SDL_FiillRect():不支持的表面格式或分段错误

SDL_FiillRect(): Unsupported surface format or Segmentation fault

我有一个小的 SDL2 程序可以创建一个白色 window。它工作得很好。但是当我尝试使用函数 SDL_CreateRenderer() 创建 SDL_Renderer 时,函数 SDL_FillRect() 突然失败并出现以下错误: SDL_FillRect(): Unsupported surface格式。有时,该函数不会 return 出错,但会产生分段错误!!

这是我的初始化函数的代码,这是我程序的第一个函数:

SDL_Surface     *screenSurface  = NULL;
SDL_Window      *window         = NULL;
SDL_Renderer    *renderer       = NULL; 

bool initialize() {
  if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS) < 0) {
    cout << "SDL could not initialize: " << SDL_GetError() << endl;
    return false;                                                               
  }                                                                             
  window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS);
  if (window == NULL) {                                                         
    cout << "Window error: " << SDL_GetError() << endl;
   return false;                                                               
  }
  if ((screenSurface = SDL_GetWindowSurface(window)) == NULL) {
    cout << "GetWindowSurface() error: << endl;
    return false;
  }

  /*
  ** here, I create my SDL_Renderer. The function returns non NULL
  ** However, if the code is present, SDL_FilRect() fails
  ** if the code is not preset, SDL_FillRect works.
  */ 
  if ((renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED)) == NULL) {
    cout << "Renderer error: " << SDL_GetError() << endl;
    return false;                                                               
  }

  /*
  ** Here, SDL_FillRect sometimes works depending on SDL_CreateRenderer
  ** getUint32Color() is only a custom function that map an enum with Uint32 values
  */
  if (SDL_FillRect(screenSurface, NULL, getUint32Color(WHITE)) < 0) {           
    cout << "SDL_FillRect error: " << SDL_GetError() << endl;
   return false;
  }
  return true;                                                                  
}

有什么想法吗?

您应该避免使用 SDL_GetWindowSurface(),因为表面可能会变得无效。

相反,如果您绝对想要 'software' 缓慢的渲染:

surface = SDL_CreateRGBSurface(0, W, H, 32, 0x00FF, 0x0000FF, 0x000000FF, 0xFF);

SDL_Texture *texture = SDL_CreateTexture(rendered, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, W, H);

void update_screen() {
    SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
    SDL_RenderClear(renderer);
    SDL_RenderCopy(renderer, texture, NULL, &dest); // src texture, dest
    SDL_RenderPresent(renderer);
}

但正如@Ivan 所说,使用 2D 加速渲染功能要快得多。 而不是 SDL_FillRect() 你应该使用 SDL_RenderFillRect().

您正在使用 windows' 表面并尝试在同一个 window 上使用渲染器。这是不允许的。来自 SDL_GetWindowSurface 的文档:

You may not combine this with 3D or the rendering API on this window.

我想,创建渲染器会立即使表面中的某些内容无效。