openGL MSAA在带有nouveau驱动程序的linux上不起作用
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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 void
PrintString(const char *s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13,(int) *s);
s++;
}
}
static void
Polygon( 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 void
DrawObject( 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 void
Display( 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 void
Reshape( 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 void
Idle( void )
{
Zrot = 0.01 * glutGet(GLUT_ELAPSED_TIME);
glutPostRedisplay();
}
static void
Key( 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 void
Init( 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 = %sn",(char *) glGetString(GL_RENDERER));
printf("GL_SAMPLES_ARB = %dn",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 = %dn",s);
}
int
main( 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: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server 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_event
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client 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_event
GLX version: 1.4
GLX extensions:
GLX_ARB_get_proc_address,GLX_EXT_texture_from_pixmap
OpenGL vendor string: nouveau
OpenGL renderer string: Gallium 0.4 on NVC1
OpenGL version string: 2.1 Mesa 8.0.4
OpenGL shading language version string: 1.30
OpenGL 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. 编辑:这是glXQueryExtensionsString的输出: 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). (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
