当我调用glGetIntergerv或任何其他opengl函数,并在gdb中逐步执行它时,gdb会跳过几行并继续单步执行代码。
下面是加载opengl和windows的代码。它是唯一一个在glGetIntergerv之前运行的代码,第一个是opengl调用。
HWND window;
HDC dev_context;
HGLRC rend_context;
//Creating the Window
char const *name = "Opengl Test";
HINSTANCE inst = (HINSTANCE)GetModuleHandle(0);
WNDCLASS windowClass;
DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
windowClass.lpfnWndProc = (WNDPROC) WndProcedure;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = inst;
windowClass.hIcon = LoadIcon(NULL, IDI_WINLOGO);
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
windowClass.hbrBackground = NULL;
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = name;
RegisterClass(&windowClass);
window = CreateWindowEx(dwExStyle, name, name, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, 0, 0, NULL, NULL, inst, NULL);
//Context
dev_context = GetDC( window );
std::cout << dev_context << std::endl;
//Get pixel format
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
int nPixelFormat = ChoosePixelFormat(dev_context, &pfd);
SetPixelFormat( dev_context, nPixelFormat, &pfd );
HGLRC temp_rend_context = wglCreateContext( dev_context );
wglMakeCurrent( dev_context, temp_rend_context );
HGLRC (WINAPI *wglCreateContextAttribsARB) (HDC hDC, HGLRC hShareContext, const int *attribList) = (HGLRC (WINAPI *) (HDC hDC, HGLRC hShareContext, const int *attribList)) gl3wGetProcAddress("wglCreateContextAttribsARB");
const int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, WGL_CONTEXT_FLAGS_ARB, /*WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB*/0, 0};
rend_context = wglCreateContextAttribsARB(dev_context, 0, attribs);
wglMakeCurrent(0,0);
wglDeleteContext(temp_rend_context);
wglMakeCurrent(dev_context, rend_context);
gl3wInit();
int glVersion[2] = {-1, -1};
glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); //First gl call
glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]);
以下是我的WndProcedure功能:
static LRESULT CALLBACK WndProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam){
switch(Msg){
case WM_DESTROY:
PostQuitMessage(WM_QUIT);
return 0;
default:
return DefWindowProc(hWnd, Msg, wParam, lParam);
}
}
我正在使用gl3w库来加载opengl函数。
答案 0 :(得分:1)
听起来你在调用约定或参数列表时都会出现不匹配,或两者都不匹配,这会破坏堆栈,足以搞砸回叫地址。
仔细检查您正在编译的opengl .h文件是否与您正在调用的opengl .dll的版本匹配。仔细检查是否为.h文件定义并启用了Windows所需的任何条件定义。在Win API调用中调用约定的规范是STDCALL。如果你在.h文件中看不到gl函数的调用约定,那就要多了。
我模糊地回忆一下,STDCALL和cdecl调用约定以相同的顺序(从右到左)将参数压入堆栈,但是在调用之后谁负责调整堆栈指针有所不同。我相信STDCALL期望被调用者弹出堆栈,而使用cdecl,调用者在调用返回后恢复堆栈指针。
这意味着如果调用者正在进行cdecl调用但被调用者实际上是STDCALL,那么参数将使其进入调用就好了,但是返回时所有地狱都会破坏。根据不匹配的运行方式,堆栈指针根本不会被调整,或者它将被过度调整(调整两次)。
答案 1 :(得分:0)
这是我使用的代码创建GL上下文并使用GL3功能。 现在我知道这是C#,但你得到了图片。没有理由创建两个GL上下文来使用OpenGL3 ...除非我完全不知道你的意思。
void Init(IntPtr handle, bool fullscreen, bool vSync)
{
this.handle = handle;
#if WINDOWS
//Get DC
dc = WGL.GetDC(handle);
WGL.SwapBuffers(dc);
//Set BackBuffer format
WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
WGL.ZeroPixelDescriptor(ref pfd);
pfd.nVersion = 1;
pfd.dwFlags = WGL.PFD_DRAW_TO_WINDOW | WGL.PFD_SUPPORT_OPENGL | WGL.PFD_DOUBLEBUFFER;
pfd.iPixelType = (byte)WGL.PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cAlphaBits = 8;
pfd.cDepthBits = 16;
pfd.iLayerType = (byte)WGL.PFD_MAIN_PLANE;
unsafe{pfd.nSize = (ushort)sizeof(WGL.PIXELFORMATDESCRIPTOR);}
int pixelFormatIndex = WGL.ChoosePixelFormat(dc, ref pfd);
if (pixelFormatIndex == 0) Debug.ThrowError("Video", "ChoosePixelFormat failed");
if (WGL.SetPixelFormat(dc, pixelFormatIndex, ref pfd) == 0) Debug.ThrowError("Video", "Failed to set PixelFormat");
ctx = WGL.CreateContext(dc);
if (ctx == IntPtr.Zero) Debug.ThrowError("Video", "Failed to create GL context");
if (WGL.MakeCurrent(dc, ctx) == 0) Debug.ThrowError("Video", "Failed to make GL context current");
WGL.Init();//<< load 'wglSwapIntervalEXT'
WGL.SwapInterval(vSync ? 1 : 0);
}
加载GL扩展程序:
public const string DLL = "opengl32";
[DllImport(DLL, EntryPoint = "wglGetProcAddress", ExactSpelling = true)]
private static extern IntPtr getProcAddress(string procedureName);