【发布时间】:2014-05-11 13:40:38
【问题描述】:
我刚刚使用 SDL 1.2 完成了俄罗斯方块克隆,现在我正在尝试使用 SDL2 制作更好的版本。但是我遇到了分段错误,我不知道为什么。
这是 valgrind 报告:
==9471== Memcheck, a memory error detector
==9471== Copyright (C) 2002-2013, and GNU GPL'd, by Julian Seward et al.
==9471== Using Valgrind-3.9.0 and LibVEX; rerun with -h for copyright info
==9471== Command: ./tetris
==9471==
==9471== Thread 2:
==9471== Invalid read of size 8
==9471== at 0xB4B57A9: ??? (in /usr/lib/x86_64-linux-gnu/nvidia/current/libGL.so.319.82)
==9471== by 0x4E8094E: ??? (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x4E799EA: SDL_CreateTexture (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x4E79C6D: SDL_CreateTextureFromSurface (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x401176: load_texture.3137.2439
==9471== by 0x401194: video_load_image.2436
==9471== by 0x4011B6: block_image_load_all.2429
==9471== by 0x4017BD: run_game_logic.2384
==9471== by 0x541B061: start_thread (pthread_create.c:312)
==9471== by 0x5715A3C: clone (clone.S:111)
==9471== Address 0x8c0 is not stack'd, malloc'd or (recently) free'd
==9471==
==9471==
==9471== Process terminating with default action of signal 11 (SIGSEGV)
==9471== Access not within mapped region at address 0x8C0
==9471== at 0xB4B57A9: ??? (in /usr/lib/x86_64-linux-gnu/nvidia/current/libGL.so.319.82)
==9471== by 0x4E8094E: ??? (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x4E799EA: SDL_CreateTexture (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x4E79C6D: SDL_CreateTextureFromSurface (in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.1.0)
==9471== by 0x401176: load_texture.3137.2439
==9471== by 0x401194: video_load_image.2436
==9471== by 0x4011B6: block_image_load_all.2429
==9471== by 0x4017BD: run_game_logic.2384
==9471== by 0x541B061: start_thread (pthread_create.c:312)
==9471== by 0x5715A3C: clone (clone.S:111)
==9471== If you believe this happened as a result of a stack
==9471== overflow in your program's main thread (unlikely but
==9471== possible), you can try to increase the size of the
==9471== main thread stack using the --main-stacksize= flag.
==9471== The main thread stack size used in this run was 8388608.
以及功能:
SDL_Texture *video_load_image(const char *file)
{
return load_texture(file);
}
static SDL_Texture *load_texture(const char *path)
{
SDL_Surface *surface;
SDL_Texture *texture;
if((surface = SDL_LoadBMP(path)) == NULL){
puts("invalid path");
return NULL;
}
texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
return texture;
}
char *image_path[BLOCK_COUNT] = {
"img/block_dark_cyan32.bmp", "img/block_dark_red32.bmp",
"img/block_dark_brown32.bmp", "img/block_dark_magenta32.bmp",
"img/block_dark_gray32.bmp", "img/block_dark_green32.bmp",
"img/block_dark_blue32.bmp",
"img/block_wall32.bmp", "img/block_empty32.bmp"
};
SDL_Texture *textures[BLOCK_COUNT];
int block_image_load_all(void)
{
for(int i = 0; i < BLOCK_COUNT; ++i){
if((textures[i] = video_load_image(image_path[i])) == NULL){
while(i > 0)
video_free_image(textures[--i]);
return ERROR;
}
}
return SUCCESS;
}
这里是什么导致分段错误?
更新:将渲染器切换到SDL_RENDERER_SOFTWARE 可以解决问题,但我想使用SDL_RENDERER_ACCELERATED
我不认为问题出在驱动程序上,因为我在另一个程序中成功使用了SDL_RENDERER_ACCELERATED。
【问题讨论】:
-
渲染器是否在纹理加载时完全初始化?您确定您的 OpenGL 驱动程序运行正常吗?至少使用
glxinfo和glxgears对其进行测试。另外,valgrind是内存调试器;如果发生崩溃,最好使用像gdb这样的普通调试器(但它与您的问题没有直接关系) -
@keltar 我相信这与此代码或图像有关,因为
SDL_RENDERER_ACCELERATED标志在另一个类似项目中正常工作。 -
@keltar 我按照您的建议对两者进行了测试,没有问题。图像格式可能是问题吗?我使用 gimp 创建了块并导出为 ARGB 32 位。
-
您不会在代码中显示
BLOCK_COUNT的定义 - 如果它超过image_path中的字符串数,那么您可以使用空指针调用video_load_image。 -
@2013Asker 您如何制作完整的可编译的最小示例,包括您有问题的图像之一并将其上传到某个地方?可能有很多原因,但仅凭这些代码片段是不可能的。
标签: c segmentation-fault sdl sdl-2