2011-02-07 72 views
1

我有一個Renderer的樹結構。如果我把它們加載之前呈現一切工作正常,但如果我加載它們而渲染我得到一個內存轉儲。當渲染代碼加載時,OpenGL ES崩潰

02-07 17:50:00.721: INFO/DEBUG(2355): signal 11 (SIGSEGV), fault addr 00000000 
02-07 17:50:00.721: INFO/DEBUG(2355): r0 00000000 r1 4bf22eb0 r2 00000010 r3 00000004 
02-07 17:50:00.721: INFO/DEBUG(2355): r4 0023d2e8 r5 0023e154 r6 00000000 r7 00000004 
02-07 17:50:00.721: INFO/DEBUG(2355): r8 00000010 r9 00000010 10 00000000 fp 00000001 
02-07 17:50:00.721: INFO/DEBUG(2355): ip 00000001 sp 4b7bdaa8 lr 81b06b70 pc 81b30dc0 cpsr 80000010 
02-07 17:50:00.721: INFO/DEBUG(2355): d0 6472656767756265 d1 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d2 000000640024c100 d3 0000000044936800 
02-07 17:50:00.721: INFO/DEBUG(2355): d4 0000000000000000 d5 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d6 000000000012eca8 d7 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d8 0000000000000000 d9 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d10 0000000000000000 d11 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d12 0000000000000000 d13 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d14 0000000000000000 d15 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d16 c1d0a059b6bb9581 d17 3f50624dd2f1a9fc 
02-07 17:50:00.721: INFO/DEBUG(2355): d18 41c9bc2c66800000 d19 3fe000000025a36b 
02-07 17:50:00.721: INFO/DEBUG(2355): d20 4008000000000000 d21 3fd99a27ad32ddf5 
02-07 17:50:00.721: INFO/DEBUG(2355): d22 3fd24998d6307188 d23 3fcc7288e957b53b 
02-07 17:50:00.721: INFO/DEBUG(2355): d24 3fc74721cad6b0ed d25 3fc39a09d078c69f 
02-07 17:50:00.721: INFO/DEBUG(2355): d26 0000000000000000 d27 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d28 0000000000000000 d29 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): d30 0000000000000000 d31 0000000000000000 
02-07 17:50:00.721: INFO/DEBUG(2355): scr 20000012 
02-07 17:50:00.815: INFO/DEBUG(2355):   #00 pc 00030dc0 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.823: INFO/DEBUG(2355):   #01 lr 81b06b70 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.823: INFO/DEBUG(2355): code around pc: 
02-07 17:50:00.823: INFO/DEBUG(2355): 81b30da0 e781410c e28cc001 e15c0003 3afffffa 
02-07 17:50:00.823: INFO/DEBUG(2355): 81b30db0 e8bd8010 e92d4010 e3a0c000 ea000004 
02-07 17:50:00.823: INFO/DEBUG(2355): 81b30dc0 e5904000 e5014008 e5904004 e0800002 
02-07 17:50:00.827: INFO/DEBUG(2355): 81b30dd0 e5014004 e15c0003 e2811008 e28cc001 
02-07 17:50:00.831: INFO/DEBUG(2355): 81b30de0 3afffff6 e8bd8010 e92d4010 e3a0c000 
02-07 17:50:00.831: INFO/DEBUG(2355): code around lr: 
02-07 17:50:00.835: INFO/DEBUG(2355): 81b06b50 e3530000 1a000005 e59c0028 e1a03007 
02-07 17:50:00.835: INFO/DEBUG(2355): 81b06b60 e59c102c e59c2024 e1a0e00f e59cf034 
02-07 17:50:00.838: INFO/DEBUG(2355): 81b06b70 e2866001 e2855004 e5942ec0 e3a03001 
02-07 17:50:00.838: INFO/DEBUG(2355): 81b06b80 e1560002 3affffeb e088800a e2840d77 
02-07 17:50:00.838: INFO/DEBUG(2355): 81b06b90 e2888003 e280000c e1a02003 e0278799 
02-07 17:50:00.838: INFO/DEBUG(2355): stack: 
02-07 17:50:00.838: INFO/DEBUG(2355):  4b7bda68 00000004 
02-07 17:50:00.842: INFO/DEBUG(2355):  4b7bda6c afd0bfc9 /system/lib/libc.so 
02-07 17:50:00.842: INFO/DEBUG(2355):  4b7bda70 00000000 
02-07 17:50:00.846: INFO/DEBUG(2355):  4b7bda74 00000001 
02-07 17:50:00.846: INFO/DEBUG(2355):  4b7bda78 00000003 
02-07 17:50:00.846: INFO/DEBUG(2355):  4b7bda7c 00000001 
02-07 17:50:00.850: INFO/DEBUG(2355):  4b7bda80 00000000 
02-07 17:50:00.854: INFO/DEBUG(2355):  4b7bda84 00000000 
02-07 17:50:00.854: INFO/DEBUG(2355):  4b7bda88 000e44f0 [heap] 
02-07 17:50:00.858: INFO/DEBUG(2355):  4b7bda8c 0023d2e8 [heap] 
02-07 17:50:00.858: INFO/DEBUG(2355):  4b7bda90 0023e154 [heap] 
02-07 17:50:00.858: INFO/DEBUG(2355):  4b7bda94 00000000 
02-07 17:50:00.862: INFO/DEBUG(2355):  4b7bda98 00000004 
02-07 17:50:00.862: INFO/DEBUG(2355):  4b7bda9c 00000010 
02-07 17:50:00.862: INFO/DEBUG(2355):  4b7bdaa0 df002777 
02-07 17:50:00.866: INFO/DEBUG(2355):  4b7bdaa4 e3a070ad 
02-07 17:50:00.866: INFO/DEBUG(2355): #00 4b7bdaa8 0023d2e8 [heap] 
02-07 17:50:00.866: INFO/DEBUG(2355):  4b7bdaac 81b06b70 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.866: INFO/DEBUG(2355):  4b7bdab0 0023d2e8 [heap] 
02-07 17:50:00.866: INFO/DEBUG(2355):  4b7bdab4 00000004 
02-07 17:50:00.870: INFO/DEBUG(2355):  4b7bdab8 00000004 
02-07 17:50:00.870: INFO/DEBUG(2355):  4b7bdabc 00000000 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdac0 00000005 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdac4 00000001 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdac8 00000004 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdacc 81b08510 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdad0 0023d2e8 [heap] 
02-07 17:50:00.874: INFO/DEBUG(2355):  4b7bdad4 81b6a5fc /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.878: INFO/DEBUG(2355):  4b7bdad8 00000004 
02-07 17:50:00.878: INFO/DEBUG(2355):  4b7bdadc 00000000 
02-07 17:50:00.878: INFO/DEBUG(2355):  4b7bdae0 00000005 
02-07 17:50:00.878: INFO/DEBUG(2355):  4b7bdae4 81b09954 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 
02-07 17:50:00.878: INFO/DEBUG(2355):  4b7bdae8 00000004 
02-07 17:50:00.881: INFO/DEBUG(2355):  4b7bdaec 00000000 

所有的渲染器是:

glEnableClientState(GL_VERTEX_ARRAY); 
glEnableClientState(GL_TEXTURE_COORD_ARRAY); 

glBindBuffer(GL_ARRAY_BUFFER, mArraybuffer); 

glVertexPointer(2, GL_FLOAT, sizeof(TextureMap), NULL); 
glTexCoordPointer(2, GL_FLOAT, sizeof(TextureMap), (void *)offsetof(TextureMap, coord)); 

glBindBuffer(GL_ARRAY_BUFFER, 0); 

glDrawArrays(GL_TRIANGLE_STRIP, 0, mSize); 

glDisableClientState(GL_VERTEX_ARRAY); 
glDisableClientState(GL_TEXTURE_COORD_ARRAY); 

,我知道它崩潰的glEnableClientState(GL_VERTEX_ARRAY)。我想知道的是爲什麼它會崩潰,或者至少是我爲什麼不應該做我在做什麼的原因?

編輯:我已經設計了它,當屏幕被點擊時用上面的代碼加載渲染器。它會生成一個數組緩衝區並相應地分配數組。然後我將渲染器添加到渲染器樹中,但是當它首次渲染時會崩潰並獲取上述內存轉儲。

 GLuint arraybuffer; 
     glGenBuffers(1, &arraybuffer); 

     TextureMap data[] = { 
       {{-69.573, 39.74}, {325.0/512.0, 279.75/512.0}}, 
       {{-69.573, 83.24}, {325.0/512.0, 323.25/512.0}}, 
       {{71.571, 39.74}, {466.45/512.0, 279.75/512.0}}, 
       {{71.571, 83.24}, {466.45/512.0, 323.25/512.0}}, 
     }; 

     glBindBuffer(GL_ARRAY_BUFFER, arraybuffer); 
     glBufferData(GL_ARRAY_BUFFER, sizeof(TextureMap) * 4, data, GL_STATIC_DRAW); 

     TextureMapBufferRenderer *renderer = new TextureMapBufferRenderer(arraybuffer); //generates a renderer for array buffer 
     renderer->load(); 

     glBindBuffer(GL_ARRAY_BUFFER, 0); 

     mManager->renderer()->addChildRenderer(renderer); 

上面的代碼是當它在水龍頭上執行時。如果我在開始時使用相同的代碼,它將起作用。

+0

這很難說沒有看到周圍的代碼。你可以多發一些關於這是如何被調用的? – Thomas 2011-02-07 19:01:23

回答

0

我想,這也許可以解釋我的問題

Can't call glGenTextures on multithreaded android app

更新: 這似乎是這個問題,以便它加載在渲染線程它的工作原理移動代碼,而不是我得到dequeuing buffer error (Unknown error: -75) 。我所知道的僅僅是OpenGL ES上下文。

更新#2: 原來這是問題所在。在渲染開始之前,我需要在開始時加載所有內容。通過停止線程然後加載你想要的,可以動態地做到這一點,但我會說從一開始就加載所有東西就更容易了。