It seems I can’t have my GLSL shaders compiled. Once in a while (mainly after editing a file), I get following error while compiling:
----- SRC ----- (150 B)
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
gp!
----- END -----
SimpleTransform.vertexshader:Vertex shader failed to compile with the following errors:
ERROR: 0:10: error(#132) Syntax error: 'gp' parse error
ERROR: error(#273) 1 compilation errors. No code generated
It’s quite strange since I swear the file doesn’t contain that awkward gp! part. Nevertheless I investigated it with cat
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
and less
#version 330 core
uniform mat4 mvpMatrix;
in vec4 vertexPosition_modelspace;
void main() {
gl_Position = mvpMatrix * vertexPosition_modelspace;
}
and both of them proved me right.
I wonder what’s causing this strange behaviour.
Here’s link to my project. You should be able to easily compile it by entering src directory and typing make (Linux only). It requires GLFW, GLEW, GLM and GL3.
And the code itself:
Loading shader files
GLuint shader_load(GLenum type, const char filename[]) {
if ((type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER) || !filename) return 0;
/* wczytywanie pliku shadera */
FILE *file = fopen(filename, "rb");
//okreslenie rozmiaru pliku
fseek(file, 0, SEEK_END);
uint32 iFileSize = ftell(file);
fseek(file, 0, SEEK_SET);
//wczytywanie
char *tmp = new char[iFileSize];
memset(tmp, 0, sizeof(tmp));
uint32 iBytes = (uint32) fread(tmp, sizeof(char), iFileSize, file);
fclose(file);
if (iBytes != iFileSize) printf("Warning: reading error possible!\n");
#ifdef _DEBUG_
printf("----- SRC ----- (%d B)\n%s\n----- END -----\n", iBytes, tmp);
#endif
/* przygotowanie shadera */
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, const_cast<const GLchar**>(&tmp), NULL);
delete[] tmp;
glCompileShader(shader); //kompilacja shadera
/* sprawdzenie statusu kompilacji */
int status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
int logsize = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logsize);
char *log = new char[logsize];
glGetShaderInfoLog(shader, logsize, NULL, log);
printf("%s:%s", filename, log);
delete[] log;
if (status != GL_TRUE) return 0;
return shader;
}
Analysis:
Running under valgrind shows
It tells you exactly that it tries to read beyond the end of the buffer
tmpwhich is allocated in line 81. It seems you are somehow assuming it is null-terminated. Which it isn’t. Add that:And I get semi-decent output. The GL window stays blank, though
Update
To make it clearer what I meant by switch to C++ here’s the idea: