Index expression must be constant - WebGL/GLSL error

Joey Morani picture Joey Morani · Oct 23, 2013 · Viewed 12.8k times · Source

I'm having trouble accessing an array in a fragment shader using a non-constant int as the index. I've removed the formula as it wouldn't make much sense here anyway, but my code is meant to calculate the tileID based on the current pixel and use that to determine the color.

Here's my code:

int tileID = <Insert formula here>;

vec3 colorTest;

int arrayTest[1024];
for (int x = 0; x < 1024; x++) {
    if (x == 1) arrayTest[x] = 1;
    else arrayTest[x] = 2;
}

if (arrayTest[tileID] == 1) colorTest = vec3(0.0, 1.0, 0.0);
else if (arrayTest[tileID] == 2) colorTest = vec3(1.0, 0.0, 0.0);
else colorTest = vec3(0.0, 0.0, 0.0);

Apparently GLSL doesn't like this and I get the error:

'[]' : Index expression must be constant

Does anyone know how I would fix this? Thanks.

Answer

david van brink picture david van brink · Oct 23, 2013

As background -- GLSL looks a lot like C, but compiles a bit different. Things are very unrolled, and conditionals may be executed in parallel and switched at the end, that sort of thing. Depends on the hardware...

You can use loop indices or constants to index into arrays. The assignment in your loop is ok, but the access by tileID isn't.

WebGL Shader language is from GLES, documented

http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf

The Appendix, section 5, discusses:

Indexing of Arrays, Vectors and Matrices
Definition:
constant-index-expressions are a superset of constant-expressions. Constant-index-expressions can include loop indices as defined in Appendix A section 4.
The following are constant-index-expressions:
• Constant expressions
• Loop indices as defined in section 4
• Expressions composed of both of the above
When used as an index, a constant-index-expression must have integral type.

Hope that helps!


Oh, as for fixing it, in the exact example above... looks like you could compute from tileID rather than precompute and index.

Or, precompute whatever array you like, and pass it in as a texture. A texture, of course, can be indexed however you like.

Here's a javascript helper method I use, to pass floats down to the shaders:

function glSetupStuff() { ...
...
if(!gl.getExtension("OES_texture_float"))   // <<-- enables RGBA float values, handy!
    alert("cant pass in floats, use 8-bit values instead.");
... }

/*
 * Pass in an array of rgba floats,
 * for example: var data = new Float32Array([0.1,0.2,0.3,1,  .5,.5,1.0,1]);
 */
function textureFromFloats(gl,width,height,float32Array) 
{
var oldActive = gl.getParameter(gl.ACTIVE_TEXTURE);
gl.activeTexture(gl.TEXTURE15); // working register 31, thanks.

var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 
                width, height, 0, 
                gl.RGBA, gl.FLOAT, float32Array);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);

gl.activeTexture(oldActive);

return texture;
}

Note the use of gl.NEAREST, so it doesn't "blur" your values! Then you can set it up before the gl.drawXxx call, with something like

textureUnit = 3;  // from 0 to 15 is ok
gl.activeTexture(gl.TEXTURE0 + textureUnit);
gl.bindTexture(gl.TEXTURE_2D, texture);

var z = gl.getUniformLocation(prog, "uSampler");
gl.uniform1i(z, textureUnit);

And in the shader (I believe fragment or vertex; some earlier webgl's didn't support vertex textures...)

uniform sampler2D uSampler;
...
vec4 value = texture2D(uSampler, vec2(xValueBetween0And1,yValueBetween0And1));

So, you have to index appropriately for the array-as-texture size, within range of 0 to 1. Try to sample from the middle of each value/pixel. Like, if the array is 2 values wide, index by 0.25 and 0.75.

That's the gist of it!