用MinGW实现C语言中的分段错误
代码可以编译,但在运行时崩溃 我认为是VertexShaderSource和FragmentShaderSource造成了问题,但我似乎找不到它 我已经尝试解决这个问题好几天了,所以非常感谢您的帮助 如果删除了以下代码行,程序似乎可以按预期运行用MinGW实现C语言中的分段错误,c,segmentation-fault,gdb,mingw,C,Segmentation Fault,Gdb,Mingw,代码可以编译,但在运行时崩溃 我认为是VertexShaderSource和FragmentShaderSource造成了问题,但我似乎找不到它 我已经尝试解决这个问题好几天了,所以非常感谢您的帮助 如果删除了以下代码行,程序似乎可以按预期运行 GLuint RedShader = CreateShader(); glUseProgram(RedShader); 下面是用于编译的命令行 gcc-g..\Source\main.c..\Source\Window.c..\Source\OpenG
GLuint RedShader = CreateShader();
glUseProgram(RedShader);
下面是用于编译的命令行
gcc-g..\Source\main.c..\Source\Window.c..\Source\OpenGL.c..\Source\Shader.c-lopengl32-lgdi32-o..\Binary\Project.exe
以下是来自GDB控制台的一个片段:
程序接收信号SIGSEGV,分段故障
0x00000000英寸
gdb在哪里
0x00000000英寸
CreateShader VertexShaderSource=0x26f018中的0x00401991,>FragmentShaderSource=0x26f014 at..\Source\Shader.c:5
0x00401432位于..\Source\main.c:12的main中
代码如下:
Main.c
窗户
OpenGL.h
着色器.c
忘记了通话约定
extern void (* glGenBuffers) (GLsizei n, GLuint *buffers);
应改为:
extern void (__stdcall * glGenBuffers) (GLsizei n, GLuint *buffers);
但是,在“window.h”文件中有一条语句include..\Header\window.h,这意味着头文件包含了它自己。谢天谢地,您的window.h文件有“include guards”,但为什么还要尝试包含它自己呢?在一个源文件中定义/设置的变量,其中在头文件中声明的变量在包含相同头文件的另一个源文件中看不到。相反,第二个源文件将看到一组未设置的新变量。建议在源文件中声明变量,并使头文件仅包含“extern”语句。可以显示用于编译的命令行,以便我们可以看到链接到的确切库吗?感谢@user3629249的帮助,不幸的是,这并没有解决问题。@MarkPlotnick我添加了compile命令。
#include "..\Header\Window.h"
static HDC DeviceContext;
static HWND Window;
static HGLRC RenderContext;
LRESULT CALLBACK EventHandler(HWND Window, UINT Message, WPARAM WordParameter, LPARAM LongParameter);
void Project_CreateWindow(const char * Title, const unsigned short Width, const unsigned short Height)
{
WNDCLASSEX WindowClass = {sizeof(WNDCLASSEX), CS_OWNDC, EventHandler, 0, 0, GetModuleHandle(0), 0, 0, 0, 0, "WindowClass", 0};
RegisterClassEx(&WindowClass);
Window = CreateWindowEx(0, WindowClass.lpszClassName, Title, WS_OVERLAPPEDWINDOW, (GetSystemMetrics(SM_CXSCREEN) / 2) - (Width / 2), (GetSystemMetrics(SM_CYSCREEN) / 2) - (Height / 2), Width, Height, 0, 0, WindowClass.hInstance, 0);
PIXELFORMATDESCRIPTOR PixelFormat = {sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0};
if ((DeviceContext = GetDC(Window)) == 0)
{
//TODO: Device Context Creation Failed
}
SetPixelFormat(DeviceContext, ChoosePixelFormat(DeviceContext, &PixelFormat), &PixelFormat);
if ((RenderContext = wglCreateContext(DeviceContext)) == 0)
{
//TODO: Render Context Creation Failed
}
if ((wglMakeCurrent(DeviceContext, RenderContext)) == 0)
{
//TODO: Make Context Current Failed
}
ShowWindow(Window, SW_SHOW);
GetOpenGLFunctionPointers();
}
void Project_DestroyWindow()
{
wglMakeCurrent(0, 0);
wglDeleteContext(RenderContext);
ReleaseDC(Window, DeviceContext);
DestroyWindow(Window);
}
void Project_UpdateWindow()
{
MSG Message;
if (PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&Message);
DispatchMessage(&Message);
}
SwapBuffers(DeviceContext);
}
LRESULT CALLBACK EventHandler(HWND Window, UINT Message, WPARAM WordParameter, LPARAM LongParameter)
{
return DefWindowProc(Window, Message, WordParameter, LongParameter);
}
#ifndef OPENGL_HEADER
#define OPENGL_HEADER
#include <stddef.h.>
#include <GL\GL.h>
#include <windows.h>
#include <Wingdi.h>
#define GL_ARRAY_BUFFER 0x8892
#define GL_STATIC_DRAW 0x88E4
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
typedef char GLchar;
typedef ptrdiff_t GLsizeiptr;
extern void (* glGenBuffers) (GLsizei n, GLuint *buffers);
extern void (* glBindBuffer) (GLenum target, GLuint buffer);
extern void (* glBufferData) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
extern void (* glEnableVertexAttribArray) (GLuint index);
extern void (* glVertexAttribPointer) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
extern void (* glDisableVertexAttribArray) (GLuint index);
extern GLuint (* glCreateProgram) (void);
extern GLuint (* glCreateShader) (GLenum type);
extern void (* glShaderSource) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
extern void (* glCompileShader) (GLuint shader);
extern void (* glAttachShader) (GLuint program, GLuint shader);
extern void (* glLinkProgram) (GLuint program);
extern void (* glUseProgram) (GLuint program);
void GetOpenGLFunctionPointers();
#endif
#include "..\Header\OpenGL.h"
#include <stdio.h>
void *GetOpenGLFunctionAddress(const char *name);
void (* glGenBuffers) (GLsizei n, GLuint *buffers);
void (* glBindBuffer) (GLenum target, GLuint buffer);
void (* glBufferData) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
void (* glEnableVertexAttribArray) (GLuint index);
void (* glVertexAttribPointer) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
void (* glDisableVertexAttribArray) (GLuint index);
GLuint (* glCreateProgram) (void);
GLuint (* glCreateShader) (GLenum type);
void (* glShaderSource) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
void (* glCompileShader) (GLuint shader);
void (* glAttachShader) (GLuint program, GLuint shader);
void (* glLinkProgram) (GLuint program);
void (* glUseProgram) (GLuint program);
void GetOpenGLFunctionPointers()
{
glGenBuffers = (void *)GetOpenGLFunctionAddress("glGenBuffers");
glBindBuffer = (void *)GetOpenGLFunctionAddress("glBindBuffer");
glBufferData = (void *)GetOpenGLFunctionAddress("glBufferData");
glEnableVertexAttribArray = (void *)GetOpenGLFunctionAddress("glEnableVertexAttribArray");
glVertexAttribPointer = (void *)GetOpenGLFunctionAddress("glVertexAttribPointer");
glDisableVertexAttribArray = (void *)GetOpenGLFunctionAddress("glDisableVertexAttribArray");
glCreateProgram = (void *)GetOpenGLFunctionAddress("glCreateProgram");
glCreateShader = (void *)GetOpenGLFunctionAddress("glCreateShader");
glShaderSource = (void *)GetOpenGLFunctionAddress("glShaderSource");
glCompileShader = (void *)GetOpenGLFunctionAddress("glCompileShader");
glAttachShader = (void *)GetOpenGLFunctionAddress("glAttachShader");
glLinkProgram = (void *)GetOpenGLFunctionAddress("glLinkProgram");
glUseProgram = (void *)GetOpenGLFunctionAddress("glUseProgram");
}
void *GetOpenGLFunctionAddress(const char *FunctionName)
{
void *FunctionPointer = (void *)wglGetProcAddress(FunctionName);
if(FunctionPointer == 0 || (FunctionPointer == (void*)0x1) || (FunctionPointer == (void*)0x2) || (FunctionPointer == (void*)0x3) || (FunctionPointer == (void*)-1))
{
HMODULE Module = LoadLibraryA("opengl32.dll");
FunctionPointer = (void *)GetProcAddress(Module, FunctionName);
if(FunctionPointer == 0 || (FunctionPointer == (void*)0x1) || (FunctionPointer == (void*)0x2) || (FunctionPointer == (void*)0x3) || (FunctionPointer == (void*)-1))
{
printf("%s %i", "Invalid OpenGL Function Pointer, Last Error:", GetLastError());
}
}
return FunctionPointer;
}
#ifndef SHADER_HEADER
#define SHADER_HEADER
#include "..\Header\OpenGL.h"
GLuint CreateShader();
#endif
#include "..\Header\Shader.h"
GLuint CreateShader()
{
const GLchar * VertexShaderSource = "#version 330 core\n layout(location = 0) in vec3 vertexPosition_modelspace;\n void main(){\n gl_Position.xyz = vertexPosition_modelspace;\n gl_Position.w = 1.0;\n }";
const GLchar * FragmentShaderSource = "#version 330 core\n out vec3 color;\n void main(){\n color = vec3(1.0f, 0.55f, 0.0f);\n }";
GLuint ShaderProgram = glCreateProgram();
GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(VertexShader, 1, &VertexShaderSource, 0);
glShaderSource(FragmentShader, 1, &FragmentShaderSource, 0);
glCompileShader(VertexShader);
glCompileShader(FragmentShader);
glAttachShader(ShaderProgram, VertexShader);
glAttachShader(ShaderProgram, FragmentShader);
glLinkProgram(ShaderProgram);
return ShaderProgram;
}
extern void (* glGenBuffers) (GLsizei n, GLuint *buffers);
extern void (__stdcall * glGenBuffers) (GLsizei n, GLuint *buffers);