OpenGL应用程序崩溃了一些时间

时间:2013-01-12 12:02:12

标签: c++ opengl crash driver

我正在使用C ++开发一个OpenGL应用程序已有几个月了,之前从未遇到过这个问题。

Visual Studio 2012中的编码我可以在IDE中运行应用程序,也可以手动启动可执行文件。在这两种情况下,我都可以在调试和发布版本之间进行选择。仅当我自己启动发布版本可执行文件时,才会出现以下问题。否则一切正常。

当我在运行中向场景中添加新表单时,应用程序有时会崩溃。我的操作系统 Windows 8 64bit 让我Debug the program从崩溃对话框中确实没那么多帮助,因为它是一个发布版本,运行时可用的调试信息较少,但它至少告诉我应用程序在绘制调用glDrawTriangles()附近崩溃。在我的代码中,循环内只有一个绘制调用。

让我疯狂的是,崩溃只是不规则的。有时应用程序运行得很好几分钟,有时会立即崩溃,有时会运行几秒钟。但我认为重要的是要知道应用程序只在新表单插入到我首先在另一个线程中生成的场景后才崩溃,然后在主线程中创建OpenGL缓冲区。

以下是Windows崩溃对话框中显示的问题详细信息。看起来我的显卡 ATI Radeon 7870 的驱动程序崩溃了。

  

问题签名:
  问题事件名称:APPCRASH
  应用程序名称:Application.exe
  应用版本:0.0.0.0
  申请时间戳:50f1491a
  故障模块名称:atioglxx.dll
  故障模块版本:6.14.10.11931
  故障模块时间戳:50650037
  例外代码:c0000005
  异常抵消:001108ef
  操作系统版本:6.2.9200.2.0.0.256.27
  地区ID:1031
  附加信息1:5861
  附加信息2:5861822e1919d7c014bbb064c64908b2
  附加信息3:dac6
  附加信息4:dac6c2650fa14dd558bd9f448e23afd1

     

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  C:\ WINDOWS \ SYSTEM32 \ EN-US \ erofflps.txt

到目前为止我所做的是更新我的视频卡驱动程序并调试我的应用程序,因为我注意到结果不可靠,因为崩溃是自发发生的。有很多源文件,说实话,我不确定哪个会影响bug。它可能是一个名为terrain.cpp的文件,因此我将代码粘贴到此处。

#pragma once

#include "system.h"
#include "debug.h"

#include <vector>
#include <cstdlib>
#include <future>
using namespace std;
#include <GLEW/glew.h>
#include <SFML/OpenGL.hpp>
#include <SFML/Graphics/Image.hpp>
using namespace sf;
#include <GLM/glm.hpp>
#include <GLM/gtc/noise.hpp>
using namespace glm;

#include "settings.h"
#include "camera.h"
#include "form.h"
#include "transform.h"
#include "terrain.h"
#include "shader.h"
#include "movement.h"


typedef detail::tvec3<int> vec3i;

class ComponentTerrain : public Component
{
    void Init()
    {
        auto wld = Global->Add<StorageTerrain>("terrain");

        tasking = false;

        Texture();

        Listeners();
    }

    void Update()
    {
        auto wld = Global->Get<StorageTerrain>("terrain");
        auto stg = Global->Get<StorageSettings>("settings");
        auto cam = Global->Get<StorageCamera>("camera");
        auto cks = Entity->Get<StorageChunk>();

        int Distance = (int)(.5f * stg->Viewdistance / CHUNK_X / 2);
        Debug::Info("Terrain chunk distance " + to_string(Distance));
        for(int X = -Distance; X <= Distance; ++X)
        for(int Z = -Distance; Z <= Distance; ++Z)
        {
            addChunk(X + (int)cam->Position.x / CHUNK_X, 0, Z + (int)cam->Position.z / CHUNK_Z);
        }
        for(auto chunk : wld->chunks)
        {
            auto chk = cks.find(chunk.second);
            float distance = (float)vec3(chunk.first[0] * CHUNK_X - cam->Position.x, chunk.first[1] * CHUNK_Y - cam->Position.y, chunk.first[2] * CHUNK_Z - cam->Position.z).length();
            if(distance > stg->Viewdistance)
                deleteChunk(chunk.first[0], chunk.first[1], chunk.first[2]);
        }

        if(tasking)
        {
            if(task.wait_for(chrono::milliseconds(0)) == future_status::ready)
            {
                tasking = false;
                Data data = task.get();
                Buffers(data);
            }
        }
        else
        {
            for(auto chunk : cks)
            if(chunk.second->changed)
            {
                tasking = true;
                chunk.second->changed = false;
                task = async(launch::async, &ComponentTerrain::Mesh, this, Data(chunk.first));
                break;
            }
        }
    }

    struct Data
    {
        Data() {}
        Data(unsigned int id) : id(id) {}
        unsigned int id;
        vector<float> Vertices, Normals, Texcoords;
        vector<int> Elements;
    };

    future<Data> task;
    bool tasking;
    Image texture;

    void Listeners()
    {
        Event->Listen("SystemInitialized", [=]{
            auto cam = Global->Get<StorageCamera>("camera");
            cam->Position = vec3(0, CHUNK_Y, 0);
            cam->Angles = vec2(0.75, -0.25);
        });

        Event->Listen("InputBindChunk", [=]{
            addChunk(rand() % 5, 0, rand() % 5);
            addChunk(rand() % 5, 0, rand() % 5);
            addChunk(rand() % 5, 0, rand() % 5);
        });
    }

    unsigned int getChunk(int X, int Y, int Z)
    {
        auto wld = Global->Get<StorageTerrain>("terrain");
        array<int, 3> key = {X, Y, Z};
        auto i = wld->chunks.find(key);
        return (i != wld->chunks.end()) ? i->second : 0;
    }

    int addChunk(int X, int Y, int Z)
    {
        auto wld = Global->Get<StorageTerrain>("terrain");
        auto shd = Global->Get<StorageShader>("shader"); // moved this line

        unsigned int id = getChunk(X, Y, Z);
        if(!id)
        {
            id = Entity->New();
            Entity->Add<StorageChunk>(id);
            auto frm = Entity->Add<StorageForm>(id); // moved this line
            auto tsf = Entity->Add<StorageTransform>(id);

            frm->Program = shd->Program; // moved this line
            tsf->Position = vec3(X * CHUNK_X, Y * CHUNK_Y, Z * CHUNK_Z);

            Generate(id, X, Y, Z);

            array<int, 3> key = {X, Y, Z};
            wld->chunks.insert(make_pair(key, id));
        }
        return id;
    }

    void deleteChunk(int X, int Y, int Z)
    {
        auto wld = Global->Get<StorageTerrain>("terrain");

        unsigned int id = getChunk(X, Y, Z);
        if(id < 1) return;

        array<int, 3> key = {X, Y, Z};
        wld->chunks.erase(key);

        Entity->Delete<StorageChunk>(id);
        Entity->Delete<StorageForm>(id);
        Entity->Delete<StorageTransform>(id);

        // free buffers
    }

    void Generate(unsigned int id, int X, int Y, int Z)
    {
        auto cnk = Entity->Get<StorageChunk>(id);
        cnk->changed = true;

        for(int x = 0; x < CHUNK_X; ++x) {
        const float i = X + (float)x / CHUNK_X;
        for(int z = 0; z < CHUNK_Z; ++z) {
        const float j = Z + (float)z / CHUNK_Z;
                double height_bias = 0.30;
                double height_base = 0.50 * (simplex(0.2f * vec2(i, j)) + 1) / 2;
                double height_fine = 0.20 * (simplex(1.5f * vec2(i, j)) + 1) / 2;
                int height = (int)((height_bias + height_base + height_fine) * CHUNK_Y);
                for(int y = 0; y < height; ++y) cnk->blocks[x][y][z] = true;
        } }
    }

    #define TILES_U 4
    #define TILES_V 4

    Data Mesh(Data data)
    {
        auto cnk = Entity->Get<StorageChunk>(data.id);
        auto *Vertices = &data.Vertices, *Normals = &data.Normals, *Texcoords = &data.Texcoords;
        auto *Elements = &data.Elements;

        const vec2 grid(1.f / TILES_U, 1.f / TILES_V);

        int n = 0;
        for(int X = 0; X < CHUNK_X; ++X)
        for(int Y = 0; Y < CHUNK_Y; ++Y)
        for(int Z = 0; Z < CHUNK_Z; ++Z)
            if(cnk->blocks[X][Y][Z])
            {
                int Tile = Clamp(rand() % 2 + 1, 0, TILES_U * TILES_V - 1);

                for(int dim = 0; dim < 3; ++dim) { int dir = -1; do {
                    vec3i neigh = Shift(dim, vec3i(dir, 0, 0)) + vec3i(X, Y, Z);

                    if(Inside(neigh, vec3i(0), vec3i(CHUNK_X, CHUNK_Y, CHUNK_Z) - 1))
                        if(cnk->blocks[neigh.x][neigh.y][neigh.z])
                            { dir *= -1; continue; }

                    for(float i = 0; i <= 1; ++i)
                    for(float j = 0; j <= 1; ++j)
                    {
                        vec3 vertex = vec3(X, Y, Z) + floatify(Shift(dim, vec3i((dir+1)/2, i, j)));
                        Vertices->push_back(vertex.x); Vertices->push_back(vertex.y); Vertices->push_back(vertex.z);
                    }

                    vec3 normal = normalize(floatify(Shift(dim, vec3i(dir, 0, 0))));
                    for(int i = 0; i < 4; ++i)
                    {
                        Normals->push_back(normal.x); Normals->push_back(normal.y); Normals->push_back(normal.z);
                    }

                    vec2 position = (vec2(Tile % TILES_U, Tile / TILES_U) + .25f) * grid;
                    Texcoords->push_back(position.x);            Texcoords->push_back(position.y);
                    Texcoords->push_back(position.x + grid.x/2); Texcoords->push_back(position.y);
                    Texcoords->push_back(position.x);            Texcoords->push_back(position.y + grid.y/2);
                    Texcoords->push_back(position.x + grid.x/2); Texcoords->push_back(position.y + grid.y/2);

                    if(dir == -1) {
                        Elements->push_back(n+0); Elements->push_back(n+1); Elements->push_back(n+2);
                        Elements->push_back(n+1); Elements->push_back(n+3); Elements->push_back(n+2);
                    } else {
                        Elements->push_back(n+0); Elements->push_back(n+2); Elements->push_back(n+1);
                        Elements->push_back(n+1); Elements->push_back(n+2); Elements->push_back(n+3);
                    }
                    n += 4;

                dir *= -1; } while(dir > 0); }
            }

        return data;
    }

    void Buffers(Data data)
    {
        auto frm = Entity->Get<StorageForm>(data.id);

        glGenBuffers(1, &frm->Positions);
        glBindBuffer(GL_ARRAY_BUFFER, frm->Positions);
        glBufferData(GL_ARRAY_BUFFER, data.Vertices.size() * sizeof(float), &(data.Vertices[0]), GL_STATIC_DRAW);

        glGenBuffers(1, &frm->Normals);
        glBindBuffer(GL_ARRAY_BUFFER, frm->Normals);
        glBufferData(GL_ARRAY_BUFFER, data.Normals.size() * sizeof(float), &(data.Normals[0]), GL_STATIC_DRAW);

        glGenBuffers(1, &frm->Texcoords);
        glBindBuffer(GL_ARRAY_BUFFER, frm->Texcoords);
        glBufferData(GL_ARRAY_BUFFER, data.Texcoords.size() * sizeof(float), &(data.Texcoords[0]), GL_STATIC_DRAW);

        glGenBuffers(1, &frm->Elements);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, frm->Elements);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.Elements.size() * sizeof(int), &data.Elements[0], GL_STATIC_DRAW);

        glGenTextures(1, &frm->Texture);
        glBindTexture(GL_TEXTURE_2D, frm->Texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.getSize().x, texture.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.getPixelsPtr());
        glGenerateMipmap(GL_TEXTURE_2D);
    }

    void Texture()
    {
        Image image;
        bool result = image.loadFromFile("forms/textures/terrain.png");
        if(!result){ Debug::Fail("Terrain texture loading fail"); return; }

        Vector2u size = Vector2u(image.getSize().x / TILES_U, image.getSize().y / TILES_V);
        texture.create(image.getSize().x * 2, image.getSize().y * 2, Color());
        for(int u = 0; u < TILES_U; ++u)
        for(int v = 0; v < TILES_V; ++v)
        {
            Image tile, quarter;
            tile.create(size.x, size.y, Color());
            tile.copy(image, 0, 0, IntRect(size.x * u, size.y * v, size.x, size.y), true);
            quarter.create(size.x, size.y, Color());
            quarter.copy(tile, 0,          0,          IntRect(size.x / 2, size.y / 2, size.x / 2, size.y / 2), true);
            quarter.copy(tile, size.x / 2, 0,          IntRect(0,          size.y / 2, size.x / 2, size.y / 2), true);
            quarter.copy(tile, 0,          size.y / 2, IntRect(size.x / 2, 0,          size.x / 2, size.y / 2), true);
            quarter.copy(tile, size.x / 2, size.y / 2, IntRect(0,          0,          size.x / 2, size.y / 2), true);
            texture.copy(quarter, (u * 2    ) * size.x, (v * 2    ) * size.y, IntRect(0, 0, 0, 0), true);
            texture.copy(quarter, (u * 2 + 1) * size.x, (v * 2    ) * size.y, IntRect(0, 0, 0, 0), true);
            texture.copy(quarter, (u * 2    ) * size.x, (v * 2 + 1) * size.y, IntRect(0, 0, 0, 0), true);
            texture.copy(quarter, (u * 2 + 1) * size.x, (v * 2 + 1) * size.y, IntRect(0, 0, 0, 0), true);
        }
    }

    template <typename T>
    inline T Clamp(T Value, T Min, T Max)
    {
        if(Value < Min) return Min;
        if(Value > Max) return Max;
        return Value;
    }

    bool Inside(vec3i Position, vec3i Min, vec3i Max)
    {
        if(Position.x < Min.x || Position.y < Min.y || Position.z < Min.z) return false;
        if(Position.x > Max.x || Position.y > Max.y || Position.z > Max.z) return false;
        return true;
    }

    inline vec3i Shift(int Dimension, vec3i Vector)
    {
        if      (Dimension % 3 == 1) return vec3i(Vector.z, Vector.x, Vector.y);
        else if (Dimension % 3 == 2) return vec3i(Vector.y, Vector.z, Vector.x);
        else                         return Vector;
    }

    vec3 floatify(vec3i Value)
    {
        return vec3(Value.x, Value.y, Value.z);
    }
};

但是,您可以找到whole code on Github

您是否知道可能导致崩溃的原因或如何查找错误?如果您需要更多信息,请告知我们。

感谢@doomster,我现在可以找到并解决这个问题。

渲染器组件循环遍历表单向量以绘制它们。异步线程向该向量添加了新的表单,但是在返回生成的顶点之后,它们的缓冲区稍后在主线程中创建。这意味着绘图和表单添加并行运行。当渲染器尝试渲染没有任何已创建缓冲区的表单时发生崩溃。

我在上面的代码中插入了评论,以突出显示我从addChunk()移至Buffers()以修复问题的三行。我不知道为什么只有发布版本的可执行文件崩溃了,但这不再重要了。

1 个答案:

答案 0 :(得分:4)

我将在这里验证两件事:

  • 您使用的是future<T>。我不确定,但是如果它在不同的线程中运行,那可能对OpenGL产生负面影响,我听说它可能对多线程使用敏感。虽然我认为这是一个谣言,但我并不确定,但尝试转换为单线程代码值得尝试。
  • 您也可以在发布版本中激活调试符号。这应该至少在发生崩溃时为您提供可用的回溯。实际上,VS的调试/发布设置只是默认设置,但没有内在含义,因此您可以逐步修改调试设置,直到它与发布设置匹配。这应该会给你一个失败的变体,同时仍然可以在调试器中使用。