[英]SDL2 + OpenGL access violation
这工作正常:
int main(int argc, char** argv)
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCR_WIDTH, SCR_HEIGHT, SDL_WINDOW_OPENGL);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GLContext mainContext = SDL_GL_CreateContext(window);
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
SDL_Event event;
int running = 1;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
...
return 0;
}
但是,如果我将初始化包装到 class 中,我会在调用 glCreateShader 时遇到访问冲突,即使在初始化 SDL 和 OpenGL 时没有收到任何错误消息:
int main(int argc, char** argv)
{
WindowManager wm;
if (!wm.Construct())
return 0;
SDL_Event event;
int running = 1;
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); //<---- access violation here
...
return 0;
}
这是我的 WindowManager class 与相关功能:
class WindowManager
{
public:
WindowManager() = default;
bool Construct()
{
if (SDL_Init(SDL_INIT_VIDEO) < 0);
return false;
mWindow = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width,
height, SDL_WINDOW_OPENGL);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
mContext = SDL_GL_CreateContext(mWindow);
if (!mWindow)
{
spdlog::error("WindowManager could not be created!");
return false;
}
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
spdlog::error("Failed to initialize GLAD!");
return false;
}
return true;
}
SDL_Window* mWindow;
SDL_GLContext mContext;
};
如果有人能对问题所在有所了解,我将不胜感激!
由于我将 WindowManager 编译为 dll 并在单独的项目中使用它,因此我基本上制作了两个程序。
程序 A 有一个初始化的 OpenGL 上下文,但使用 WindowManager 的程序 B 没有。
所以我不得不写一个 function 来将 glProcAddress 暴露给程序 B,以便进行原始的 OpenGL 调用,例如 glCreateShader()。
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