【问题标题】:MinGW - ld.exe crashes while linking SFML static librariesMinGW - 链接 SFML 静态库时 ld.exe 崩溃
【发布时间】:2014-05-05 12:04:45
【问题描述】:

问题

我正在尝试使用使用 SFML 图形库(用于 OpenGL)的 MinGW 的 g++ 编译一段非常简单的代码。我的链接声明如下所示:

g++ -o hello.exe hello.o -Llib -lsfml-window-s -lsfml-system-s -lglew32s -lgdi32 -lopengl32

当我运行它时,我会看到一条 Windows 消息“ld.exe 已停止工作”,命令行响应是:

c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: BFD (GNU Binutils) 2.23.2 assertion fail ../../binutils-2.23.2/bfd/cofflink.c:2
89
collect2.exe: error: ld returned 5 exit status

以下链接语句确实有效(但它需要我使用不理想的动态库):

g++ -o hello.exe hello.cpp -Iinclude -Llib -lsfml-window -lsfml-system -lglew32s -lgdi32 -lopengl32

我的代码如下所示:(来自open.gl网站上的教程)

// Link statically with GLEW
#define SFML_STATIC
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <iostream>

// Shader sources
const GLchar* vertexSource =
    "#version 150 core\n"
    "in vec2 position;"
    "void main() {"
    " gl_Position = vec4(position, 0.0, 1.0);"
    "}";
const GLchar* fragmentSource =
    "#version 150 core\n"
    "out vec4 outColor;"
    "void main() {"
    " outColor = vec4(1.0, 1.0, 1.0, 1.0);"
    "}";

int main()
{
    sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL", sf::Style::Titlebar | sf::Style::Close);

    // Initialize GLEW
    glewExperimental = GL_TRUE;
    glewInit();

    // Create Vertex Array Object
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    // Create a Vertex Buffer Object and copy the vertex data to it
    GLuint vbo;
    glGenBuffers(1, &vbo);

    GLfloat vertices[] = {
        0.0f, 0.5f,
        0.5f, -0.5f,
        -0.5f, -0.5f
    };

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

    // Create and compile the vertex shader
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);

    // Create and compile the fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);

    // Link the vertex and fragment shader into a shader program
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glBindFragDataLocation(shaderProgram, 0, "outColor");
    glLinkProgram(shaderProgram);
    glUseProgram(shaderProgram);



   // Specify the layout of the vertex data
    GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
    glEnableVertexAttribArray(posAttrib);
    glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);

    while (window.isOpen())
    {
        sf::Event windowEvent;
        while (window.pollEvent(windowEvent))
        {
            switch (windowEvent.type)
            {
            case sf::Event::Closed:
                window.close();
                break;
            }
        }

        // Clear the screen to black
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Draw a triangle from the 3 vertices
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Swap buffers
        window.display();
    }

    glDeleteProgram(shaderProgram);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);

    glDeleteBuffers(1, &vbo);

    glDeleteVertexArrays(1, &vao);
}

我已经尝试过的

  1. 重新安装 MinGW
  2. 创建一个新文件夹并将所有必要的文件移入并从头开始编译/链接

【问题讨论】:

  • 会不会是 32/64 位兼容性问题?

标签: c++ opengl linker mingw sfml


【解决方案1】:

Farmer 的解决方案也对我有用。但是,为了成功链接,我必须将 GLEW 链接选项放在 SFML 链接选项之前。这是我的命令行的样子...

g++ -o Open.GL_02_SFML.exe Open.GL_02_SFML_MAIN.o -lglew64s -lsfml-window-s -lsfml-system-s

请注意,我链接的是 64 位 GLEW 库而不是 32 位。我不知道这是否有什么不同,但你不能太小心。

【讨论】:

    【解决方案2】:

    我一直在努力解决同样的问题,并通过从链接库中删除 opengl32 来解决它。我认为这可能是由于 SFML 已经链接了 OpenGL 和 GLEW。自己链接到 GLEW 会导致多个定义,而链接到 OpenGL 似乎会导致此崩溃。

    【讨论】:

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