glfwPollEvents()触发Access violation,OpenGL程序崩溃求助
问题
启动C++ OpenGL程序后初期运行正常,但数秒后崩溃,退出码为-1073741819(对应十六进制错误码C0000005:缓冲区溢出)。调试时得到异常信息:
Exception thrown at 0x00007FFD28144921 (igxelpicd64.dll) in App.exe: 0xC0000005: Access violation writing location 0x0000025170620000.
程序代码如下:
#include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> #include <fstream> #include <string> #include <sstream> struct ShaderProgramSource { std::string VertexSource; std::string FragmentSource; }; static ShaderProgramSource parseShader(const std::string& filepath) { std::ifstream stream(filepath); enum class ShaderType { NONE = -1, VERTEX = 0, FRAGMENT = 1 }; std::string line; std::stringstream ss[2]; ShaderType type = ShaderType::NONE; while (getline(stream, line)) { if (line.find("#shader") != std::string::npos) { if (line.find("vertex") != std::string::npos) type = ShaderType::VERTEX; else if (line.find("fragment") != std::string::npos) type = ShaderType::FRAGMENT; } else { ss[(int)type] << line << '\n'; } } return { ss[0].str(), ss[1].str() }; } typedef unsigned int uint; static uint compileShader(const std::string& source, uint type) { uint id = glCreateShader(type); const char* src = source.c_str(); glShaderSource(id, 1, &src, nullptr); glCompileShader(id); int result; glGetShaderiv(id, GL_COMPILE_STATUS, &result); if (result == GL_FALSE) { int length; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); //char* message = (char*)alloca(length * sizeof(char)); char* message = new char[length]; glGetShaderInfoLog(id, length, &length, message); std::cout << "Failed to compile the " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader !" << std::endl; std::cout << message << std::endl; delete[](message); glDeleteShader(id); return EXIT_FAILURE; } return id; } static uint CreateShader(const std::string& vertexShader, const std::string& fragmentShader) { uint program = glCreateProgram(); uint vs = compileShader(vertexShader, GL_VERTEX_SHADER); uint fs = compileShader(fragmentShader, GL_FRAGMENT_SHADER); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glValidateProgram(program); glDeleteShader(vs); glDeleteShader(fs); return program; } int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); auto state = glewInit(); if (state != GLEW_OK) { std::cerr << "Error initializing GLEW" << std::endl; return EXIT_FAILURE; } std::cout << glGetString(GL_VERSION) << std::endl; float positions[6] = { -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, -0.5f }; unsigned int buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); ShaderProgramSource source = parseShader("res/shaders/basic.shader"); std::cout << "VERTEX" << std::endl; std::cout << source.VertexSource << std::endl; std::cout << "FRAGMENT" << std::endl; std::cout << source.FragmentSource << std::endl; //uint shader = CreateShader(source.VertexSource, source.VertexSource); //glUseProgram(shader); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } //glDeleteProgram(shader); glfwTerminate(); return 0; }
解决方法
崩溃根源是未启用自定义着色器就执行绘制调用,同时Intel显卡驱动在处理无着色器的OpenGL绘制时存在缓冲区访问漏洞。另外代码还存在数组越界的潜在风险。
具体修复步骤:
启用并修复着色器程序
取消注释着色器相关代码,同时修正CreateShader的参数错误(原代码误将顶点着色器传入两次):uint shader = CreateShader(source.VertexSource, source.FragmentSource); glUseProgram(shader);退出前取消注释着色器销毁代码:
glDeleteProgram(shader);修复
parseShader的数组越界问题
在写入字符串流前判断type是否有效,避免非法访问索引-1:else { if (type != ShaderType::NONE) { ss[(int)type] << line << '\n'; } }确保 shader 文件合法
确认res/shaders/basic.shader存在且格式正确,示例内容如下:#shader vertex #version 330 core layout(location = 0) in vec2 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0); } #shader fragment #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0, 0.5, 0.2, 1.0); }
完成以上修改后,程序即可稳定运行。
内容的提问来源于stack exchange,提问作者Lemoine Maxence
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