glDrawElements中的OpenGL SegFault
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【中文标题】glDrawElements中的OpenGL SegFault【英文标题】:OpenGL SegFault in glDrawElements 【发布时间】:2014-09-20 12:55:57 【问题描述】:我对@987654321@ 的调用产生了分段错误。如果我废弃索引并使用glDrawArrays
,我的顶点缓冲区中的所有内容都会被绘制。所以我的假设是错误在于我填充GL_ELEMENT_ARRAY_BUFFER
的方式,但我没有看到问题。
我有一个为球体生成顶点和索引的球体类。然后我只需以下代码来设置 vbo、vao 等:
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(struct VertexData) * sphere.GetVertices()->size(), sphere.GetVertices()->data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_DOUBLE, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, normal));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, tcoords));
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * sphere.GetIndices()->size(), sphere.GetIndices()->data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
..我看不出有什么问题。
然后我的绘图是这样完成的:
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float t = watch.GetElapsedTimePeriod().count();
float rotation = 0.5/1000.0*t;
rotationMatrix = glm::rotate(rotationMatrix,rotation,glm::vec3(0,1,0));
glm::mat4 modelMatrix = perspectiveMatrix * viewMatrix * rotationMatrix * identitymatrix;
glUseProgram(shaderprogram);
glUniformMatrix4fv(glGetUniformLocation(shaderprogram, "mvpmatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glBindVertexArray(vao);
std::shared_ptr<std::vector<GLushort>> p = sphere.GetIndices();
size_t tt = p->size();
glDrawElements(GL_TRIANGLES,tt,GL_UNSIGNED_SHORT,0);
//glDrawArrays(GL_POINTS,0,(*sphere.GetVertices()).size());
glBindVertexArray(0);
glUseProgram(0);
SDL_GL_SwapWindow(sdlglHandler);
您可以看到我注释掉的glDrawArrays
调用如果我使用它会成功(并且不要在顶部代码中设置索引缓冲区)。 (GL_POINTS
这样我就可以看到正在绘制的每个顶点。)
我已经注意到,如果我在我的球体中生成更少的顶点,程序就不会崩溃。所以起初我认为这是使用GLushort
作为我的索引的类型,但是没有产生那么多顶点,所以它是一个问题。我也使用 GLuint 进行了测试,但这并没有做任何事情。
接下来,我注意到如果我使用小于索引向量的大小(从球体返回),我可以让它工作;但它必须是大小的 1/6 左右(当然,我的球体三角形只绘制了大约 1/6。
我还查看了我的其余代码,以查看我是否正在写入数组或任何内容,很简单,它只是在我使用数组和指针做任何事情的 openGL 代码中。
因为我能够删除索引数组并看到它工作,所以我确信它与此有关;但我无法解决。
哦,最后,VertexData 结构如下所示:
struct VertexData
GLdouble position[4];
GLfloat color[3];
GLfloat normal[3];
GLfloat tcoords[2];
;
大量编辑
我已经删除了我所有的 C++ 封装并生成了这段代码,它给了我同样的错误。我完全不知道在哪里尝试访问私有内存,我觉得它似乎没有溢出:
#include <exception>
#include <iostream>
#include <fstream>
#include <sstream>
#include <list>
#include <string>
#include <algorithm>
#include <functional>
#include <utilities.hpp>
#include <GL/glew.h>
#include <SDL2/sdl.h>
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
struct VertexData
GLdouble position[4];
GLfloat color[3];
GLfloat normal[3];
GLfloat tcoords[2];
;
int main(int argc, char* argv[])
try
SDL_Window* window;
SDL_GLContext context;
if(SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("unable to initialise video");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
window = SDL_CreateWindow("SpaceEngine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 800, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if(!window)
throw std::runtime_error("unable to create window");
context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
GLenum glewErr = glewInit();
if(glewErr != GLEW_OK)
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
throw std::runtime_error(reinterpret_cast<const char*>(glewGetErrorString(glewErr)));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
std::vector<VertexData> vertices;
std::vector<GLushort> indices;
int rings = 200;
int sectors = 200;
float radius = 1.0;
if(rings < 2)
rings = 2;
if(sectors < 2)
sectors = 2;
while(rings * sectors >= std::numeric_limits<GLushort>::max())
rings /= 2;
sectors /= 2;
const GLuint polyCountXPitch = rings+1;
GLuint level = 0;
for(GLuint p1 = 0; p1 < sectors-1; ++p1)
for(GLuint p2 = 0; p2 < rings-1; ++p2)
GLuint curr = level + p2;
indices.push_back(curr + polyCountXPitch);
indices.push_back(curr);
indices.push_back(curr + 1);
indices.push_back(curr + polyCountXPitch);
indices.push_back(curr + 1);
indices.push_back(curr + 1 + polyCountXPitch);
indices.push_back(level + rings - 1 + polyCountXPitch);
indices.push_back(level + rings - 1);
indices.push_back(level + rings);
indices.push_back(level + rings - 1 + polyCountXPitch);
indices.push_back(level + rings);
indices.push_back(level + rings + polyCountXPitch);
level += polyCountXPitch;
const GLuint polyCountSq = polyCountXPitch * sectors; //top point
const GLuint polyCountSq1 = polyCountSq + 1; //bottom point
const GLuint polyCountSqM1 = (sectors - 1) * polyCountXPitch; //last rows first index
for(GLuint p2 = 0; p2 < rings - 1; ++p2)
indices.push_back(polyCountSq);
indices.push_back(p2 + 1);
indices.push_back(p2);
indices.push_back(polyCountSqM1 + p2);
indices.push_back(polyCountSqM1 + p2 + 1);
indices.push_back(polyCountSq1);
indices.push_back(polyCountSq);
indices.push_back(rings);
indices.push_back(rings - 1);
indices.push_back(polyCountSqM1 + rings - 1);
indices.push_back(polyCountSqM1);
indices.push_back(polyCountSq1);
const GLdouble angleX = 2 * pi() / rings;
const GLdouble angleY = pi() / sectors;
GLuint i = 0;
GLdouble axz;
GLdouble ay = 0;
vertices.resize(polyCountXPitch * sectors + 2);
for(GLuint y = 0; y < sectors; ++y)
ay += angleY;
const GLdouble sinay = std::sin(ay);
axz = 0;
for(GLuint xz = 0; xz < rings; ++xz)
const glm::vec3 pos((radius * std::cos(axz) * sinay),radius * std::cos(ay), radius * std::sin(axz) * sinay);
glm::vec3 normal = pos;
normal = glm::normalize(normal);
GLuint tu = 0.5f;
if(y == 0)
if(normal.y != -1.0f && normal.y != 1.0f)
tu = std::acos(glm::clamp<GLdouble>(normal.x/sinay, -1.0f, 1.0f)) * 0.5 * (1.0f/pi());
if(normal.z < 0.0f)
tu = 1 - tu;
else
tu = vertices[i-polyCountXPitch].tcoords[0];
VertexData v;
v.color[0] = 1;
v.color[1] = 1;
v.color[2] = 1;
v.position[0] = pos.x;
v.position[1] = pos.y;
v.position[2] = pos.z;
v.position[3] = 1.0f;
v.normal[0] = normal.x;
v.normal[1] = normal.y;
v.normal[2] = normal.z;
v.tcoords[0] = tu;
v.tcoords[1] = ay * (1.0f/pi());
vertices.at(i) = v;
++i;
axz += angleX;
vertices.at(i) = vertices.at(i - rings);
vertices.at(i).tcoords[0] = 1.0f;
++i;
VertexData v;
v.color[0] = 1;
v.color[1] = 1;
v.color[2] = 1;
v.position[0] = 0;
v.position[1] = radius;
v.position[2] = 0;
v.position[3] = 1.0f;
v.normal[0] = 0;
v.normal[1] = 1;
v.normal[2] = 0;
v.tcoords[0] = 0.5f;
v.tcoords[1] = 0.0f;
vertices.at(i) = v;
++i;
v.position[1] = -radius;
v.normal[1] = -1.0f;
v.tcoords[1] = 1.0f;
vertices.at(i) = v;
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(struct VertexData) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_DOUBLE, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, color));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, normal));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(struct VertexData), (const GLvoid*)offsetof(struct VertexData, tcoords));
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
GLuint shader1,shader2;
std::ifstream file("tutorial2.vert");
if(!file)
throw std::runtime_error("The file tutorial2.vert was not opened");
else
std::string fileContents((std::istreambuf_iterator<char>(file)),std::istreambuf_iterator<char>());
shader1 = glCreateShader(GL_VERTEX_SHADER);
std::string fail = "glCreateShader failed using " + GL_VERTEX_SHADER;
if(!shader1)
throw std::runtime_error(fail.c_str());
const GLchar* contents[1];
contents[0] = fileContents.c_str();
glShaderSource(shader1, 1, contents, NULL);
glCompileShader(shader1);
int compiled;
glGetShaderiv(shader1, GL_COMPILE_STATUS, &compiled);
if(compiled == 0)
int maxLength;
glGetShaderiv(shader1, GL_INFO_LOG_LENGTH, &maxLength);
char* vertexInfoLog = new char[maxLength];
glGetShaderInfoLog(shader1, maxLength, &maxLength, vertexInfoLog);
throw std::runtime_error("Shader failed to compile:\n>\t" + std::string(vertexInfoLog));
std::ifstream file2("tutorial2.frag");
if(!file2)
throw std::runtime_error("The file tutorial2.frag was not opened");
else
std::string fileContents((std::istreambuf_iterator<char>(file2)),std::istreambuf_iterator<char>());
shader2 = glCreateShader(GL_FRAGMENT_SHADER);
std::string fail = "glCreateShader failed using " + GL_FRAGMENT_SHADER;
if(!shader2)
throw std::runtime_error(fail.c_str());
const GLchar* contents[1];
contents[0] = fileContents.c_str();
glShaderSource(shader2, 1, contents, NULL);
glCompileShader(shader2);
int compiled;
glGetShaderiv(shader2, GL_COMPILE_STATUS, &compiled);
if(compiled == 0)
int maxLength;
glGetShaderiv(shader2, GL_INFO_LOG_LENGTH, &maxLength);
char* vertexInfoLog = new char[maxLength];
glGetShaderInfoLog(shader2, maxLength, &maxLength, vertexInfoLog);
throw std::runtime_error("Shader failed to compile:\n>\t" + std::string(vertexInfoLog));
GLuint program = glCreateProgram();
if(!program)
throw std::runtime_error("glCreateProgram failed");
glAttachShader(program, shader1);
glAttachShader(program, shader2);
glBindAttribLocation(program, 0, "in_Position");
glBindAttribLocation(program, 1, "in_Color");
glBindAttribLocation(program, 2, "in_Normal");
glBindAttribLocation(program, 3, "in_UV");
glLinkProgram(program);
int IsLinked;
glGetProgramiv(program, GL_LINK_STATUS, (int *)&IsLinked);
if(IsLinked == 0)
int maxLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
char* shaderProgramInfoLog = new char[maxLength];
glGetProgramInfoLog(program, maxLength, &maxLength, shaderProgramInfoLog);
throw std::runtime_error("Program failed to link:\n>\t" + std::string(shaderProgramInfoLog) + "");
glDetachShader(program, shader1);
glDetachShader(program, shader2);
bool done = false;
while(!done)
SDL_Event event;
while(SDL_PollEvent(&event))
switch(event.type)
case SDL_WINDOWEVENT:
switch(event.window.event)
case SDL_WINDOWEVENT_CLOSE:
done = true;
break;
break;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES,indices.size(),GL_UNSIGNED_SHORT,0);
glBindVertexArray(0);
glUseProgram(0);
SDL_GL_SwapWindow(window);
glUseProgram(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteProgram(program);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "all good in the hood" << std::endl;
catch(const std::exception& e)
std::cout << "ERROR:\t" << e.what() << std::endl;
catch(...)
std::cout << "ERROR" << std::endl;
exit(EXIT_SUCCESS);
我的顶点着色器:
#version 150
precision highp float;
in vec4 in_Position;
in vec3 in_Color;
in vec3 in_Normal;
in vec2 in_UV;
uniform mat4 mvpmatrix;
out vec3 ex_Color;
void main(void)
gl_Position = in_Position;
ex_Color = in_Color;
还有我的 Frag 着色器:
#version 150
precision highp float;
in vec3 ex_Color;
out vec4 gl_FragColor;
void main(void)
gl_FragColor = vec4(ex_Color,1.0);
EDIT2
我什至尝试将一行文本输出到文件中,并逐个遍历索引中的每个三角形。如果我运行它几次,我发现段错误发生在索引数组中的不同点。索引正在查找的顶点在我的顶点数组的范围内。
for(int i = 0; i < tt; i+=3)
file << "attempting " << i/3 << std::endl;
glDrawElements(GL_TRIANGLES,i,GL_UNSIGNED_SHORT,0);
SDL_GL_SwapWindow(sdlglHandler);
所以这告诉我,我正在尝试访问一个超出我发送到 GL_ELEMENT_ARRAY_BUFFER
范围的索引,但我还是看不到问题所在。
【问题讨论】:
最可能的解释是索引数组中有无效的索引。您是否检查了所有索引值,并确认它们都不 >= 顶点数? 嗨@RetoKoradi,感谢您的回复。是的,在球体生成后,我将所有顶点和索引输出到 .txt 文件并查看它们。 我仍然会在代码中添加一些检查。要检查的索引很多,您只需错过其中一个即可。 @PerroAzul 在我的球体生成开始时,我正在检查以确保顶点的数量不会超过 GLushort 的边界,如果它们继续除以 2 直到它们合身。我可以在索引顶点上添加对 std::min_element 和 std::max_element 的调用,并看到最小值为 0,最大值为 40201,这对于 40202 的顶点向量大小非常有效。 【参考方案1】:问题在于对顶点使用 GL_DOUBLE。更改为 GL_FLOAT 似乎已经成功了。
使用double时需要使用glVertexAttribLPointer
。
要有意义地使用 glVertexAttribLPointer,您需要在着色器中重写一行(在 dvec4 in_Position 中)
【讨论】:
【参考方案2】:您对 VAO 的使用看起来是正确的。不过,我可以建议您在执行 glDrawElements 调用之前在索引缓冲区上显式添加 glBindBuffer,即
std::shared_ptr<std::vector<GLushort>> p = sphere.GetIndices();
size_t tt = p->size();
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES,tt,GL_UNSIGNED_SHORT,0);
glBindVertexArray(0);
请注意,即使在今天,VAO 也没有得到很好的优化,更改 VAO 绑定可能意味着性能下降。例如,Valve 对其进行了基准测试,到目前为止,仍然在其源引擎中禁用了使用多个 VAO 的代码路径。在此更改之前,推荐的方法是仅绑定缓冲区对象本身,对于要求 VAO 为每个上下文创建和绑定一次的 OpenGL 配置文件,然后在进一步的操作中忽略它。
【讨论】:
嗨@datenwolf,感谢您的回复。我已经尝试过了,因为我想我可能误解了 openGL 文档以及 VAO 的工作方式。它没有帮助。我不知道 VAO 的性能;我会记住这一点的。GL_ELEMENT_ARRAY_BUFFER
绑定是 VAO 状态的一部分,因此绑定它是多余的,只会损害性能。 @datenwolf,你有指向 Steam 上关于 VAO 声明的最新数据的链接吗?我想不出为什么使用 VAO 至少不如手动设置状态快的原因。 VAO 的整个想法是使状态设置更有效。如果它们得到正确实施,它就会以这种方式工作。
@RetoKoradi:谈论“将源代码移植到 Linux,经验教训”adrienb.fr/blog/wp-content/uploads/2013/04/… – 幻灯片 57。我完全意识到重新绑定元素数组缓冲区应该是多余的,但有时您必须尝试一下这些东西可以消除您被驱动程序错误误导的可能性。
@datenwolf:感谢您的链接。有趣的介绍。不过,“所有实现速度较慢”的说法绝对是错误的。要么他们做错了什么,要么他们没有看得很远。
@RetoKoradi:嗯,他们有自己的技术,并且与所有 GPU 开发人员都有很好的联系。我强烈推荐他们将 Source 引擎移植到 OpenGL 和 Linux 的事后分析,因为那时他们与驱动程序开发人员进行了非常独特的合作,其中部分开源 Linux 驱动程序由 Valve 工作人员完成了优化,并且 Source 引擎得到了一些调整驱动程序开发人员。我猜想 VAO 的性能在很大程度上取决于使用模式,也可能还取决于数据/批处理比率。以上是关于glDrawElements中的OpenGL SegFault的主要内容,如果未能解决你的问题,请参考以下文章
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