My OpenGL application encounters errors when it compiles my fragment shader program, with output that includes
0:4(13): error: syntax error, unexpected BASIC_TYPE_TOK, expecting LOWP or MEDIUMP or HIGHP
Specifically, how to interpret the "0:4(13)" prefix to the error message? Anyone know where this is documented? I could not find a description of error message format at the Khronos Shader Compilation wiki.
Related
It might be stupid question, but I was looking for a long time for an answer and I can't find one for my DirectX 11 game engine. For example I have got two pixel shaders A and B and I don't want to repeat my code for gamma correction. So my idea was to move that to separate hlsl file and include them, but I don't know how to do that. When I was google that I was only able to find informations about .fx workflow, but I'm not using it. When I'm trying to make a new shader I always get an error, that my shaders need to have main function. How can I do this?
EDIT:
As VTT suggested I will provide example. Let's say I have my uber_pixel_shader.hlsl like this:
#include "gamma_utils_shader.hlsl"
...
float4 main(PS_INPUT input) : SV_TARGET
{
...
finalColor = gammaCorrect(finalColor);
return float4(finalColor, Alpha);
}
And there is no method gammaCorrect in HLSL, so I want to include it from another file named gamma_utils_shader.hlsl. This file looks like this:
float3 gammaCorrect(float3 inputColor)
{
return pow(inputColor, 1.0f / 2.2f);
}
When I'm trying to compile this, the comipler is throwing an error "Error 3501 'main': entrypoint not found". And it's true, becase I don't have main method in this file, but I do not need one. How can I solve this in Visual Studio 2017?
Your project settings by default specify that an HLSL file should be compiled with the HLSL compiler. This means that during the build, VS queues all your HLSL files, including your include file, for compilation by the compiler with the default entrypoint of main. Obviously this is not desired - an include file can't be truly compiled.
To solve the issue, right click on your HLSL include file in the 'Solution Explorer', click 'Properties', and change the 'Item Type' field from "HLSL Compiler" to "Does not participate in build". This will prevent Visual Studio from compiling your include file.
In the future, provide the '.hlsli' extension to your HLSL include files. Visual Studio will open those files with the HLSL editor, but automatically identify them as not participating in the build procedure.
I have built MESA with OpenSWR on Windows. I am getting an error in my shader code that I cannot understand/correct. The same code runs fine using just GLEW/Nvidia drivers.
Here's the error message:
name= identfshader, error= 0:27(8): error: syntax error, unexpected NEW_IDENTIFIER, expecting ',' or ';'
If I understand this correctly, the problem occurs in line 27, column 8. Is this what 0:27(8) stands for?
If somebody could explain to me how to determine the line number in the shader code where this is happening I'll be happy to post a snippet of that part of the code for further help.
Thanks.
I am using the lastest recomended version of LWJGL 3, and while trying to compile shaders i get errors.
Shader:
#version 330
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
Error:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#307) Invalid profile "in"
ERROR: 0:1: error(#76) Syntax error: unexpected tokens following #version
ERROR: 0:1: error(#364) Invalid: unexpected token in symbol.
ERROR: error(#273) 3 compilation errors. No code generated
I wasnt able to find anything related to this error online. Does anyone here know?
Looks as if the end of line characters (\n) are missing in the code string which means that the compiler treats the in keyword as profile qualifier for the #version directive.
i've just started to learn the basics of HLSL using C++, im following the tutorials on a book, the first basic shader is:
float4 VS_Main( float4 pos:POSITION):SV_POSITION
{
return pos;
}
but i get a lot of errors at compile time:
error C2146: syntax error: ';' missing before the identifier 'VS_Main'
error C4430: missing type specifier, int assumed. Note: default-int is no longer supported
error C2146: syntax error : ')' missing before the identifier 'pos'
error C2059: syntax errorlooks like a function definition, but there is no formal parameter list.
error C2059: syntax error: '{'
it really looks like the compiler cant handle HLSL at all...maybe VS2012 express doesnt support HLSL?
thanks in advance
HLSL is not C++. You should compile shaders with shader compiler, and C++ with C++ compiler — do not mix. There are two options for compiling HLSL.
Use command-line utility fxc.exe that is included in DirectX SDK (docs and usage here at MSDN). It generates a file that you should load in runtime by some of the ways described here.
Compile your shader at runtime by using D3DCompileFromFile function.
There are pros and cons about each of the variants. In short, pre-compiling at build time gives you some time gain at runtime, while compiling at runtime is more flexible and comfortable at development stage (no need to remember to recompile it or to use post-build scripts) but is more error-prone. Choose by yourself.
The code looks fine for HLSL. If you want to compile it from within VS2012 set the ".fx" file to build using the HLSL shader compiler. Right click the file select properties. Then select General and Item Type should be set to HLSL compiler.
If you really want to make shaders using C++ you could look into C++AMP to see if it may suit your needs.
it really looks like the compiler cant handle HLSL at all...maybe VS2012 express doesnt support HLSL?
No C++ compiler does. It is not supposed to be handled by the compiler.
You need to turn it into a resource and copy it into the bin directory using post-build scripts, and load the HLSL at runtime.
See also: http://www.directxtutorial.com/Lesson.aspx?lessonid=11-4-5
I just started GLSL shader programing, but however I get
unrecognized preprocessing directive
whenever I put #version directive at the preprocessor directives header stack, though I included all opengl related headers and files within my source file,
Shader:
#version 400
in vec3 Color;
out vec4 FragColor;
void main()
{
FragColor = vec4(Color, 1.0);
}
how can I fix this issue?
The #version directive must occur in a shader before anything else, except for comments and white space.
Even preprocessor directives are illegal ( NVIDIA accepts it but AMD does not! ).
If this doesn't help, give us some more information. E.g. glGetString(GL_VERSION) and glGetString(GL_VENDOR).
Refering to your comments you missunderstand how a shader is compiled. A shader cannot be compiled by a C++ compiler. Put your shader into a text file and load it at runtime, then call the compilation methods of OpenGL.
The #version pre-processor command is run at the c++ compile time, glsl is only text based and shouldn't be compiled. If you #include "file" in a header or .cpp in the program it will trigger the compile and error. Therefore don't #include glsl files into you application.