glDrawArrays与EXC_BAD_ACCESS崩溃

时间:2010-07-08 15:26:52

标签: iphone opengl-es eaglview

我正在编写一个使用UIView并将CAEAGLayer作为其图层的iPhone应用程序。一切都很好,除了一个小问题之外还有其他问题:有时它会因EXC_BAD_ACCESS和以下堆栈跟踪而崩溃:

    [EAGLView draw]
    glDrawArrays_Exec
    PrepareToDraw
    DrawFramebufferMakeResident
    AttachmentMakeResident
    TextureMakeResident
    memmove

它在线上崩溃了:

    glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates);
    glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);
    glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, totalPoints); //<--Crash here

应用程序只会在界面旋转更改期间崩溃(这也是视图框架更改时的唯一情况)。它不会经常崩溃;大部分时间旋转设备需要3-5分钟来重现这个问题 我相信我犯了一个与CAEAGLLayer初始化/帧更改有关的错误,因为它崩溃的地方(我相信)。
所以这里是init和layout子视图方法:
INIT:

    ...
    CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;     
    eaglLayer.opaque = TRUE;

    context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
    if (!context || ![EAGLContext setCurrentContext:context])
    {
        [self release];
        return nil;
    }

    glGenFramebuffersOES(1, &defaultFramebuffer);
    glGenRenderbuffersOES(1, &colorRenderbuffer);
    glGenRenderbuffersOES(1, &depthRenderbuffer);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
    ...

在设置框架上我只设置了GL_MODELVIEW和GL_POJECTION矩阵,所以我猜这里什么都不会发生。
LayoutSubviews:

    - (void)layoutSubviews
    {
      [EAGLContext setCurrentContext:context];

        glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
        [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
        glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);

        NSAssert1(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) == GL_FRAMEBUFFER_COMPLETE_OES, @"Failed to make complete framebuffer object: %X", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
    }

Draw方法本身看起来像:

        if ([EAGLContext currentContext] != context) {
            [EAGLContext setCurrentContext:context];
        }

        glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
        glViewport(0, 0, backingWidth, backingHeight);

        ...//drawing different triangle strips here

        glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
        [context presentRenderbuffer:GL_RENDERBUFFER_OES];

我很感激对所列代码的任何评论或有关如何找出此错误原因的建议。

1 个答案:

答案 0 :(得分:3)

我怀疑传递给drawArrays的totalPoints变量,或者你的vertexCorrdinates或textureCoordinates的值,如果那些数组不是静态的。你的崩溃意味着你在绘制数组时走出了内存的末尾。我对你的GL设置不太怀疑,更关心你的内存管理,以及你在轮换期间所做的不同。

(另外,FWIW,我不认为你每次绑定渲染缓冲区时都应该调用RenderBufferStorage。你只需要在创建它们时执行一次。那就是说,我不确定当你改变它们的大小并且只是从头开始重新创建它们时,你不应该实际销毁缓冲区。)