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c++ - glMapBufferRange 给我一个访问冲突

转载 作者:太空宇宙 更新时间:2023-11-04 13:48:47 24 4
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我刚买了一台带有 Intel HD4000“显卡”的笔记本电脑,而我在带有 HD6950 的固定计算机上运行的代码却出现访问冲突。我从版本 4.4 更改为 4.0,因为 HD4000 最多只支持 4.0。

查看 OpenGL wiki,它说它只能保证 4.2 及更高版本的对齐,所以我认为这可能是问题所在,但我不确定,我不知道如何处理它

我拿了this code from open.gl并将其修改为使用 GLFW 进行测试:

// Link statically with GLEW
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

#include <windows.h>

// Shader sources
const GLchar* vertexSource =
"#version 150 core\n"
"in vec2 position;"
"in vec3 color;"
"out vec3 Color;"
"void main() {"
" Color = color;"
" gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"in vec3 Color;"
"out vec4 outColor;"
"void main() {"
" outColor = vec4(Color, 1.0);"
"}";

int main()
{
if(!glfwInit())
return -1;

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

GLFWwindow* window = nullptr;
window = glfwCreateWindow(800, 600, "OpenGL", NULL, NULL);

glfwMakeContextCurrent(window);

// Initialize GLEW
glewExperimental = GL_TRUE;
int glewRes = glewInit();
if(glewRes != GLEW_OK)
{
glfwTerminate();
OutputDebugStringA(reinterpret_cast<const char*>(glewGetErrorString(glewRes)));
OutputDebugStringA("\n");
return -2;
}

// Create Vertex Array Object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);

GLfloat vertices[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 1.0f // Bottom-left
};

glBindBuffer(GL_ARRAY_BUFFER, vbo);
//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), NULL, GL_DYNAMIC_DRAW);
GLfloat* mappedData = static_cast<GLfloat*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, sizeof(vertices), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT));

GLenum error = glGetError();
error = glGetError();
error = glGetError();

if(mappedData == NULL)
{
glfwTerminate();
return -3;
}

for(int i = 0; i < ARRAYSIZE(vertices); i++)
{
mappedData[i] = vertices[i];
}
glUnmapBuffer(GL_ARRAY_BUFFER);

// Create an element array
GLuint ebo;
glGenBuffers(1, &ebo);

GLuint elements[] = {
0, 1, 2,
2, 3, 0
};

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);

// Create and compile the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);

// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);

// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);

// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);

GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));

while(!glfwWindowShouldClose(window))
{
glfwPollEvents();

// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

// Draw a rectangle from the 2 triangles using 6 indices
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

// Swap buffers
glfwSwapBuffers(window);
}

glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);

glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);

glDeleteVertexArrays(1, &vao);

glfwTerminate();

}

出于某种原因,每当我使用 glMapBufferRange 时,它​​都会在 mappedData[i] = vertices[i]; 处出现访问冲突。

如果我简单地使用 glBufferData 或 glMapBuffer 它工作正常

最佳答案

Windows 刚刚安装了 38 个更新,现在可以运行了

关于c++ - glMapBufferRange 给我一个访问冲突,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24432210/

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