openGL MSAA在带有nouveau驱动程序的linux上不起作用

openGL MSAA在带有nouveau驱动程序的linux上不起作用,第1张

概述最近我尝试在 Linux下使用MSAA(多重采样抗锯齿).结果令人惊讶:一切都像Nvidia专有驱动程序的魅力一样,但是有了nouveau驱动程序它不起作用.关于这一点的奇怪之处在于glxingo说支持GLX_ARB_multisample并且我能够获得适当的FBConfig,GLX_SAMPLE_BUFFERS设置为1,GLX_SAMPLES设置为4(或8).但是在渲染时,图片没有应用抗锯齿.我 最近我尝试在 Linux下使用MSAA(多重采样抗锯齿).结果令人惊讶:一切都像NvIDia专有驱动程序的魅力一样,但是有了nouveau驱动程序它不起作用.关于这一点的奇怪之处在于glxingo说支持GLX_ARB_multisample并且我能够获得适当的FBConfig,GLX_SAMPLE_BUFFERS设置为1,GLX_SAMPLES设置为4(或8).但是在渲染时,图片没有应用抗锯齿.我的项目和freeglut都存在这个问题,所以我将提供一个基于过剩的小程序来证明这个问题:

/* * Test multisampling and polygon smoothing. * * Brian Paul * 4 November 2002 */#include <stdio.h>#include <stdlib.h>#include <math.h>#include <GL/glut.h>static GLfloat Zrot = 0;static GLboolean Anim = GL_TRUE;static GLboolean HaveMultisample = GL_TRUE;static GLboolean DoMultisample = GL_TRUE;static voIDPrintString(const char *s){   while (*s) {      glutBitmapCharacter(gluT_BITMAP_8_BY_13,(int) *s);      s++;   }}static voIDpolygon( Glint verts,GLfloat radius,GLfloat z ){   int i;   for (i = 0; i < verts; i++) {      float a = (i * 2.0 * 3.14159) / verts;      float x = radius * cos(a);      float y = radius * sin(a);      glVertex3f(x,y,z);   }}static voIDDrawObject( voID ){   gllinewidth(3.0);   glcolor3f(1,1,1);   glBegin(GL_liNE_LOOP);   polygon(12,1.2,0);   glEnd();   gllinewidth(1.0);   glcolor3f(1,1.1,0);   glEnd();   glcolor3f(1,0);   glBegin(GL_polyGON);   polygon(12,0.4,0.3);   glEnd();   glcolor3f(0,0.6,0.2);   glEnd();   glcolor3f(0,1);   glBegin(GL_polyGON);   polygon(12,0.8,0.1);   glEnd();   glcolor3f(1,1.0,0);   glEnd();}static voIDdisplay( voID ){   glClear( GL_color_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );   glcolor3f(1,1);   if (HaveMultisample) {      glrasterPos2f(-3.1,-1.6);      if (DoMultisample)         PrintString("MulTISAMPLE");      else         PrintString("MulTISAMPLE (off)");   }   glrasterPos2f(-0.8,-1.6);   PrintString("No antialiasing");   glrasterPos2f(1.6,-1.6);   PrintString("GL_polyGON_SMOOTH");   /* multisample */   if (HaveMultisample) {      glEnable(GL_DEPTH_TEST);      if (DoMultisample)         glEnable(GL_MulTISAMPLE_ARB);      glPushmatrix();      glTranslatef(-2.5,0);      glPushmatrix();      glrotatef(Zrot,1);      DrawObject();      glPopMatrix();      glPopMatrix();      gldisable(GL_MulTISAMPLE_ARB);      gldisable(GL_DEPTH_TEST);   }   /* non-aa */   glEnable(GL_DEPTH_TEST);   glPushmatrix();   glTranslatef(0,0);   glPushmatrix();   glrotatef(Zrot,1);   DrawObject();   glPopMatrix();   glPopMatrix();   gldisable(GL_DEPTH_TEST);   /* polygon smooth */   glEnable(GL_polyGON_SMOOTH);   glEnable(GL_liNE_SMOOTH);   glEnable(GL_BLEND);   glPushmatrix();   glTranslatef(2.5,1);   DrawObject();   glPopMatrix();   glPopMatrix();   gldisable(GL_liNE_SMOOTH);   gldisable(GL_polyGON_SMOOTH);   gldisable(GL_BLEND);   glutSwapBuffers();}static voIDReshape( int wIDth,int height ){   GLfloat ar = (float) wIDth / (float) height;   glVIEwport( 0,wIDth,height );   glMatrixMode( GL_PROJECTION );   glLoadIDentity();   glOrtho(-2.0*ar,2.0*ar,-2.0,2.0,-1.0,1.0);   glMatrixMode( GL_MODELVIEW );   glLoadIDentity();}static voIDIDle( voID ){   Zrot = 0.01 * glutGet(gluT_ELAPSED_TIME);   glutPostRedisplay();}static voIDKey( unsigned char key,int x,int y ){   const GLfloat step = 1.0;   (voID) x;   (voID) y;   switch (key) {      case 'a':         Anim = !Anim;         if (Anim)            glutIDleFunc(IDle);         else            glutIDleFunc(NulL);         break;      case 'm':         DoMultisample = !DoMultisample;         break;      case 'z':         Zrot = (int) (Zrot - step);         break;      case 'Z':         Zrot = (int) (Zrot + step);         break;      case 27:         exit(0);         break;   }   glutPostRedisplay();}static voIDInit( voID ){   /* gluT imposes the four samples/pixel requirement */   int s;   glGetIntegerv(GL_SAMPLES_ARB,&s);   if (!glutExtensionSupported("GL_ARB_multisample") || s < 1) {      printf("Warning: multisample antialiasing not supported.\n");      HaveMultisample = GL_FALSE;   }   printf("GL_RENDERER = %s\n",(char *) glGetString(GL_RENDERER));   printf("GL_SAMPLES_ARB = %d\n",s);   glBlendFunc(GL_SRC_Alpha,GL_ONE);   glBlendFunc(GL_SRC_Alpha,GL_ONE_MINUS_SRC_Alpha);   glBlendFunc(GL_SRC_Alpha_SATURATE,GL_ONE);   glGetIntegerv(GL_MulTISAMPLE_ARB,&s);   printf("GL_MulTISAMPLE_ARB = %d\n",s);}intmain( int argc,char *argv[] ){   glutinit( &argc,argv );   glutinitwindowposition( 0,0 );   glutinitwindowsize( 600,300 );   glutinitdisplayMode( gluT_RGB | gluT_Alpha | gluT_DOUBLE |                        gluT_DEPTH | gluT_MulTISAMPLE );   glutCreateWindow(argv[0]);   glutReshapeFunc( Reshape );   glutKeyboardFunc( Key );   glutdisplayFunc( display );   if (Anim)      glutIDleFunc( IDle );   Init();   glutMainLoop();   return 0;}

这是glxinfo输出(不包括视觉信息):

name of display: :0.0display: :0  screen: 0direct rendering: Yesserver glx vendor string: sgiserver glx version string: 1.4server glx extensions:    GLX_ARB_multisample,GLX_EXT_import_context,GLX_EXT_texture_from_pixmap,GLX_EXT_visual_info,GLX_EXT_visual_rating,GLX_MESA_copy_sub_buffer,GLX_OML_swap_method,GLX_sgi_swap_control,GLX_sgiS_multisample,GLX_sgiX_fbconfig,GLX_sgiX_pbuffer,GLX_sgiX_visual_select_group,GLX_INTEL_swap_eventclIEnt glx vendor string: Mesa Project and sgiclIEnt glx version string: 1.4clIEnt glx extensions:    GLX_ARB_create_context,GLX_ARB_create_context_profile,GLX_ARB_get_proc_address,GLX_ARB_multisample,GLX_EXT_framebuffer_sRGB,GLX_EXT_create_context_es2_profile,GLX_MESA_multithread_makecurrent,GLX_MESA_swap_control,GLX_OML_sync_control,GLX_sgi_make_current_read,GLX_sgi_vIDeo_sync,GLX_INTEL_swap_eventGLX version: 1.4GLX extensions:    GLX_ARB_get_proc_address,GLX_EXT_texture_from_pixmapOpenGL vendor string: nouveauOpenGL renderer string: gallium 0.4 on NVC1OpenGL version string: 2.1 Mesa 8.0.4OpenGL shading language version string: 1.30OpenGL extensions:    GL_ARB_multisample,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_blend_color,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_copy_texture,GL_EXT_polygon_offset,GL_EXT_subtexture,GL_EXT_texture_object,GL_EXT_vertex_array,GL_EXT_compiled_vertex_array,GL_EXT_texture,GL_EXT_texture3D,GL_IBM_rasterpos_clip,GL_ARB_point_parameters,GL_EXT_draw_range_elements,GL_EXT_packed_pixels,GL_EXT_point_parameters,GL_EXT_rescale_normal,GL_EXT_separate_specular_color,GL_EXT_texture_edge_clamp,GL_sgiS_generate_mipmap,GL_sgiS_texture_border_clamp,GL_sgiS_texture_edge_clamp,GL_sgiS_texture_lod,GL_ARB_framebuffer_sRGB,GL_ARB_multitexture,GL_EXT_framebuffer_sRGB,GL_IBM_multimode_draw_arrays,GL_IBM_texture_mirrored_repeat,GL_ARB_texture_cube_map,GL_ARB_texture_env_add,GL_ARB_transpose_matrix,GL_EXT_blend_func_separate,GL_EXT_fog_coord,GL_EXT_multi_draw_arrays,GL_EXT_secondary_color,GL_EXT_texture_env_add,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_lod_bias,GL_INGR_blend_func_separate,GL_NV_blend_square,GL_NV_light_max_exponent,GL_NV_texgen_reflection,GL_NV_texture_env_combine4,GL_SUN_multi_draw_arrays,GL_ARB_texture_border_clamp,GL_ARB_texture_compression,GL_EXT_framebuffer_object,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_MESA_window_pos,GL_NV_packed_depth_stencil,GL_NV_texture_rectangle,GL_ARB_depth_texture,GL_ARB_occlusion_query,GL_ARB_shadow,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_mirrored_repeat,GL_ARB_window_pos,GL_EXT_stencil_two_sIDe,GL_EXT_texture_cube_map,GL_NV_depth_clamp,GL_NV_fog_distance,GL_APPLE_packed_pixels,GL_APPLE_vertex_array_object,GL_ARB_draw_buffers,GL_ARB_fragment_program,GL_ARB_fragment_shader,GL_ARB_shader_objects,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ATI_draw_buffers,GL_ATI_texture_env_combine3,GL_EXT_shadow_funcs,GL_EXT_stencil_wrap,GL_MESA_pack_invert,GL_NV_primitive_restart,GL_ARB_depth_clamp,GL_ARB_fragment_program_shadow,GL_ARB_half_float_pixel,GL_ARB_occlusion_query2,GL_ARB_point_sprite,GL_ARB_shading_language_100,GL_ARB_sync,GL_ARB_texture_non_power_of_two,GL_ARB_vertex_buffer_object,GL_ATI_blend_equation_separate,GL_EXT_blend_equation_separate,GL_OES_read_format,GL_ARB_color_buffer_float,GL_ARB_pixel_buffer_object,GL_ARB_texture_compression_rgtc,GL_ARB_texture_rectangle,GL_ATI_texture_compression_3dc,GL_EXT_packed_float,GL_EXT_pixel_buffer_object,GL_EXT_texture_compression_rgtc,GL_EXT_texture_mirror_clamp,GL_EXT_texture_rectangle,GL_EXT_texture_sRGB,GL_EXT_texture_shared_exponent,GL_ARB_framebuffer_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_packed_depth_stencil,GL_ARB_vertex_array_object,GL_ATI_separate_stencil,GL_ATI_texture_mirror_once,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_gpu_program_parameters,GL_EXT_texture_array,GL_EXT_texture_compression_latc,GL_EXT_texture_integer,GL_EXT_texture_sRGB_decode,GL_EXT_timer_query,GL_OES_EGL_image,GL_MESA_texture_array,GL_ARB_copy_buffer,GL_ARB_depth_buffer_float,GL_ARB_draw_instanced,GL_ARB_half_float_vertex,GL_ARB_instanced_arrays,GL_ARB_map_buffer_range,GL_ARB_texture_rg,GL_ARB_texture_swizzle,GL_ARB_vertex_array_bgra,GL_EXT_separate_shader_objects,GL_EXT_texture_swizzle,GL_EXT_vertex_array_bgra,GL_NV_conditional_render,GL_AMD_conservative_depth,GL_AMD_draw_buffers_blend,GL_ARB_ES2_compatibility,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_explicit_attrib_location,GL_ARB_fragment_coord_conventions,GL_ARB_provoking_vertex,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_shader_texture_lod,GL_EXT_provoking_vertex,GL_EXT_texture_snorm,GL_MESA_texture_signed_rgba,GL_NV_texture_barrIEr,GL_ARB_robustness,GL_ARB_transform_Feedback2,GL_ARB_conservative_depth,GL_ARB_texture_storage,GL_EXT_transform_Feedback

glewIsSupported表示扩展名可用,glGetIntegerv表示获取FBConfig时指定的样本数为4.
我不知道发生了什么.

编辑:这是glXqueryExtensionsstring的输出:
GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_sgi_make_current_read GLX_sgi_swap_control GLX_sgi_vIDeo_sync GLX_sgiS_multisample GLX_sgiX_fbconfig GLX_sgiX_pbuffer GLX_sgiX_visual_select_group GLX_EXT_texture_from_pixmap

解决方法 忘记关于MSAA.在nouveau,除非你有非常新的MESA内核X.org.

MSAA是OpenGL 3.0及更高版本的要求.直到最近,它在优先级列表上并不高.你需要Mesa 9.0.

(如果您需要有关如何获取所需软件的提示,请发布您的硬件和软件 – 发行版,内核,mesa,xorg – 版本).

总结

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