使用 OpenGL 时 nvoglv64.dll 中的访问冲突
Access violation in nvoglv64.dll when using OpenGL
我的代码给我这个错误:
Exception thrown at 0x00007FFCF428A6CF (nvoglv64.dll) in program.exe:
0xC0000005: Access violation reading location 0x000001D6B603F000.
在 Visual Studio 的调试输出 window 中,我还看到没有为 nvoglv64.dll 文件加载 pdb。
自从我将此代码添加到我的 openGL 应用程序后:
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "swords image loaded incorrectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
是加载图片还是函数GLTEXIMAGE_2D引起的?
这是我的完整代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// global variables
int p_WIDTH = 1280;
int p_HEIGHT = 960;
int succes;
char info[512];
// buffers
// shader sources
const char* vertexShaderSource =
"#version 330 core\n"
"layout(location = 0)in vec3 _verts;\n"
"layout(location = 1)in vec2 _texCoords;\n"
"out vec2 texCoords;\n"
"void main(){\n"
"gl_Position = vec4(_verts, 1.0f);\n"
"texCoords = _texCoords;\n"
"};[=12=]"
;
const char* fragmentShaderSource =
"#version 330 core\n"
"in vec2 texCoords;\n"
"out vec4 fragColor;\n"
"uniform sampler2D _texture1;\n"
"uniform sampler2D _texture2;\n"
"void main(){\n"
"fragColor = mix(texture(_texture1, texCoords), texture(_texture2, texCoords), 0.5f);\n"
"};[=12=]"
;
// functions
void window_resize_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(p_WIDTH, p_HEIGHT, "getting_started_completed", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, window_resize_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// shaders
GLuint vertexShader, fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetShaderInfoLog(vertexShader, 512, NULL, info);
std::cout << "VERTEX_SHADER_COMP_ERROR: " << info << std::endl;
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetShaderInfoLog(fragmentShader, 512, NULL, info);
std::cout << "FRAGMENT_SHADER_COMP_ERROR: " << info << std::endl;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetProgramInfoLog(program, 512, NULL, info);
std::cout << "PROGRAM_LINK_ERROR: " << info << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// vertices
float vertices[] = {
-0.5f, -0.5f, 0.f, 0,0, // 0
0.5f, -0.5f, 0.f, 1,0, // 1
0.5f, 0.5f, 0.f, 1,1, // 2
-0.5f, 0.5f, 0.f, 0,1 // 3
};
unsigned int indices[] = {
0,1,2,
0,2,3
};
// buffers etc.
GLuint vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
// textures
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("src/dirt.jpg", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "dirt image loaded incorectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "swords image loaded incorrectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "_texture1"), 0);
glUniform1i(glGetUniformLocation(program, "_texture2"), 1);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUseProgram(program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
//std::cin.get();
return 0;
}
您想使用 4 个通道 (GL_RGBA
) 加载图像。无法保证 STB library 生成具有 4 个通道的图像。 stbi_load
的第 4 个参数返回实际通道数。如果图像没有 4 个通道,则后续调用 glTexImage2D
需要比您实际提供的缓冲区更大的缓冲区。这会导致访问冲突。
要解决这个问题,您可以通过显式传递 4 作为最后一个参数来强制 stbi_load
生成具有 4 个颜色通道的图像:
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 4);
我的代码给我这个错误:
Exception thrown at 0x00007FFCF428A6CF (nvoglv64.dll) in program.exe: 0xC0000005: Access violation reading location 0x000001D6B603F000.
在 Visual Studio 的调试输出 window 中,我还看到没有为 nvoglv64.dll 文件加载 pdb。
自从我将此代码添加到我的 openGL 应用程序后:
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "swords image loaded incorrectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
是加载图片还是函数GLTEXIMAGE_2D引起的? 这是我的完整代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// global variables
int p_WIDTH = 1280;
int p_HEIGHT = 960;
int succes;
char info[512];
// buffers
// shader sources
const char* vertexShaderSource =
"#version 330 core\n"
"layout(location = 0)in vec3 _verts;\n"
"layout(location = 1)in vec2 _texCoords;\n"
"out vec2 texCoords;\n"
"void main(){\n"
"gl_Position = vec4(_verts, 1.0f);\n"
"texCoords = _texCoords;\n"
"};[=12=]"
;
const char* fragmentShaderSource =
"#version 330 core\n"
"in vec2 texCoords;\n"
"out vec4 fragColor;\n"
"uniform sampler2D _texture1;\n"
"uniform sampler2D _texture2;\n"
"void main(){\n"
"fragColor = mix(texture(_texture1, texCoords), texture(_texture2, texCoords), 0.5f);\n"
"};[=12=]"
;
// functions
void window_resize_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(p_WIDTH, p_HEIGHT, "getting_started_completed", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, window_resize_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// shaders
GLuint vertexShader, fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetShaderInfoLog(vertexShader, 512, NULL, info);
std::cout << "VERTEX_SHADER_COMP_ERROR: " << info << std::endl;
}
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetShaderInfoLog(fragmentShader, 512, NULL, info);
std::cout << "FRAGMENT_SHADER_COMP_ERROR: " << info << std::endl;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_COMPILE_STATUS, &succes);
if (!succes) {
glGetProgramInfoLog(program, 512, NULL, info);
std::cout << "PROGRAM_LINK_ERROR: " << info << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// vertices
float vertices[] = {
-0.5f, -0.5f, 0.f, 0,0, // 0
0.5f, -0.5f, 0.f, 1,0, // 1
0.5f, 0.5f, 0.f, 1,1, // 2
-0.5f, 0.5f, 0.f, 0,1 // 3
};
unsigned int indices[] = {
0,1,2,
0,2,3
};
// buffers etc.
GLuint vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
// textures
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("src/dirt.jpg", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "dirt image loaded incorectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 0);
if (!data) {
std::cout << "swords image loaded incorrectly " << std::endl;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "_texture1"), 0);
glUniform1i(glGetUniformLocation(program, "_texture2"), 1);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUseProgram(program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwPollEvents();
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
//std::cin.get();
return 0;
}
您想使用 4 个通道 (GL_RGBA
) 加载图像。无法保证 STB library 生成具有 4 个通道的图像。 stbi_load
的第 4 个参数返回实际通道数。如果图像没有 4 个通道,则后续调用 glTexImage2D
需要比您实际提供的缓冲区更大的缓冲区。这会导致访问冲突。
要解决这个问题,您可以通过显式传递 4 作为最后一个参数来强制 stbi_load
生成具有 4 个颜色通道的图像:
data = stbi_load("src/pickaxe.png", &width, &height, &nrChannels, 4);