代码错误:线程 1:EXC_BAD_ACCESS(代码=1,地址=0x0)
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【中文标题】代码错误:线程 1:EXC_BAD_ACCESS(代码=1,地址=0x0)【英文标题】:code error : Thread 1: EXC_BAD_ACCESS (code=1, address=0x0) 【发布时间】:2019-04-29 15:58:23 【问题描述】:我正在尝试使用 OpenGL 用 C++ 编写代码(我使用 GLFW 和 GLEW 库)。代码如下:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint createShaderProgram()
const char*vshaderSource =
"#version 430 \n"
"void main(void) \n"
"gl_Position = vec4(0.0,0.0,0.0,1.0);";
const char*fshaderSource =
"#version 430 \n"
"out vec4 color; \n"
"void main(void) \n"
"gl_Position = vec4(0.0,0.0,1.0,1.0);";
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vShader,1,&vshaderSource,NULL);
glShaderSource(fShader,1,&fshaderSource,NULL);
glCompileShader(vShader);
glCompileShader(fShader);
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram,vShader);
glAttachShader(vfProgram,fShader);
glLinkProgram(vfProgram);
return vfProgram;
int main()
glfwInit();
// Define version and compatibility settings
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
glUseProgram(renderingProgram);
glDrawArrays(GL_POINT,0,1);
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
glfwMakeContextCurrent(window);
// Check for window creation failure
if (!window)
// Terminate GLFW
glfwTerminate();
return 0;
glewExperimental = GL_TRUE; glewInit();
// Event loop
while(!glfwWindowShouldClose(window))
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
// Terminate GLFW
glfwTerminate(); return 0;
不幸的是,当我运行代码时,我得到一个错误代码:
Thread 1: EXC_BAD_ACCESS (code = 1, address = 0x0).
它应该出现一个黑屏,中间有一个点。
【问题讨论】:
【参考方案1】:多个问题:
在拥有当前 GL 上下文之前调用 GL 函数:
glGenVertexArrays(numVAOs,vao); // nope
glBindVertexArray(vao[0]); // nope
glUseProgram(renderingProgram); // nope
glDrawArrays(GL_POINT,0,1); // nope
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
glfwMakeContextCurrent(window);
将这些调用移动到 after glfwMakeContextCurrent()
(以及您的 GL 加载程序初始化),以便它们具有可操作的 GL 上下文(并检查 window
是否为 NULL before 在glfwMakeContextCurrent()
中使用它):
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow(1430, 800, "Davide", NULL, NULL);
// Check for window creation failure
if (!window)
// Terminate GLFW
glfwTerminate();
return 0;
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE; glewInit();
glGenVertexArrays(numVAOs,vao);
glBindVertexArray(vao[0]);
glUseProgram(renderingProgram);
glDrawArrays(GL_POINT,0,1);
您还应该在glUseProgram()
之前初始化renderingProgram
,也许使用createShaderProgram()
?
gl_Position
在片段着色器中无效。您正在考虑 gl_Color
或用户定义的输出,例如您的 color
输出。
如果您请求的是 GL 3.2 上下文,那么 #version 430
也无效。升级到 GL 4.3 或将着色器降级到 #version 150
。
GL_POINT
不是glDrawArrays()
的有效输入。你在想GL_POINTS
。
每一帧都调用glDrawArrays()
,而不是在你的绘制循环开始时调用一次,这样你就有机会真正看到你的观点。
GLSL 语句后面需要一个分号。
无效:
void main(void)
gl_Position = vec4(0.0,0.0,0.0,1.0)
;
有效:
void main(void)
gl_Position = vec4(0.0,0.0,0.0,1.0); // note the semicolon
// note the lack of semicolon
大家一起:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
void CheckStatus( GLuint obj, bool isShader )
GLint status = GL_FALSE, log[ 1 << 11 ] = 0 ;
( isShader ? glGetShaderiv : glGetProgramiv )( obj, isShader ? GL_COMPILE_STATUS : GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
( isShader ? glGetShaderInfoLog : glGetProgramInfoLog )( obj, sizeof( log ), NULL, (GLchar*)log );
std::cerr << (GLchar*)log << "\n";
std::exit( EXIT_FAILURE );
void AttachShader( GLuint program, GLenum type, const char* src )
GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader, true );
glAttachShader( program, shader );
glDeleteShader( shader );
const char* const vert = 1 + R"GLSL(
#version 150
void main()
gl_Position = vec4(0.0,0.0,0.0,1.0);
)GLSL";
const char* const frag = 1 + R"GLSL(
#version 150
out vec4 color;
void main()
color = vec4(0.0,0.0,1.0,1.0);
)GLSL";
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[ numVAOs ];
int main()
glfwInit();
// Define version and compatibility settings
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );
// Create OpenGL window and context
GLFWwindow* window = glfwCreateWindow( 320, 240, "Davide", NULL, NULL );
// Check for window creation failure
if( !window )
// Terminate GLFW
glfwTerminate();
return 0;
glfwMakeContextCurrent( window );
glewExperimental = GL_TRUE;
glewInit();
glGenVertexArrays( numVAOs, vao );
glBindVertexArray( vao[ 0 ] );
GLuint renderingProgram = glCreateProgram();
AttachShader( renderingProgram, GL_VERTEX_SHADER, vert );
AttachShader( renderingProgram, GL_FRAGMENT_SHADER, frag );
glLinkProgram( renderingProgram );
CheckStatus( renderingProgram, false );
glUseProgram( renderingProgram );
// Event loop
while( !glfwWindowShouldClose( window ) )
// Clear the screen to black
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glDrawArrays( GL_POINTS, 0, 1 );
glfwSwapBuffers( window );
glfwPollEvents();
// Terminate GLFW
glfwTerminate();
return 0;
【讨论】:
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