我需要调试一个GLSL程序,但我不知道如何输出中间结果。 是否有可能使用GLSL进行一些调试跟踪(如printf) ?


当前回答

我正在分享一个片段着色器的例子,我实际上是如何调试的。

#version 410 core

uniform sampler2D samp;
in VS_OUT
{
    vec4 color;
    vec2 texcoord;
} fs_in;

out vec4 color;

void main(void)
{
    vec4 sampColor;
    if( texture2D(samp, fs_in.texcoord).x > 0.8f)  //Check if Color contains red
        sampColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);  //If yes, set it to white
    else
        sampColor = texture2D(samp, fs_in.texcoord); //else sample from original
    color = sampColor;

}

其他回答

void main(){
  float bug=0.0;
  vec3 tile=texture2D(colMap, coords.st).xyz;
  vec4 col=vec4(tile, 1.0);

  if(something) bug=1.0;

  col.x+=bug;

  gl_FragColor=col;
}

苏这

vec3 dd(vec3 finalColor,vec3 valueToDebug){
            //debugging
            finalColor.x = (v_uv.y < 0.3 && v_uv.x < 0.3) ? valueToDebug.x : finalColor.x;
            finalColor.y = (v_uv.y < 0.3 && v_uv.x < 0.3) ? valueToDebug.y : finalColor.y;
            finalColor.z = (v_uv.y < 0.3 && v_uv.x < 0.3) ? valueToDebug.z : finalColor.z;

            return finalColor;
        }

//on the main function, second argument is the value to debug
colour = dd(colour,vec3(0.0,1.0,1.));

gl_FragColor = vec4(clamp(colour * 20., 0., 1.),1.0);

现有的答案都是好东西,但我想分享更多的小宝石,在调试棘手的精度问题在GLSL着色器有价值。对于以浮点数表示的非常大的int数,需要注意正确使用floor(n)和floor(n + 0.5)来实现round()为精确的int。然后,可以通过以下逻辑将字节组件打包到R、G和B输出值中,呈现一个精确int的浮点值。

  // Break components out of 24 bit float with rounded int value
  // scaledWOB = (offset >> 8) & 0xFFFF
  float scaledWOB = floor(offset / 256.0);
  // c2 = (scaledWOB >> 8) & 0xFF
  float c2 = floor(scaledWOB / 256.0);
  // c0 = offset - (scaledWOB << 8)
  float c0 = offset - floor(scaledWOB * 256.0);
  // c1 = scaledWOB - (c2 << 8)
  float c1 = scaledWOB - floor(c2 * 256.0);

  // Normalize to byte range
  vec4 pix;  
  pix.r = c0 / 255.0;
  pix.g = c1 / 255.0;
  pix.b = c2 / 255.0;
  pix.a = 1.0;
  gl_FragColor = pix;

我发现了一个非常好的github库(https://github.com/msqrt/shader-printf) 你可以在着色器文件中使用printf函数。

你可以试试这个:https://github.com/msqrt/shader-printf,它是一个叫做“GLSL的简单打印功能”的实现。

You might also want to try ShaderToy, and maybe watch a video like this one (https://youtu.be/EBrAdahFtuo) from "The Art of Code" YouTube channel where you can see some of the techniques that work well for debugging and visualising. I can strongly recommend his channel as he writes some really good stuff and he also has a knack for presenting complex ideas in novel, highly engaging and and easy to digest formats (His Mandelbrot video is a superb example of exactly that : https://youtu.be/6IWXkV82oyY)

我希望没有人介意这个迟到的回复,但这个问题在谷歌搜索GLSL调试中排名很高,当然在9年里发生了很大变化:-)

PS:其他替代方案也可以是NVIDIA nSight和AMD ShaderAnalyzer,它们为着色器提供了一个完整的步进调试器。