OpenGL GLSL shinders on Mac won't compile
When I try to compile GLSL shaders for my application on Mac, it crashes with a shader version conflict error:
Error compiling vertex shader:
ERROR: 0:1: '' : version '130' is not supported
Error compiling shader:
ERROR: 0:1: '' : version '130' is not supported
Shaders as such:
Vertex shader:
#version 130
in vec2 in_vPos;
in vec2 in_vTexCoord;
out vec2 s_vTexCoord;
void main()
{
gl_Position = vec4(in_vPos, 0, 1);
s_vTexCoord = (in_vTexCoord + vec2(1, 1)) / 2;
}
Shader snippet:
#version 130
in vec2 s_vTexCoord;
out vec4 s_colOut;
uniform sampler2DRect s_texSampler;
uniform vec4 s_colBlend;
void main()
{
vec4 pixel = texture(s_texSampler, s_vTexCoord * textureSize(s_texSampler));
s_colOut = s_colBlend * pixel;
}
This is how I initialize my SDL and Glew renderer:
ren_pRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
glEnable(GL_MULTISAMPLE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE | SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
static bool _bInitializedGlew = false;
if(!_bInitializedGlew) {
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if(err != GLEW_OK) {
printf("Glew initialization error: %d\n", err);
}
_bInitializedGlew = true;
}
And this is how I assemble the shaders:
unsigned int CShader::CompileShader(const char* str, int type, bool &bSuccess)
{
// create a new shader
GLuint iShader = glCreateShader(type);
const GLchar* aSourceVertex[] = { str };
glShaderSource(iShader, 1, aSourceVertex, NULL);
glCompileShader(iShader);
// check if compiling went okay
GLint bShaderCompiled = GL_FALSE;
glGetShaderiv(iShader, GL_COMPILE_STATUS, &bShaderCompiled);
if(bShaderCompiled != GL_TRUE) {
// it did not.
printf("Error compiling %sshader:\n", (type == GL_VERTEX_SHADER ? "vertex " : ""));
int iLogLength = 0;
int iMaxLength = 0;
glGetShaderiv(iShader, GL_INFO_LOG_LENGTH, &iMaxLength);
char* buffer = new char[iMaxLength];
glGetShaderInfoLog(iShader, iMaxLength, &iLogLength, buffer);
if(iLogLength > 0) {
printf("%s\n", buffer);
}
delete[] buffer;
// report it back
bSuccess = false;
// and delete the shader
glDeleteShader(iShader);
} else {
// it worked!
bSuccess = true;
}
// return shader
return iShader;
}
I've searched for answers before and couldn't find a definitive Stackoverflow answer that could help me, although it did point me in the right direction with SDL_GL_SetAttribute
to set the GL version and kernel profile. So, in the above code, I installed 3.1 Core, which according to Wikipedia is equal #version 140
, but even if I use it, I get the same error:
Error compiling vertex shader:
ERROR: 0:1: '' : version '140' is not supported
Error compiling shader:
ERROR: 0:1: '' : version '140' is not supported
Edit : I changed the version in attributes to 3.2 Core + Forward Compat and now with help #version 150
I get the same problem saying 150 is not supported.
When I print the result glGetString(GL_SHADING_LANGUAGE_VERSION)
I get 1.20
.
Even if I explicitly create the context after creating the SDL window, it still reports 1.20
:
win_pWindow = SDL_CreateWindow(strTitle, iX, iY, width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | ulFlags);
win_pContext = SDL_GL_CreateContext(win_pWindow);
printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
source to share
Hmm, how about this error message:
Error compiling vertex shader:
ERROR: 0:1: '' : version '130' is not supported
This is exactly your problem. GLSL version 1.30 refers to OpenGL-3.0; as this version did not have kernel / compatibility profiles, but macOS X does not support it.
When it comes to modern OpenGL, macOS X only supports the main profile. Thus, you need the main profile context and you must write your shaders with the main profile version. OpenGL-3 core profiles were only introduced with OpenGL-3.2, the corresponding GLSL version is 1.50. Therefore, you need to write #version 150
.
source to share
You are not creating the version of the context that you think you are creating:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE | SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)
just invalid, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG
does not apply to flags SDL_GL_CONTEXT_PROFILE_MASK
, but in SDL_GL_CONTEXT_FLAGS
.
Actually, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG
has the same meaning as and SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
, which is why you were querying both the kernel and the compatibility profile at the same time. I suspect you have a legacy context with this that is limited to GL <= 2.1 on OSX.
source to share
- I have heard that the use of SDL_Renderer reduces OpenGL version compatibility to profile / OpenGL version, which does not use the basic profile (and therefore less OpenGL version 3.2)
-
Make sure both windows and context after install version etc. with help
SDL_GLSetAttribute
. Therefore, your code should look like this:SDL_GLSetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GLSetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GLSetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); //create window //create context
This is how I managed to get context 3.3 on my mac. From your code, I can't see if you created context and window after attributes.
source to share
I'm still new to OpenGL and GLFW, and I'm not really sure what the problem is, but I got the same problem on macOS, but a solution to the problem of placing the next block of code in that position.
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow *window = glfwCreateWindow( ... );
source to share