【发布时间】:2014-05-03 04:41:17
【问题描述】:
我正在尝试在加载屏幕的单独线程中为 SDL2 程序加载纹理。我的代码看起来像这样
int batchLoad(void *ptr) {
loop through resources
SDL_LockMutex(renderMutex);
SDL_Texture *texture = NULL;
SDL_Surface *surface = IMG_Load(("../resources/" + fileName).c_str());
if (surface) {
texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
}
SDL_UnlockMutex(renderMutex);
// store texture
return 0;
}
void LoadingScreen::loadResources() {
// do some stuff
renderMutex = SDL_CreateMutex();
ScreenMap screenMap;
// init with data
SDL_Thread* load = SDL_CreateThread(batchLoad, "batchLoad", &screenMap);
while loading {
// do work
SDL_LockMutex(renderMutex);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, white, NULL, NULL);
// draw stuff
SDL_RenderPresent(renderer);
SDL_UnlockMutex(renderMutex);
}
SDL_WaitThread(load, NULL);
SDL_DestroyMutex(renderMutex);
SDL_DestroyMutex(satMutex);
在 Windows 上,这工作得非常好,但在 OSX 上,我在 CreateTextureFromSurface 调用时遇到错误。它出现空指针错误的段错误。这是 osx 问题报告。
Thread 10 Crashed:: batchLoad
0 libGL.dylib 0x00007fff885ead32 glGenTextures + 18
Thread 10 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x00007ff913c37ad0 rcx: 0x0000000000000001 rdx: 0x00007ff913c37b50
rdi: 0x0000000000000001 rsi: 0x00007ff913c37b50 rbp: 0x00000001157ae4d0 rsp: 0x00000001157ae4d0
r8: 0x0000000000000004 r9: 0x00007ff913c00000 r10: 0x0000000023f4e094 r11: 0x000000000abea012
r12: 0x00007ff913d1e3b0 r13: 0x00007ff913d1e3b0 r14: 0x000000000000001a r15: 0x0000000000000022
rip: 0x00007fff885ead32 rfl: 0x0000000000010246 cr2: 0x0000000000000000
和 lldb
* thread #9: tid = 0xee08, 0x00007fff885ead32 libGL.dylib`glGenTextures + 18, name = 'batchLoad', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x00007fff885ead32 libGL.dylib`glGenTextures + 18
libGL.dylib`glGenTextures + 18:
-> 0x7fff885ead32: movq (%rax), %rdi
0x7fff885ead35: movq 0x318(%rax), %rax
0x7fff885ead3c: movl %ecx, %esi
0x7fff885ead3e: popq %rbp
当我注释掉所有线程内容并正常调用批处理加载时,没有错误,所以我认为必须存在一些并发问题。但是我对所有渲染器调用都使用了互斥锁,所以我不确定问题可能是什么。然后我也不知道为什么它在 Windows 上可以正常工作,但在 OSX 上不行
【问题讨论】:
-
我不知道答案,但它确实没有段错误,您可以像处理表面一样,在存储它之前测试它是否为 NULL。只是一点点改进,但不是答案抱歉。
-
问题是在 SDL_CreateTextureFromSurface 调用期间出现了段错误。所以我什至无法检查存储到纹理中的值
标签: c++ multithreading macos sdl-2