与OpenGL、SDL和图形驱动程序相关的内存泄漏和错误
系统和库规范:与OpenGL、SDL和图形驱动程序相关的内存泄漏和错误,opengl,memory-leaks,segmentation-fault,sdl,ati,Opengl,Memory Leaks,Segmentation Fault,Sdl,Ati,系统和库规范: 操作系统-Ubuntu 11.10 图形卡-ATI Mobility Radeon HD 5430 图形驱动程序版本-fglrx更新/fglrx更新开发(2:8.881-0ubuntu6.1) SDL版本-libsdl1.2debian-all(SDL 1.2.14-6.1) OpenGL版本-libgl1 mesa(7.7.1-5) ----4.1.11005兼容性配置文件上下文 编译命令:gcc-Wall-Wextra-g-O3-o$@$^-lSDL-lGLU-lGLEW-s
操作系统-Ubuntu 11.10
图形卡-ATI Mobility Radeon HD 5430
图形驱动程序版本-fglrx更新/fglrx更新开发(2:8.881-0ubuntu6.1)
SDL版本-libsdl1.2debian-all(SDL 1.2.14-6.1)
OpenGL版本-libgl1 mesa(7.7.1-5)
----4.1.11005兼容性配置文件上下文
编译命令:gcc-Wall-Wextra-g-O3-o$@$^-lSDL-lGLU-lGLEW-std=gnu99
包括库“stdlib.h”“stdio.h”“stdarg.h”“string.h”“math.h”“SDL/SDL.h”“GL/glew.h” 问题描述 我正在尝试将OpenGL/GLUT应用程序移动到OpenGL/SDL应用程序中。 GLUT应用程序工作时无错误 在GDB下,我收到以下分段错误:
Program received signal SIGSEGV, Segmentation fault.
__GI_getenv (name=0xb7f8af92 "L_MOUSE_RELATIVE") at getenv.c:90
90 getenv.c: No such file or directory.
in getenv.c
(gdb) where
#0 __GI_getenv (name=0xb7f8af92 "L_MOUSE_RELATIVE") at getenv.c:90
#1 0xb7f69922 in ?? () from /usr/lib/libSDL-1.2.so.0
#2 0xb7f69922 in ?? () from /usr/lib/libSDL-1.2.so.0
#3 0xb7f30fa5 in SDL_PumpEvents () from /usr/lib/libSDL-1.2.so.0
#4 0xb7f30fe4 in SDL_PollEvent () from /usr/lib/libSDL-1.2.so.0
#5 0x080499df in mainloop (head=0x845f248) at mainloop.c:34
在整个程序中,我始终检查NULL和其他失败的返回,因此我决定运行Valgrind,查看代码中内存被错误处理的地方。以下链接指向valgrind的结果文件--log file=memerrors.txt./main
我通常不关心SDL、OpenGL或图形驱动程序(fglrx)库中的内存错误,但几乎毫无疑问,我自己的代码中没有内存泄漏或错误,因此我很好奇是否有人对此有任何想法
int mainloop(void* head){
//Declare Standard Variables
MORB_Header* header = (MORB_Header*) head;
MORB_Renderer* render = header->render;
MORB_Light* light = render->light;
//Initialize Shader
GLShader* shader = glCreateShaders(header,"shader.vert","shader.frag");
//Load Textures for Use
texture[0] = glLoadTexture("rock.bmp");
texture[1] = glLoadTexture("rock_n.bmp");
//First Run Setup
header->scrUpd = 1;
glViewport(0,0, render->width,render->height);
//Check for Errors
GLenum errb = glGetError();
glProject(render->fov,render->aspect,render->zNear,render->zFar);
errCheck("First Run Setup");
int morbexit = 0;
while(!morbexit)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
//Do Nothing
}
if(header->scrUpd){
/* Working Display Function */
}
else SDL_Delay(5);
morbexit = header->quit;
}
free(shader);
return 0;
}
如果我删除事件循环,我不会收到分段错误,这使我认为内存问题主要是SDL
我的准备工作如下:
int width=800, height=600;
SDL_Surface* initSDL()
{
const SDL_VideoInfo* video;
SDL_Surface* surface;
//Initialize SDL
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) fatal("Video Init failed: %s\n",SDL_GetError());
video = SDL_GetVideoInfo( );
if (video == NULL) fatal("Video query failed: %s\n",SDL_GetError());
int flags = SDL_OPENGL | SDL_DOUBLEBUF | SDL_HWPALETTE;
if (video->hw_available) flags |= SDL_HWSURFACE;
else flags |= SDL_SWSURFACE;
if (video->blit_hw) flags |= SDL_HWACCEL;
/* Sets up OpenGL Attributes */
if(SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8) < 0) fatal("Video Attribute error: %s\n", SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8) < 0) fatal("Video Attribute error: %s\n", SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8) < 0) fatal("Video Attribute error: %s\n", SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8) < 0) fatal("Video Attribute error: %s\n", SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24) < 0) fatal("Video Attribute error: %s\n", SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) < 0) fatal("Double Buffering Init failed: %s\n", SDL_GetError());
/* Create the surface */
surface = SDL_SetVideoMode(width,height,32,flags);
if (surface==NULL) fatal("Video Mode Set failed: %s\n",SDL_GetError());
SDL_WM_SetCaption("Morbular","Morbular");
return surface;
}
void initGL()
{
GLenum err = glewInit();
if(!err == GLEW_OK) fatal("Glew Init failed: %s\n",glewGetErrorString(err));
glClearColor(0.0,0.0,0.0,1.0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
errCheck("initGL()");
}
int main(int argc, char* argv[])
{
//Process command line arguments
for(int i=1; i<argc; i++) {
if(!strcmp(argv[i],"-window")) {
width = atoi(argv[++i]);
height = atoi(argv[++i]);
if(!(width && height)) {
fatal("'-window' should be in the form '-window WIDTH HEIGHT'");
}
} else {
printf("Argument %s is invalid... ignored...", argv[i]);
}
}
SDL_Surface* surface;
Header* header;
surface = initSDL();
initGL();
//Start Morbular
header = headerInit(surface);
mainloop(header);
//Cleanup on exit
SDL_Quit();
//Return
return EXIT_SUCCESS;
}
int宽=800,高=600;
SDL_曲面*initSDL()
{
const SDL_VideoInfo*视频;
SDL_表面*表面;
//初始化SDL
if(SDL_Init(SDL_Init_EVERYTHING)<0)致命(“视频初始化失败:%s\n”,SDL_GetError());
video=SDL_GetVideoInfo();
if(video==NULL)致命(“视频查询失败:%s\n”,SDL_GetError());
int flags=SDL_OPENGL | SDL_DOUBLEBUF | SDL_调色板;
如果(视频->硬件可用)标志|=SDL硬件表面;
else标志|=SDL|U表面;
如果(视频->blit_hw)标志|=SDL_HWACCEL;
/*设置OpenGL属性*/
if(SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8)<0)致命(“视频属性错误:%s\n”,SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8)<0)致命(“视频属性错误:%s\n”,SDL_GetError());
如果(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8)<0)致命(“视频属性错误:%s\n”,SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8)<0)致命(“视频属性错误:%s\n”,SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24)<0)致命(“视频属性错误:%s\n”,SDL_GetError());
if(SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1)<0)致命(“双缓冲初始化失败:%s\n”,SDL_GetError());
/*创建曲面*/
表面=SDL_设置视频模式(宽度、高度、32、标志);
if(surface==NULL)致命(“视频模式设置失败:%s\n”,SDL_GetError());
SDL_WM_SetCaption(“Morbular”、“Morbular”);
返回面;
}
void initGL()
{
GLenum err=glewInit();
如果(!err==GLEW_OK)致命(“GLEW Init失败:%s\n”,glewGetErrorString(err));
glClearColor(0.0,0.0,0.0,1.0);
glEnable(GL_CULL_面);
glEnable(GLU深度试验);
errCheck(“initGL()”);
}
int main(int argc,char*argv[])
{
//处理命令行参数
对于(int i=1;iID)
//----代码段
char*textFileRead(char*filename)
{
文件*文件;
char*text=NULL;
int f,计数;
f=打开(文件名,仅限Ordu);
如果(f<0)致命(“无法打开文件%s\n”,文件名);
计数=lseek(f,0,搜索结束);
如果(计数0){
int size=sizeof(char)*(计数+1);
text=(字符*)malloc(大小);
if(text==NULL)致命(“无法为文件读取%s\n、大小、文件名分配%d字节的内存”);
count=fread(text,sizeof(char),count,file);
文本[计数]='\0';
}
fclose(文件);
}else致命(“从文件%s读取数据时出错,\n”,文件名);
}
返回文本;
}
打印信息日志(着色器->ID);
glUseProgramObjectARB(着色器->ID);
//固定制服
自由(顶点字符串);
自由(碎片字符串);
//----代码段
如果你还需要什么,尽管问。请帮助我理解为什么会发生这种情况。我在工作时通常会看到这样的事情
安装一个并查看
gdb
是否为您提供了更好的堆栈跟踪。按照链接中的说明进行操作,但似乎没有。存在SDL调试符号的deb版本。我使用alien将SDL网站上的.rmp转换为.deb包并安装了它,但它并没有给我更好的stacktrace。这里有一个strace,如果这可能会有所帮助的话,它是32位(x86)Ubuntu。i386版本的库调用了所有init函数。
//---- Code segement
int size = sizeof(Header)+sizeof(Renderer)+sizeof(Light);
void* addr = malloc(size);
if (addr == NULL) fatal("Cannot allocate %d bytes of memory for Header file %s\n",size,stderr);
Header* header = (Header*) addr;
//---- Code segement (following sets all attributes of header,render,etc)
//---- Code segement
int size = sizeof(GLShader);
GLShader* shader = malloc(size);
if (shader == NULL) fatal("Cannot allocate %d bytes of memory for Shader Program %s\n",size,stderr);
//---- Code segement
//---- Code segement
glValidateProgramARB(shader->ID)
//---- Code segement
char* textFileRead(char *filename)
{
FILE *file;
char *text = NULL;
int f,count;
f = open(filename, O_RDONLY);
if (f < 0) fatal("Cannot open file %s\n",filename);
count = lseek(f, 0, SEEK_END);
if(count<0) fatal("Error reading data from file %s\n",filename);
close(f);
if (filename != NULL) {
file = fopen(filename,"rt");
if (file != NULL) {
if (count > 0) {
int size = sizeof(char)*(count+1);
text = (char *)malloc(size);
if(text==NULL) fatal("Cannot allocate %d bytes of memory for file read %s\n",size,filename);
count = fread(text,sizeof(char),count,file);
text[count] = '\0';
}
fclose(file);
} else fatal("Error reading data from file %s\n",filename);
}
return text;
}
printInfoLog(shader->ID);
glUseProgramObjectARB(shader->ID);
//Set uniforms
free(vertexString);
free(fragmentString);
//---- Code segement