c ++ atioglxx.pdb包含查找模块atioglxx.dll

时间:2019-03-26 01:16:31

标签: c++

我不断得到

  

atioglxx.pdb未加载错误

抛出的异常是

  

opengl_fps.exe中0x61DA5D3A(atioglxx.dll)的未处理异常:   0xC0000005:访问冲突写入位置0x00000000。发生

在我添加了一些用于加载一些着色器和绘制三角形的代码之后,这开始发生

我已经准备尝试更新我的AMD驱动程序,清理解决方案并重建,重新启动Visual Studio,重新启动我的PC并对其进行谷歌搜索

用于加载着色器的代码

GLuint vsid = glCreateShader(GL_VERTEX_SHADER);\\exception thrown here
glShaderSource(vsid, 1, &vs, NULL);
glCompileShader(vsid);

GLint* success = 0;
GLchar infolog[512];

glGetShaderiv(vsid, GL_COMPILE_STATUS, success);
if (!success)
{
    glGetShaderInfoLog(vsid, 512, NULL, infolog);
    std::cout << "shader vs cant compile\n" << infolog << std::endl;
}
GLuint fsid = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsid, 1, &fs, NULL);
glCompileShader(fsid);

glGetShaderiv(fsid, GL_COMPILE_STATUS, success);

if (!success)
{
    glGetShaderInfoLog(vsid, 512, NULL, infolog);
    std::cout << "shader fs cant compile\n" << infolog << std::endl;
}
GLuint shaderprogram = glCreateProgram();
glAttachShader(shaderprogram, vsid);
glAttachShader(shaderprogram, fsid);
glLinkProgram(shaderprogram);

glGetProgramiv(shaderprogram, GL_LINK_STATUS, success);

if (!success)
{
    glGetShaderInfoLog(shaderprogram, 512, NULL, infolog);
    std::cout << "shader program" << infolog;
}
glDeleteShader(vsid);
glDeleteShader(fsid);
GLfloat vertices[] = {
    -0.5f,-0.5f,0.0f,
    0.5f,-0.5f,0.0f,
    0.0f,0.5f,0.0f
};

GLuint vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);

glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GL_FLOAT), (GLvoid*)0);
glEnableVertexAttribArray(0);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

渲染代码

win.update();
glUseProgram(shaderprogram);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
win.swapbuffers();

1 个答案:

答案 0 :(得分:1)

glGetShaderiv的3参数期望将传递空指针作为要使用的地址的GLint的地址。

更改:

GLint* success = 0;
GLchar infolog[512];

glGetShaderiv(vsid, GL_COMPILE_STATUS, success);

收件人:

GLint success = 0;
GLchar infolog[512];

glGetShaderiv(vsid, GL_COMPILE_STATUS, &success);

以及其他类似的地方。