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我使用 Go 的 go-gl 包已经有一段时间了。在我进行一些重构之前,一切都在 100% 工作,现在我得到了奇怪的错误:

fatal error: unexpected signal during runtime execution
[signal SIGSEGV: segmentation violation code=0x1 addr=0x0 pc=0x0]

runtime stack:
runtime.throw(0x65d0fe, 0x2a)
    /usr/lib/go/src/runtime/panic.go:596 +0x95
runtime.sigpanic()
    /usr/lib/go/src/runtime/signal_unix.go:274 +0x2db
runtime.asmcgocall(0x8, 0x97ed40)
    /usr/lib/go/src/runtime/asm_amd64.s:633 +0x70

goroutine 1 [syscall, locked to thread]:
runtime.cgocall(0x5b8ad0, 0xc420049c00, 0xc4200001a0)
    /usr/lib/go/src/runtime/cgocall.go:131 +0xe2 fp=0xc420049bc0 sp=0xc420049b80
github.com/go-gl/gl/v4.5-core/gl._Cfunc_glowGenVertexArrays(0x0, 0xc400000001, 0xc42006c7d8)
    github.com/go-gl/gl/v4.5-core/gl/_obj/_cgo_gotypes.go:4805 +0x45 fp=0xc420049c00 sp=0xc420049bc0
github.com/go-gl/gl/v4.5-core/gl.GenVertexArrays(0x1, 0xc42006c7d8)

...

runtime.main()
    /usr/lib/go/src/runtime/proc.go:185 +0x20a fp=0xc420049fe0 sp=0xc420049f88
runtime.goexit()
    /usr/lib/go/src/runtime/asm_amd64.s:2197 +0x1 fp=0xc420049fe8 sp=0xc420049fe0

goroutine 17 [syscall, locked to thread]:
runtime.goexit()
    /usr/lib/go/src/runtime/asm_amd64.s:2197 +0x1
exit status 2

shell returned 1

我想知道是否有人有解决方案。我已经更新了我的驱动程序,一个空的 OpenGL 场景可以 100% 工作,而不会生成顶点数组。

这是我的go env

GOARCH="amd64"
GOBIN=""
GOEXE=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/<user>/Projects/<project>"
GORACE=""
GOROOT="/usr/lib/go"
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build983667275=/tmp/go-build -gno-record-gcc-switches"
CXX="g++"
CGO_ENABLED="1"
PKG_CONFIG="pkg-config"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"

调用函数:

var vertexArrayID uint32

// ERROR ON LINE BELOW.
gl.GenVertexArrays(1, &vertexArrayID)

gl.BindVertexArray(vertexArrayID)

// Vertex buffer
var vertexBuffer uint32
gl.GenBuffers(1, &vertexBuffer)
gl.BindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*4, gl.Ptr(verticies), gl.STATIC_DRAW)

谢谢

4

1 回答 1

1

原来 OpenGL 上下文是在函数调用之后而不是之前创建的。很奇怪,空场景仍然有效,只是在尝试生成缓冲区后才崩溃。

于 2017-07-10T08:50:11.023 回答