Reputation: 1071
I use the same shaders on different devices, iOS and desktop nVidia with OpenGL ES profile. Compiling shaders was fine without any errors or warnings, but when I tried to use glGetAttribLocation, nVidia drivers seemed to have optimized my attrib "a_color" out while ios didn't. I know to use glBindAttribLocation to ensure the attrib is there, but I just want to know why nVidia driver did it.
Vertex shader:
#define IN_VERT attribute
#define OUT_VERT varying
#define IN_FRAG varying
#define OUT_FRAG
#define MAX_LIGHTS 3
/////////////////////////////////////////////////////////////////////////////////////
// VERTEX ATTRIBUTES
/////////////////////////////////////////////////////////////////////////////////////
IN_VERT vec4 a_position;
IN_VERT vec3 a_normal;
IN_VERT lowp vec4 a_color;
/////////////////////////////////////////////////////////////////////////////////////
// Global State
/////////////////////////////////////////////////////////////////////////////////////
uniform bool perPixelLightingEnabled;
uniform lowp vec4 lightModelAmbientColor;
/////////////////////////////////////////////////////////////////////////////////////
// TRANSFORM
/////////////////////////////////////////////////////////////////////////////////////
uniform mat4 modelviewMatrix;
uniform mat3 normalMatrix;
uniform mat4 mvpMatrix;
/////////////////////////////////////////////////////////////////////////////////////
// TEXTURE
/////////////////////////////////////////////////////////////////////////////////////
#define MAX_TEXTURES 3
#define MAX_TEX_COORDS 3
#define S 0
#define T 1
#define R 2
#define STR 3
#define GLKTexGenModeObjectLinear 0
#define GLKTexGenModeEyeLinear 1
#define GLKTexGenModeSphereMap 2
#define GLKTexGenModeReflectionMap 3
struct texGen_s
{
lowp int mode;
highp vec4 plane;
highp vec4 eyePlaneByInvModelview;
};
struct texture_s
{
mat4 matrix;
lowp vec4 envColor;
texGen_s texGen[STR];
};
uniform texture_s textures[MAX_TEXTURES];
uniform sampler2D unit2d[3];
uniform samplerCube unitCube[3];
/////////////////////////////////////////////////////////////////////////////////////
// LIGHT
/////////////////////////////////////////////////////////////////////////////////////
uniform bool light_enabled[MAX_LIGHTS];
uniform vec4 light_position[MAX_LIGHTS];
uniform vec4 light_positionEye[MAX_LIGHTS];
uniform lowp vec4 light_ambientColor[MAX_LIGHTS];
uniform lowp vec4 light_diffuseColor[MAX_LIGHTS];
uniform lowp vec4 light_specularColor[MAX_LIGHTS];
uniform vec3 light_normalizedSpotDirectionEye[MAX_LIGHTS];
uniform float light_spotExponent[MAX_LIGHTS];
uniform float light_spotCutoffAngle[MAX_LIGHTS];
uniform float light_constantAttenuation[MAX_LIGHTS];
uniform float light_linearAttenuation[MAX_LIGHTS];
uniform float light_quadraticAttenuation[MAX_LIGHTS];
/////////////////////////////////////////////////////////////////////////////////////
// MATERIAL
/////////////////////////////////////////////////////////////////////////////////////
struct material_s
{
lowp vec4 ambientColor;
lowp vec4 diffuseColor;
lowp vec4 specularColor;
lowp vec4 emissiveColor;
float shininess;
};
uniform material_s material;
/////////////////////////////////////////////////////////////////////////////////////
// FOG
/////////////////////////////////////////////////////////////////////////////////////
#define GLKFogModeExp 0
#define GLKFogModeExp2 1
#define GLKFogModeLinear 2
struct fog_s
{
lowp int mode;
lowp vec4 color;
float density;
float start;
float end;
};
uniform fog_s fog;
/////////////////////////////////////////////////////////////////////////////////////
// Varyings
/////////////////////////////////////////////////////////////////////////////////////
OUT_VERT lowp vec4 v_color;
/////////////////////////////////////////////////////////////////////////////////////
// Temps
/////////////////////////////////////////////////////////////////////////////////////
highp vec3 normalEye;
#define materialAmbientColor (material.ambientColor)
#define materialDiffuseColor (material.diffuseColor)
uniform lowp vec4 baseLightingColor;
uniform vec4 ambientTerm[3];
void main(void)
{
// int currLight;
lowp vec4 tmpFrontColor, tmpBackColor;
vec3 normalizedNormal;
// Default value for eye space normal
normalEye = vec3(0.0, 0.0, 1.0);
/* if( perVertexLightingEnabled == true ||
perPixelLightingEnabled == true ||
(textures[0].texGen[S].enabled == true && textures[0].texGen[S].mode == GLKTexGenModeSphereMap) ||
(textures[0].texGen[T].enabled == true && textures[0].texGen[T].mode == GLKTexGenModeSphereMap) ||
(textures[0].texGen[S].enabled == true && textures[0].texGen[S].mode == GLKTexGenModeReflectionMap) ||
(textures[0].texGen[T].enabled == true && textures[0].texGen[T].mode == GLKTexGenModeReflectionMap) ||
(textures[0].texGen[R].enabled == true && textures[0].texGen[R].mode == GLKTexGenModeReflectionMap) ||
(textures[1].texGen[S].enabled == true && textures[1].texGen[S].mode == GLKTexGenModeSphereMap) ||
(textures[1].texGen[T].enabled == true && textures[1].texGen[T].mode == GLKTexGenModeSphereMap) ||
(textures[1].texGen[S].enabled == true && textures[1].texGen[S].mode == GLKTexGenModeReflectionMap) ||
(textures[1].texGen[T].enabled == true && textures[1].texGen[T].mode == GLKTexGenModeReflectionMap) ||
(textures[1].texGen[R].enabled == true && textures[1].texGen[R].mode == GLKTexGenModeReflectionMap)) */
{
normalEye = normalize((normalMatrix * a_normal));
}
vec4 specularTerm, diffuseTerm;
vec3 vertexToLightVec;
highp float attenuationFactor, spotFactor, nDotL;
// if(perVertexLightingEnabled == true)
{
// else
{
// materialAmbientColor = material.ambientColor;
// materialDiffuseColor = material.diffuseColor;
// baseLightingColor = material.emissiveColor + (materialAmbientColor * lightModelAmbientColor);
}
tmpFrontColor = baseLightingColor;
// for(0 = 0; 0 < numLights; 0++)
{
// if(light_enabled[0] == false) continue;
// For directional lights light_positionEye[0].xyz is normalized on the CPU side
vertexToLightVec = light_positionEye[0].xyz;
attenuationFactor = 1.0;
// Calculate diffuse and specular terms
nDotL = max(dot(normalEye, vertexToLightVec), 0.0);
diffuseTerm = nDotL * materialDiffuseColor * light_diffuseColor[0];
specularTerm = vec4(0.0);
spotFactor = 1.0;
tmpFrontColor += attenuationFactor * spotFactor * (ambientTerm[0] + diffuseTerm + specularTerm);
}
}
v_color = a_color;
v_color = tmpFrontColor;
v_color.a = materialDiffuseColor.a;
v_color = clamp(v_color, 0.0, 1.0);
gl_Position = mvpMatrix * a_position;
}
fragment shader:
#define MAX_LIGHTS 3
#define MAX_TEXTURES 3
#define MAX_TEX_COORDS 3
#define S 0
#define T 1
#define R 2
#define STR 3
#define GLKTextureTarget2d 0
#define GLKTextureTargetCubeMap 1
#define GLKTextureEnvAttribReplace 0
#define GLKTextureEnvAttribModulate 1
#define GLKTextureEnvAttribDecal 2
#define GLKTexGenModeObjectLinear 0
#define GLKTexGenModeEyeLinear 1
#define GLKTexGenModeSphereMap 2
#define GLKTexGenModeReflectionMap 3
#define IN_VERT attribute
#define OUT_VERT varying
#define IN_FRAG varying
#define OUT_FRAG
precision highp float;
#define out_color gl_FragColor
struct texGen_s
{
lowp int mode;
highp vec4 plane;
highp vec4 eyePlaneByInvModelview;
};
struct texture_s
{
mat4 matrix;
lowp vec4 envColor;
texGen_s texGen[STR];
};
uniform lowp sampler2D unit2d[3];
uniform lowp samplerCube unitCube[3];
/////////////////////////////////////////////////////////////////////////////////////
// Globals
/////////////////////////////////////////////////////////////////////////////////////
uniform lowp vec4 lightModelAmbientColor;
/////////////////////////////////////////////////////////////////////////////////////
// LIGHT
/////////////////////////////////////////////////////////////////////////////////////
uniform bool light_enabled[MAX_LIGHTS];
uniform vec4 light_positionEye[MAX_LIGHTS];
uniform lowp vec4 light_ambientColor[MAX_LIGHTS];
uniform lowp vec4 light_diffuseColor[MAX_LIGHTS];
uniform lowp vec4 light_specularColor[MAX_LIGHTS];
uniform vec3 light_normalizedSpotDirectionEye[MAX_LIGHTS];
uniform float light_spotExponent[MAX_LIGHTS];
uniform float light_spotCutoffAngle[MAX_LIGHTS];
uniform float light_constantAttenuation[MAX_LIGHTS];
uniform float light_linearAttenuation[MAX_LIGHTS];
uniform float light_quadraticAttenuation[MAX_LIGHTS];
/////////////////////////////////////////////////////////////////////////////////////
// MATERIAL
/////////////////////////////////////////////////////////////////////////////////////
struct material_s
{
lowp vec4 ambientColor;
lowp vec4 diffuseColor;
lowp vec4 specularColor;
lowp vec4 emissiveColor;
float shininess;
};
uniform material_s material;
/////////////////////////////////////////////////////////////////////////////////////
// FOG
/////////////////////////////////////////////////////////////////////////////////////
#define GLKFogModeExp 0
#define GLKFogModeExp2 1
#define GLKFogModeExpLinear 2
struct fog_s
{
lowp int mode;
lowp vec4 color;
float density;
float start;
float end;
};
uniform texture_s textures[MAX_TEXTURES];
uniform fog_s fog;
/////////////////////////////////////////////////////////////////////////////////////
// Reflection Mapping
/////////////////////////////////////////////////////////////////////////////////////
uniform highp mat3 reflectionMapMatrix;
/////////////////////////////////////////////////////////////////////////////////////
// Varyings
/////////////////////////////////////////////////////////////////////////////////////
IN_FRAG lowp vec4 v_color;
/////////////////////////////////////////////////////////////////////////////////////
// Temps
/////////////////////////////////////////////////////////////////////////////////////
#define materialAmbientColor (material.ambientColor)
#define materialDiffuseColor (material.diffuseColor)
uniform lowp vec4 baseLightingColor;
uniform vec4 ambientTerm[3];
void main()
{
// int currLight;
lowp vec4 color;
color = v_color;
color = clamp(color, 0.0, 1.0);
out_color = color;
}
Upvotes: 0
Views: 38
Reputation: 6766
I think the relevant lines from your code are:
v_color = a_color;
v_color = tmpFrontColor;
So, you're assigning a_color to v_color, but immediately replacing it with something else.
Nvidia is optimizing a_color away because it can. iOS does not optimize a_color away because it doesn't have to. It's not really worth trying to analyze what the drivers are doing beyond that.
Upvotes: 2