Minimal QQuickFramebufferObject code triggers error: "glLinkProgram - GL_INVALID_ENUM" in CodeXL
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I've cleaned up the Qt example "textureinsgnode" to produce something more minimal. But when I run the code in the CodeXL OpenGL debugger (with "Break on OpenGL error" enabled), it breaks in the
QOpenGLShaderProgram::link
function, with the message "glLinkProgram - GL_INVALID_ENUM". This confuses me, because glLinkProgram doesn't take any enums, only a program id.Why is this error happening?
Note that the program works fine outside CodeXL.
Platform note: This has been tested only on one PC, with the following specs:
- OS: Ubuntu Linux 16.04
- GPU: Mobile Intel(R) 4 Series Express Chipset Family
My code
As I said, I've based my testcase on the
textureinsgnode
sample app bundled with Qt. Since mine is a derived work, I have to first post the license terms here:/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/
And now for the actual source.
main.cpp: (trivial)
#include <QGuiApplication> #include <QtQuick/QQuickView> #include "myitem.h" int main(int argc, char **argv) { QGuiApplication app(argc, argv); qmlRegisterType<MyItem>("MyItem", 1, 0, "MyItem"); QQuickView view; view.setResizeMode(QQuickView::SizeRootObjectToView); view.setSource(QUrl("qrc:///main.qml")); view.show(); return app.exec(); }
myitem.cpp:
#include "myitem.h" #include "myitemglcode.h" #include <QtGui/QOpenGLFramebufferObject> class MyItemRenderer : public QQuickFramebufferObject::Renderer { public: MyItemRenderer() { glCode.initializeGL(); } void render() { glCode.renderGL(); update(); } QOpenGLFramebufferObject *createFramebufferObject(const QSize &size) { QOpenGLFramebufferObjectFormat format; format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); return new QOpenGLFramebufferObject(size, format); } MyItemGLCode glCode; }; QQuickFramebufferObject::Renderer *MyItem::createRenderer() const { return new MyItemRenderer(); }
myitem.h:
#ifndef MYITEM2_H #define MYITEM2_H #include <QtQuick/QQuickFramebufferObject> class MyItem : public QQuickFramebufferObject { Q_OBJECT public: Renderer *createRenderer() const; }; #endif
myitemglcode.cpp:
#include "myitemglcode.h" void MyItemGLCode::paintQtLogo() { program1.enableAttributeArray("vertex"); program1.setAttributeArray("vertex", vertices.constData()); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); program1.disableAttributeArray("vertex"); } void MyItemGLCode::initializeGL() { initializeOpenGLFunctions(); QOpenGLShader *vshader1 = new QOpenGLShader(QOpenGLShader::Vertex, &program1); const char *vsrc1 = "attribute highp vec4 vertex;\n" "uniform mediump mat4 matrix;\n" "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_Position = matrix * vertex;\n" "}\n"; vshader1->compileSourceCode(vsrc1); QOpenGLShader *fshader1 = new QOpenGLShader(QOpenGLShader::Fragment, &program1); const char *fsrc1 = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = vec4(0.40, 1.0, 0.0, 1.0);\n" "}\n"; fshader1->compileSourceCode(fsrc1); program1.addShader(vshader1); program1.addShader(fshader1); program1.link(); m_fAngle = 0; createGeometry(); } void MyItemGLCode::renderGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); QMatrix4x4 modelview; modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); modelview.translate(0.0f, -0.2f, 0.0f); program1.bind(); program1.setUniformValue("matrix", modelview); paintQtLogo(); program1.release(); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); m_fAngle += 1.0f; } void MyItemGLCode::createGeometry() { vertices.clear(); vertices << QVector3D(0, 0, 0.0f); vertices << QVector3D(1, 0, 0.0f); vertices << QVector3D(0, 1, 0.0f); }
myitemglcode.h:
#ifndef MYITEMGLCODE_H #define MYITEMGLCODE_H #include <QtGui/qvector3d.h> #include <QtGui/qmatrix4x4.h> #include <QtGui/qopenglshaderprogram.h> #include <QtGui/qopenglfunctions.h> #include <QVector> class MyItemGLCode : protected QOpenGLFunctions { public: void renderGL(); void initializeGL(); private: qreal m_fAngle; QVector<QVector3D> vertices; QOpenGLShaderProgram program1; void paintQtLogo(); void createGeometry(); }; #endif
main.qml:
import QtQuick 2.0 import MyItem 1.0 import QtQuick.Layouts 1.3 Item { width: 400 height: 400 Image { source: "/bg.png" anchors.fill: parent fillMode: Image.Stretch } MyItem { anchors.fill: parent } }
I think it may be a problem in the cheap Intel GPU/drivers I have, or maybe it's a bug in CodeXL.
Note that the return value value of link() in my code is
true
, meaning "success".I've also uploaded the complete testcase project here, if you want to run it more easily. (the download button is at the top-right corner of that page).