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float, 
    GL_OES_texture_float_linear, GL_OES_texture_half_float, 
    GL_OES_texture_half_float_linear, GL_OES_texture_npot, 
    GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
    GL_SGIX_shadow, GL_SUN_slice_accum 

GLXINFO:不工作

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: NVS 4200M/PCI/SSE2 
OpenGL version string: 4.1.0 NVIDIA 270.41.06 
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler 
OpenGL extensions: 
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, 
    GL_ARB_shader_precision, GL_ARB_shader_subroutine, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_include, 
    GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
    GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
    GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV, 
    GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, 
    GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax, 
    GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render, 
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, 
    GL_NV_depth_clamp, GL_NV_explicit_multisample, 
    GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer, 
    GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program, 
    GL_NV_fragment_program_option, GL_NV_fragment_program2, 
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float, 
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, 
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_OES_depth24, 
    GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint, 
    GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, 
    GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float, 
    GL_OES_texture_float_linear, GL_OES_texture_half_float, 
    GL_OES_texture_half_float_linear, GL_OES_texture_npot, 
    GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
    GL_SGIX_shadow, GL_SUN_slice_accum 

簡單地說,我想要做的是拍攝圖像,發現有足夠的藍來考慮這些海洋的部分,並使這些像素變亮,因爲海洋太暗。我使用的軟件包(NASA WorldWind)是用JAVA編寫的,使用JOGL,因此我使用JOGL來使用自定義片段和頂點着色器來創建這種效果。

發生了一些奇怪的事情,我認爲這可能是導致缺乏陰影的標誌。

首先,如果片段着色器被更改爲僅將所有像素着色爲無緣的,則工作機器將顯示紅色球體。無法使用的機器,將紅色球體閃爍一次,然後地圖恢復爲原始圖像(可以看到整個地球,而海洋是黑暗的)。其次,如果對java包進行更改以使渲染循環不調用glUseProgram(0),則工作機呈現奇怪但仍然關閉,並且不工作的機器將具有半透明球體是我在着色器中設置GL_fragcolor的任何顏色。這讓人更加奇怪,因爲它無視了無用的像素併爲它們着色。第三,我從調試jogl調試中獲得的大部分調試信息都是垃圾,但在ATI機器上,我可以看到它經常檢索兩個冪次的紋理,而在nvidia機器上卻不常見沒有相同的對,在運行時開始時,兩次冪的紋理會出現一次或兩次。

着色器從JOGL代碼中接收一個統一的sampler2D,並使用它來創建一個紋理2D,以檢索像素的顏色。

片段着色器

uniform sampler2D tile_image; 
uniform float brightness; 
const vec3 coef = vec3(0.2125, 0.7154, 0.0721); 
uniform float saturation; 
uniform vec4 hueToAdjust; 

vec4 shadeTile(vec4 tile_val); 

//Fragment shader. Colors every coordinate that is mostly blue to a lighter blue. 
void main (void) 
{ 

    if (gl_TexCoord[0].s < 0 || gl_TexCoord[0].s > 1) discard; 
    if (gl_TexCoord[0].t < 0 || gl_TexCoord[0].t > 1) discard; 
    vec4 tile_val = texture2D(tile_image, gl_TexCoord[0].st); 

    //this if statement catches the majority of the ocean areas 
    if(tile_val.b >= (tile_val.g+tile_val.r)) 
    { 
     tile_val = shadeTile(tile_val); 
    } 
    gl_FragColor = vec4 (tile_val.rgba); 
} 

vec4 shadeTile(vec4 tile_val) 
{ 
//saturation 
vec4 intensity = vec4(dot(tile_val.rgb,coef)); 
tile_val = mix(intensity, tile_val, saturation); 

//contrast 
tile_val = brightness * (1.0 - saturation) + tile_val; 

//hue adjust 
tile_val.rgba *= hueToAdjust; 

//brightness 
tile_val.rgba *= brightness; 


return tile_val; 
} 

頂點着色器:

void main(void) 
{ 

    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; 
    gl_TexCoord[1] = gl_TextureMatrix[0] * gl_MultiTexCoord1; 
    gl_Position = ftransform(); 
} 

渲染循環:

Public void render(DrawContext dc) 
{ 
    if (d_doRender) 
    { 
     GL gl = dc.getGL(); 
     if (d_glsl != null && d_glsl.isShaderSupported()) 
     { 
      d_glsl.useShaders(); 
      d_glsl.startShader(); 
      gl.glUniform1i(d_glsl.getUniformLocation("tile_image"), 0); 
      gl.glUniform1f(d_glsl.getUniformLocation("saturation"), 
          d_saturation); 
      gl.glUniform4f(d_glsl.getUniformLocation("hueToAdjust"), 
          d_hueToAdjust[0], d_hueToAdjust[1], 
          d_hueToAdjust[2], d_hueToAdjust[3]); 
      gl.glUniform1f(d_glsl.getUniformLocation("brightness"), 
          d_brightness); 
     } 
     super.render(dc); 
     if (d_glsl != null && d_glsl.isShaderSupported()) 
     { 
       d_glsl.endShader(); 
     } 
    } 
} 

這是值得注意的還有,該方案和Shader infologs給機器上的任何信息不工作,而在ATI機器上,他們說着色器被成功編譯在這個硬件上運行。

+0

一個重要的信息也將被安裝的驅動程序,因爲Linux有2種驅動程序:GPU製造商的propritary和社區開發的開源驅動程序。請爲每檯筆記本電腦添加'glxinfo'的輸出。 – datenwolf 2012-04-02 18:48:05

+0

@datenwolf用glxinfo更新了OP。所有使用的驅動程序都是專有驅動程序。 – Dwight 2012-04-02 19:02:26

+0

片段着色器的代碼看起來很奇怪 - _two_打開大括號?錯字? – 2012-04-02 19:38:07

回答

2

一些GLSL實現允許無小數部分寫入花車是這樣的:

if (gl_TexCoord[0].s < 0 || gl_TexCoord[0].s > 1) discard; 
    if (gl_TexCoord[0].t < 0 || gl_TexCoord[0].t > 1) discard; 

然而,隨着小數部分寫入花車讓你的着色器更加便於攜帶和規格兼容。使用它作爲:

if (gl_TexCoord[0].s < 0.0 || gl_TexCoord[0].s > 1.0) discard; 
    if (gl_TexCoord[0].t < 0.0 || gl_TexCoord[0].t > 1.0) discard;