【问题标题】:OpengGL segmentation faultOpengL 分段错误
【发布时间】:2018-10-15 23:39:55
【问题描述】:

我正在关注tutorial,从中我得到了以下代码。我遵循提供的代码并遇到分段错误。我不明白为什么。我尝试查找它,但发现这种情况主要发生在 Init() 函数之前调用函数时,但这并不相同。可能是什么问题?

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
using namespace glm;
#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"
    "layout (location = 0) in vec3 aPos;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
    "}\0";
const char *fragmentShaderSource = "#version 330 core\n"
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this  statement to fix compilation on OS X
#endif
// glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT,        "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
// check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left  
         0.5f, -0.5f, 0.0f, // right 
         0.0f,  0.5f, 0.0f  // top   
    };

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    glBindVertexArray(0);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glBindVertexArray(0); // no need to unbind it every time 

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------



我编译代码如下:

g++ practice1.cpp -lGL -lGLU -lglfw3 -lGLEW -lX11 -lXi -lXrandr -lXxf86vm -lXinerama -lXcursor -lrt -lm -pthread -ldl



注意:本教程使用glad.h,我没有包含,使用了glew和glm。
编辑:程序中glGenVertexArrays(1, &amp;VAO);出现分段错误。

【问题讨论】:

  • 有很多代码需要我们查看,我看不到任何关于崩溃发生位置的迹象。你能提供更多背景信息吗?
  • 我尝试使用 gdb 进行调试,但无法跟踪。基本上,它的代码通过设置自定义顶点和片段着色器来绘制三角形。
  • 您需要一个可以查明故障发生位置的调试器,以便您找出导致该故障点的原因并进行修复。由于越界内存访问或使用未初始化的数据,C++ 崩溃经常发生。检查一切是否正确初始化。
  • 一种古老的技术:printf 调试。您可以在整个程序中散布 printf 语句,看看最后打印的是什么。您可以先将其分成 4 或 5 个部分,然后在第二次通过时,将更多 printf 语句添加到最后打印的内容之后的区域,直到找到一个语句,其中 printf 发生之前,但 printf 在它之后没有。这将帮助您确定哪个语句导致了段错误。
  • 你没有调用glewInit(),这意味着OpenGL函数可能没有正确加载。

标签: c++ opengl segmentation-fault


【解决方案1】:

需要首先从驱动程序中检索 1.1 版以外的 OpenGL 命令(这在 Apple 机器上不适用)。对于此任务,您使用 Glew。好的。但是你必须初始化它。类似的东西

  glfwMakeContextCurrent(window);

  //Now we have a valid context as current, let's allow glew to do its job                                
  glewExperimental = GL_TRUE; //Ensure it get all pointers
  if ( GLEW_OK != glewInit() )
  {
      //glewInit failed, something is seriously wrong.
     return false; //or any handling here
  }

然后您可以继续创建着色器等。

【讨论】:

  • 程序在创建着色器时显示分段错误。
  • 正确,因为着色器的命令(例如glCreateShader)适用于 OpenGL >= 2.0。如果您不检索它们(使用 glew 或高兴等),它们会指向 NULL 并且您会遇到分段错误。
  • 我在 sn-p 中添加,现在在程序中的“设置顶点数据(和缓冲区)并配置顶点属性”注释之后发生分段错误。
  • 如果在glGenVertexArrays 失败,最好使用GLsizei 而不是unsigned int。根据您的操作系统(例如 32 位或 64 位),它们并不相同。
  • @Ripi2 我在将其指向 glGenVertexArrays 后找到了解决方案。解决方案是glewExperimental = GL_TRUE; glewInit() 之前。如果您也可以更新您的答案,我可以接受。
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