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标题: NVIDIA OpenGL 4.2 驱动新版本 280.36,支持 DX11 GPU [打印本页]

作者: Edison    时间: 2011-8-25 18:16
标题: NVIDIA OpenGL 4.2 驱动新版本 280.36,支持 DX11 GPU


作者: apogee800    时间: 2011-8-25 19:03
沙发~~~Downloading
作者: LLGG3    时间: 2011-8-25 22:12
正式版???
作者: erhang    时间: 2011-8-26 00:12
测试版              
作者: 705nk    时间: 2011-8-28 11:51
LLGG3 发表于 2011-8-25 22:12
正式版???

developer.xxxx.com/xxxx
作者: jocover    时间: 2011-8-28 17:30
本帖最后由 jocover 于 2011-8-28 17:37 编辑

GLSL代码
  1. #version 330 core
  2. #extension GL_ARB_shading_language_420pack:enable
  3. #define POSITION        0
  4. #define COLOR                3
  5. #define TEXCOORD        4
  6. #define FRAG_COLOR        0
  7. #define MATERIAL        0
  8. #define TRANSFORM0        1
  9. #define TRANSFORM1        2       

  10. layout(binding = TRANSFORM0) uniform transform
  11. {
  12.         mat4 MVP;
  13. } Transform[2];
  14. layout(location = POSITION) in vec2 Position;

  15. void main()
  16. {       

  17.         gl_Position = Transform[gl_InstanceID].MVP * vec4(Position, 0.0, 1.0);
  18. }
复制代码
编译报错
Internal error: assembly compile error for vertex shader at offset 543:
-- error message --
line 15, column 15:  error: expected '='
line 25, column 25:  error: expected ';'
line 26, column 25:  error: expected ';'
line 29, column 25:  error: expected ';'
-- internal assembly text --
!!NVvp4.0
OPTION NV_parameter_buffer_object2;
# cgc version 3.1.0001, build date Aug 21 2011
# command line args:
#vendor NVIDIA Corporation
#version 3.1.0.1
#profile gp4vp
#program main
#semantic transform.Transform
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var int gl_InstanceID : $vin.INSTANCEID : INSTANCEID : -1 : 1
#var float4x4 Transform[0].MVP : BUFFER[0] : buffer[0][0], 4 : -1 : 1
#var float4x4 Transform[1].MVP : BUFFER[1] : buffer[1][0], 4 : -1 : 0
#var float2 Position : $vin.ATTR0 : ATTR0 : -1 : 1
CBUFFER buf0[][] = { program.buffer[0..1] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..0] };
TEMP R0, R1, R2;
MOV.S R1.y, {16, 0, 0, 0}.x;
MUL.S R0.x, R1.y, {3, 0, 0, 0};
MUL.S R1.x, R1.y, {1, 0, 0, 0};
MUL.S R2.y, R1, {0, 0, 0, 0}.x;
MOV.U R2.x, vertex.instance;
MOV.U R0.x, R0;
MOV.U R1.x, R1;
LDC.F32X4 R1, buf0[R2.x][R1.x];
LDC.F32X4 R0, buf0[R2.x][R0.x];

MOV.U R2.y, R2;
MUL.F R1, vertex.attrib[0].y, R1;
LDC.F32X4 R2, buf0[R2.x][R2.y];
MAD.F R1, vertex.attrib[0].x, R2, R1;
ADD.F R0, R1, R0;
ADD.F result.position, R0, {0, 0, 0, 0}.x;
END
# 15 instructions, 3 R-regs






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