大小太大时 VBO + glBufferData 崩溃
Posted
技术标签:
【中文标题】大小太大时 VBO + glBufferData 崩溃【英文标题】:VBO + glBufferData crash when size too high 【发布时间】:2012-03-26 15:26:52 【问题描述】:我正在尝试运行一个简单的 VBO。但是当我打电话时
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*vertexcount, vertices, GL_STATIC_DRAW);
它只是崩溃,但只有当顶点数超过 1531 时。是的,“顶点”数组存储,或者更确切地说,分配了足够的空间,用于超过 1531 个元素。 这是我的顶点结构:
typedef struct
float x, y, z;
float nx, ny, nz;
float u, v;
Vertex, vertex;
所以它应该是 32 字节。 32 字节 * 1531 = 48992 字节 = 48kb。
但是对于普通的 VBO 来说,48kb 似乎不会太高?我不明白发生了什么。
编辑:
Windows Xp 32 位服务包 3
英伟达 GeForce 9800GT 1024mb
编辑2: 我的完整代码的简短版本: (有趣的部分在底部)
#include <windows.h>
#include <glew.h>
#include <wglew.h>
#include <gl3.h>
#include <gl/glu.h>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
typedef struct
float x, y, z;
float nx, ny, nz;
float u, v;
Vertex, vertex;
typedef struct
int first, second, third;
VertexIndex, vertexindex, vindex, Vindex;
typedef struct
unsigned int vao;
unsigned int vertexcount, indexcount;
Mesh, mesh;
typedef struct
HWND hwnd;
HDC hdc;
HGLRC hrc;
GLWindow, Window, window;
void WindowShenanigans(Window *w, HINSTANCE *hinstance, WNDPROC WindowProc)
HWND tmp_hwnd;
WNDCLASS wndclass;
ZeroMemory(&wndclass, sizeof(WNDCLASS));
wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_GLOBALCLASS;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.lpszMenuName = 0;
wndclass.hIcon = 0;
wndclass.hInstance = *hinstance;
wndclass.lpszClassName = "glclass";
wndclass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);
wndclass.hCursor = LoadCursor(0, IDC_ARROW);
wndclass.lpfnWndProc = WindowProc;
if(RegisterClass(&wndclass) == 0)
return;
ShowCursor(TRUE);
tmp_hwnd = CreateWindowA ( "glclass",
"bla",
WS_BORDER | WS_CAPTION | WS_SYSMENU,
0, 0,
600,
800,
HWND_DESKTOP,
NULL,
hinstance,
NULL);
w->hwnd = tmp_hwnd;
unsigned int PixelFormat;
PIXELFORMATDESCRIPTOR pfd;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.cStencilBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
w->hdc = GetDC(w->hwnd);
PixelFormat = ChoosePixelFormat(w->hdc, &pfd);
SetPixelFormat(w->hdc, PixelFormat, &pfd);
int attrib[] =
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 2,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0
; //OpenGL Context
HGLRC tmphrc = wglCreateContext(w->hdc);
wglMakeCurrent (w->hdc, tmphrc);
PFNWGLCREATEBUFFERREGIONARBPROC wglCreateContextAttribsARB = (PFNWGLCREATEBUFFERREGIONARBPROC)wglGetProcAddress( "wglCreateContextAttribsARB" );
w->hrc = (HGLRC)wglCreateContextAttribsARB( w->hdc, 0, (UINT)attrib ) ;
ShowWindow(w->hwnd, SW_SHOW);
UpdateWindow(w->hwnd);
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
switch(msg)
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_CLOSE:
PostQuitMessage(0);
return 0;
case WM_CREATE:
break;
case WM_SIZE:
break;
case WM_PAINT:
break;
return DefWindowProc(hwnd, msg, wparam, lparam);
BOOL ProcessMessage(MSG *msg)
if(GetMessage(msg, NULL, 0, 0) != 0)
TranslateMessage(msg);
DispatchMessage(msg);
return TRUE;
else
return FALSE;
///////////////////////////////////////////////////////////////////////////////////////////
void DataUpload(Mesh *m, Vindex *indices, Vertex *vertices)
unsigned int vbo, index_vbo;
glGenVertexArrays(1, &m->vao);
glBindVertexArray(m->vao);
glGenBuffers(1, &index_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*3500, indices, GL_STATIC_DRAW);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// MessageBox(HWND_DESKTOP, "3..2..1..", "", MB_OK);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*3500, vertices, GL_STATIC_DRAW);
// MessageBox(HWND_DESKTOP, "YEA", "", MB_OK);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float)*3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float)*6));
glBindVertexArray(0);
void MeshGenerate(Mesh *m, float x, float y, float z)
int i;
Vertex *vertices;
Vindex *indices;
m->vertexcount = 3500;
m->indexcount = 3500;
vertices = malloc(3500*sizeof(vertex));
indices = malloc(3500*sizeof(vindex));
for(i = 0; i<3500; i++)
vertices[i].x = 1.0f;
vertices[i].y = 1.0f;
vertices[i].z = 1.0f;
vertices[i].nx = 1.0f;
vertices[i].ny = 1.0f;
vertices[i].nz = 1.0f;
vertices[i].u = 1.0f;
vertices[i].v = 1.0f;
for(i = 0; i<3500; i++)
indices[i].first = 1;
indices[i].second = 1;
indices[i].third = 1;
DataUpload(m, vertices, indices);
return;
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int nshowcmd)
MSG msg;
BOOL isActive = 1;
window w;
WindowShenanigans(&w, &hinstance, WindowProc);
glewInit();
Mesh m;
MeshGenerate(&m, 1.0f, 1.0f, 1.0f);
while(isActive == 1)
SwapBuffers(w.hdc);
isActive = ProcessMessage(&msg);
return msg.wParam;
////////////////////////////////////////////////////////////////////////////////
【问题讨论】:
它只是一个好的旧段错误吗? 发布SSCCE。 看看分配相同的内存是否有帮助? 多个 MB 的 VBO 在我的机器上工作正常。我怀疑大小只是碰巧暴露了一些其他错误。 什么平台?我认为当 GPU 驱动程序尝试读取存储在数组“顶点”中的数据时,它会遇到某种障碍。没有更多细节很难说。 【参考方案1】:ogl.c: In function `MeshGenerate':
ogl.c:200: 警告:从不兼容的指针类型传递 DataUpload' from incompatible pointer type
ogl.c:200: warning: passing arg 3 of
DataUpload' 的 arg 2
我没有安装 glew,所以我无法让示例正常工作。但这绝对是个问题。
DataUpload(m, vertices, indices);
应该是
DataUpload(m, indices, vertices);
【讨论】:
是的,我没有注意到 <_>以上是关于大小太大时 VBO + glBufferData 崩溃的主要内容,如果未能解决你的问题,请参考以下文章