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C++ glMapBufferRange为我提供了访问冲突_C++_Opengl_Access Violation - Fatal编程技术网

C++ glMapBufferRange为我提供了访问冲突

C++ glMapBufferRange为我提供了访问冲突,c++,opengl,access-violation,C++,Opengl,Access Violation,我刚买了一台装有英特尔HD4000“显卡”的笔记本电脑,我的代码在装有HD6950的固定电脑上运行,这会导致访问冲突。我将版本从4.4更改为4.0,因为HD4000最多只支持4.0 看看OpenGL wiki,它说它只能保证4.2版和更高版本的对齐,所以我认为这可能是个问题,但我不确定,也不知道如何处理它 我采用并修改了它,以使用GLFW测试: // Link statically with GLEW #define GLEW_STATIC // Headers #include <GL

我刚买了一台装有英特尔HD4000“显卡”的笔记本电脑,我的代码在装有HD6950的固定电脑上运行,这会导致访问冲突。我将版本从4.4更改为4.0,因为HD4000最多只支持4.0

看看OpenGL wiki,它说它只能保证4.2版和更高版本的对齐,所以我认为这可能是个问题,但我不确定,也不知道如何处理它

我采用并修改了它,以使用GLFW测试:

// Link statically with GLEW
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

#include <windows.h>

// Shader sources
const GLchar* vertexSource =
"#version 150 core\n"
"in vec2 position;"
"in vec3 color;"
"out vec3 Color;"
"void main() {"
"   Color = color;"
"   gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"in vec3 Color;"
"out vec4 outColor;"
"void main() {"
"   outColor = vec4(Color, 1.0);"
"}";

int main()
{
    if(!glfwInit())
        return -1;

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = nullptr;
    window = glfwCreateWindow(800, 600, "OpenGL", NULL, NULL);

    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = GL_TRUE;
    int glewRes = glewInit();
    if(glewRes != GLEW_OK)
    {
        glfwTerminate();
        OutputDebugStringA(reinterpret_cast<const char*>(glewGetErrorString(glewRes)));
        OutputDebugStringA("\n");
        return -2;
    }

    // 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[] = {
        -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
        0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
        0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
        -0.5f, -0.5f, 1.0f, 1.0f, 1.0f  // Bottom-left
    };

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    //glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), NULL, GL_DYNAMIC_DRAW);
    GLfloat* mappedData = static_cast<GLfloat*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, sizeof(vertices), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT));

    GLenum error = glGetError();
    error = glGetError();
    error = glGetError();

    if(mappedData == NULL)
    {
        glfwTerminate();
        return -3;
    }

    for(int i = 0; i < ARRAYSIZE(vertices); i++)
    {
        mappedData[i] = vertices[i];
    }
    glUnmapBuffer(GL_ARRAY_BUFFER);

    // Create an element array
    GLuint ebo;
    glGenBuffers(1, &ebo);

    GLuint elements[] = {
        0, 1, 2,
        2, 3, 0
    };

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, 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, 5 * sizeof(GLfloat), 0);

    GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
    glEnableVertexAttribArray(colAttrib);
    glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));

    while(!glfwWindowShouldClose(window))
    {
        glfwPollEvents();

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

        // Draw a rectangle from the 2 triangles using 6 indices
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // Swap buffers
        glfwSwapBuffers(window);
    }

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

    glDeleteBuffers(1, &ebo);
    glDeleteBuffers(1, &vbo);

    glDeleteVertexArrays(1, &vao);

    glfwTerminate();

}
//使用GLEW静态链接
#定义GLEW_静态
//标题
#包括
#包括
#包括
#包括
//着色器源
常量GLchar*顶点源=
“#版本150核心\n”
“处于vec2位置;”
“使用vec3颜色;”
“输出vec3颜色;”
“void main(){”
“颜色=颜色;”
“gl_位置=向量4(位置,0.0,1.0);”
"}";
常量GLchar*碎片源=
“#版本150核心\n”
“使用vec3颜色;”
“out vec4 OUTCLOR;”
“void main(){”
outColor=vec4(颜色,1.0)
"}";
int main()
{
如果(!glfwInit())
返回-1;
glfwWindowHint(GLFW_上下文_版本_专业,4);
glfwWindowHint(GLFW_上下文_版本_次要,0);
glfwWindowHint(GLFW_OPENGL_配置文件、GLFW_OPENGL_核心配置文件);
GLFWwindow*window=nullptr;
window=glfwCreateWindow(800600,“OpenGL”,NULL,NULL);
glfwMakeContextCurrent(窗口);
//初始化GLEW
glewExperimental=GL_TRUE;
int glewRes=glewInit();
如果(glewRes!=GLEW_OK)
{
glfwTerminate();
OutputDebugStringA(重新解释转换(glewGetErrorString(glewRes)));
OutputDebugStringA(“\n”);
返回-2;
}
//创建顶点数组对象
GLuint-vao;
glGenVertexArrays(1和vao);
glBindVertexArray(vao);
//创建顶点缓冲区对象并将顶点数据复制到该对象
GLuint vbo;
glGenBuffers(1,&vbo);
GLfloat顶点[]={
-0.5f,0.5f,1.0f,0.0f,0.0f,//左上角
0.5f,0.5f,0.0f,1.0f,0.0f,//右上角
0.5f,-0.5f,0.0f,0.0f,1.0f,//右下角
-0.5f,-0.5f,1.0f,1.0f,1.0f//左下角
};
glBindBuffer(GL_数组_BUFFER,vbo);
//glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
glBufferData(GL_数组_缓冲区、大小(顶点)、NULL、GL_动态_绘制);
GLfloat*mappedData=static_cast(glMapBufferRange(GL_数组_缓冲区,0,大小(顶点),GL_映射_写入_位| GL_映射_无效_范围_位));
GLenum error=glGetError();
error=glGetError();
error=glGetError();
if(mappedData==NULL)
{
glfwTerminate();
返回-3;
}
对于(int i=0;i
出于某种原因,每当我使用glMapBufferRange时,它都会在
mappedData[I]=顶点[I]处给我一个访问冲突


如果我只是简单地使用glBufferData或glMapBuffer,它工作得很好

Windows刚刚安装了38个更新,现在它工作得很好

为什么你连续调用
glGetError()
三次?@collonelthirtytwo没有真正的原因,我只是没有删除它it@ColonelThirtyTwo:实际上查询OpenGL错误的正确方法是执行
GLenum glerr;虽然(GL_NO_ERROR!=(glerr=glGetError()){handle_ERROR(glerr)}
–OpenGL错误可能会累积,您必须在循环中调用
glGetError
,直到返回
GL_NO_ERROR
。@datenwolf:公平地说,只有在“分布式实现”中作为特例才能记录多个错误,OP(单HD4000系统)和可能99%(或99.99%)的所有用户都不是这样。@Damon不完全是这样。在某些配置中调用
glewInit()
时,GLEW会生成一个错误,因此我调用了3次,只是为了检查除了明显的错误之外是否还有其他错误。因为这只是一个测试程序,所以我不必费心去做