I followed by vulkan tutorial, and i get segfault on vkCreateInstance.
I use arch (btw), and i install vulkan by paru -S vulkan-devel (also linux-firmware and mesa are installed). My CPU is AMD Ryzen 7 2700, and GPU is Radeon RX 580 4GB.
I saw a similar question, but the answer did not solve my problem (and besides, they use C++, not C)
#include <stdio.h>
#include <stdlib.h>
#include <vulkan/vulkan.h>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
const char* APPLICATION_NAME = "Vulkan Teach";
const uint16_t WIDTH = 800;
const uint16_t HEIGHT = 600;
static GLFWwindow* window;
static VkInstance instance;
void error(char* message, int code) {
fprintf(stderr, "%s (status code: %d)\n", message, code);
exit(code);
}
void initWindow() {
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
window = glfwCreateWindow(WIDTH, HEIGHT, APPLICATION_NAME, NULL, NULL);
}
void mainLoop() {
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
}
}
void createInsance() {
VkApplicationInfo appInfo;
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appInfo.pApplicationName = APPLICATION_NAME;
appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
appInfo.pEngineName = "No Engine";
appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
appInfo.apiVersion = VK_API_VERSION_1_0;
VkInstanceCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
uint32_t glfwExtensionsCount = 0;
const char** glfwExtensions;
glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionsCount);
createInfo.enabledExtensionCount = glfwExtensionsCount;
createInfo.ppEnabledExtensionNames = glfwExtensions;
createInfo.enabledLayerCount = 0;
VkResult result = vkCreateInstance(&createInfo, NULL, &instance);
if(result != VK_SUCCESS) {
error("Failed to create vulkan instance.", result);
}
}
void initVulkan() {
createInsance();
}
void cleanup() {
vkDestroyInstance(instance, NULL);
glfwDestroyWindow(window);
glfwTerminate();
}
int main() {
initWindow();
initVulkan();
mainLoop();
cleanup();
return 0;
}
You are most probably passing uninitialized values to your instance creation. This part of the code:
VkInstanceCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
Only initializes the sType and pApplicationInfo members of the create info, while other important members such as pNext are uninitialized and as such may contain values that the driver doesn't know how to handle, resulting in the segfault.
So as a general rule for all (Vulkan) structs: Zero initialize like this:
VkInstanceCreateInfo createInfo = {0};
I'm trying to program a basic game with SDL2 library and I am getting a little bit confused with a basic concept.
Basically I would like to make a function:
void quit_clean (SDL_Window *window, SDL_Renderer *renderer)
{
if (renderer != NULL)
SDL_DestroyRenderer(renderer);
if (window != NULL)
SDL_DestroyWindow(window);
exit(EXIT_FAILURE);
}
I would call this function each time there is an error so I can free the renderer and the window properly before to quit the program
e.g.
texture = SDL_CreateTextureFromSurface(renderer, tmp);
if(texture==NULL){
printf ("SDL_CreateTextureFromSurface Error: : %s\n", SDL_GetError());
quit_clean (&window, &renderer);
}
Where I am getting confused is if I need to call this function from another function how does it work ?
To be precise I would have:
My main() function where I create my *window and my *renderer
a new my_function() called from main() in which I would among other stuffs create a texture from a surface and test errors
and finally my quit_clean() function called from my_function() in case of error.
The way I see it, in order to pass my window and my renderer from main() to quit_clean() using my_function() the prototypes would be then:
void my_function (SDL_Window **window, SDL_Renderer **renderer);
void quit_clean (SDL_Window ***window, SDL_Renderer ***renderer);
Am I correct or not?
If yes then how could I call this function from main() if needed.
If I call "quit_clean (&window, &renderer);" from my main() the types are not correct anymore then.
Or maybe I could create pointers from window and renderer and pass those pointers to quit_clean(). I don't know I'm confused, I'm not sure if my thought process is correct.
Do you have any tips for this kind of situation?
You don't need the double pointer as arguments to your functions:
int my_function (SDL_Window *window, SDL_Renderer *renderer);
int quit_clean (SDL_Window *window, SDL_Renderer *renderer);
As you might have noticed, i've added a return type (int), because every function should return a result, indicating success or failure.
Secondly, it would be better not to call the quit_clean function from other functions, instead, if you encounter an error in for e.g. my_function, return an error and call the quit_clean function in the main function.
Like this:
int main()
{
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
window = SDL_CreateWindow(...);
if (window) {
renderer = SDL_CreateRenderer(window, ...);
if (renderer) {
int err = my_function(window, renderer);
if (!err) { //success: 0, error: -1
//do what is needed to be done
}
}
}
//finally clean up,
//no matter the case (either due to error or program termination)
quit_clean(window, renderer);
return 0;
}
In the quit_clean function you have to check the passed arguments (although i think that SDL checks them too, but better than sorry):
int quit_clean (SDL_Window *window, SDL_Renderer *renderer)
{
//other cleanup first
//finally
if (renderer != NULL)
SDL_DestroyRenderer(renderer);
if (window != NULL)
SDL_DestroyWindow(window);
SDL_Quit();
}
And for clarity an example of my_function:
int my_function (SDL_Window *window, SDL_Renderer *renderer)
{
if (some_condition_does_not_hold)
return -1;
//do your stuff
//never call quit_clean if something goes wrong, return either -1 or
//some other (previously defined) negative error number
//finally
return 0; //success
}
All the tutorials seem to indicate that I am doing things correctly, the vertex shader works, however it fails to recognize any input changes from the main program through the use of the glUniform1f function. I check glGetError after each line, there are no errors. I check glGetShaderiv and glGetShaderInfoLog, there are no issues. I am testing with OpenGL version 2.1 (unknown profile, but assuming the core profile) as reported by SDL.
#if defined(__WINDOWS__) || defined(_WIN32) || defined(_WIN64) || defined(__WIN32__) || defined(__TOS_WIN__)\
|| defined(__CYGWIN__)
/* Compiling for Windows */
#ifndef __WINDOWS__
#define __WINDOWS__
#endif
#include <windows.h>
#endif/* Predefined Windows macros */
#include <SDL2/SDL.h>
#include <GL/GL.h>
#include <stdlib.h>
#include <stdio.h>
#include <error.h>
//return type not verified
void glGenBuffers();
void glBindBuffer();
void glBufferData();
unsigned int glCreateShader();
void glShaderSource();
void glCompileShader();
void glGetShaderiv();
void glGetShaderInfoLog();
unsigned int glCreateProgram();
void glAttachShader();
void glLinkProgram();
void glGetProgramiv();
void glGetProgramInfoLog();
void glVertexAttribPointer();
void glEnableVertexAttribArray();
void glUseProgram();
void glDeleteShader();
void glGenVertexArrays();
void glBindVertexArray();
GLint glGetUniformLocation();
void glUniform1f();
void glDeleteProgram();
void glDeleteBuffers();
int fixSDLconsole() {
FILE *console = freopen("stdout.txt", "a",stdout);
if (console == NULL) {return errno;}
console = freopen("stdout.txt", "a",stderr);
if (console == NULL) {return errno;}
return 0;
}
void printGLVersionNumber() {
int majorVersion;
int minorVersion;
int profile;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &majorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile);
fprintf(stderr,"GL version %d.%d ",majorVersion,minorVersion);
switch (profile) {
case SDL_GL_CONTEXT_PROFILE_CORE: fprintf(stderr,"core (%d)\n",profile);break;
case SDL_GL_CONTEXT_PROFILE_COMPATIBILITY: fprintf(stderr,"compatibility (%d)\n",profile);break;
case SDL_GL_CONTEXT_PROFILE_ES: fprintf(stderr,"E.S. (%d)\n",profile);break;
default: fprintf(stderr, "unknown profile: %d\n",profile);break;
}
return;
}
#define checkGlError(label) {int error = glGetError();if (error != GL_NO_ERROR) {error_at_line(0,0,__FILE__,__LINE__,"error=%d", error);goto label;}}
int main(int argc, char **argv) {
SDL_Window *window = NULL;
SDL_GLContext context = NULL;
GLuint verticesGlIds[] = {0,0};
GLuint vertexShaderGlId = 0;
GLuint shaderProgramGlId = 0;
if (fixSDLconsole()) {
return errno;
}
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
error_at_line(1,0,__FILE__,__LINE__,"Unable to initialize SDL: %s",SDL_GetError());
goto error;
}
printGLVersionNumber();
window = SDL_CreateWindow("Window Title",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,640,640,SDL_WINDOW_OPENGL);
if (window == NULL) {
error_at_line(0,0,__FILE__,__LINE__,"Could not create window: %s", SDL_GetError());
goto error;
}
context = SDL_GL_CreateContext(window);
if (context == NULL) {
error_at_line(0,0,__FILE__,__LINE__,"Could not create OpenGL context: %s", SDL_GetError());
goto error;
}
glViewport(0,0,640,640);checkGlError(error);
glClearColor(.9f,.9f,.9f,1.f);checkGlError(error);
glEnableClientState(GL_VERTEX_ARRAY);checkGlError(error);
glEnableClientState(GL_COLOR_ARRAY);checkGlError(error);
float vertices[] = {
-.5f,0.f,0.f,
0.f,.5f,0.f,
0.f,-.5f,0.f,
0.f,.5f,0.f,
.5f,.5f,0.f,
0.f,0.f,0.f
};
float colors[] = {
1.f,0.f,0.f,//red
.5f,0.f,0.f,//red
0.f,1.f,0.f,//green
0.f,.5f,0.f,//green
0.f,0.f,1.f,//blue
0.f,0.f,.5f//blue
};
glGenBuffers(2, &verticesGlIds);checkGlError(error);
glBindBuffer(GL_ARRAY_BUFFER, verticesGlIds[0]);checkGlError(error);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);checkGlError(error);
glBindBuffer(GL_ARRAY_BUFFER, verticesGlIds[1]);checkGlError(error);
glBufferData(GL_ARRAY_BUFFER,sizeof(colors),colors, GL_STATIC_DRAW);checkGlError(error);
char *vertexShader =
"#version 120\n"\
"attribute vec3 aPos;\n"\
"uniform float i;\n"\
"void main() {\n"\
"gl_FrontColor=gl_Color;\n"\
"gl_Position = vec4(aPos.x+i/2,aPos.y,aPos.z,1.0);\n"\
"}\n";
vertexShaderGlId = glCreateShader(GL_VERTEX_SHADER);checkGlError(error);
if (vertexShaderGlId == 0) {error_at_line(0,0,__FILE__,__LINE__,"vertex shader could not be created");goto error;}
glShaderSource(vertexShaderGlId, 1, &vertexShader, NULL);checkGlError(error);
glCompileShader(vertexShaderGlId);checkGlError(error);
{
GLint success;
glGetShaderiv(vertexShaderGlId, GL_COMPILE_STATUS, &success);checkGlError(error);
if (success == GL_FALSE) {
char infoLog[512];
glGetShaderInfoLog(vertexShaderGlId, 512, NULL, infoLog);checkGlError(error);
error_at_line(0,0,__FILE__,__LINE__,"Vertex Shader problem: %s", infoLog);
goto error;
}
}
shaderProgramGlId = glCreateProgram();checkGlError(error);
if (shaderProgramGlId == 0) {error_at_line(0,0,__FILE__,__LINE__,"shader program could not be created");goto error;}
glAttachShader(shaderProgramGlId, vertexShaderGlId);checkGlError(error);
glLinkProgram(shaderProgramGlId);checkGlError(error);
{
int success;
glGetProgramiv(shaderProgramGlId, GL_LINK_STATUS, &success);checkGlError(error);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(shaderProgramGlId, 512, NULL, infoLog);checkGlError(error);
error_at_line(0,0,__FILE__,__LINE__,"Shader program problem: %s", infoLog);
}
}
glDeleteShader(vertexShaderGlId);checkGlError(error);
GLint iLocation = glGetUniformLocation(shaderProgramGlId, "i");checkGlError(error);
if (iLocation == -1) {error_at_line(0,0,__FILE__,__LINE__,"uniform i not found in shader");goto error;}
error_at_line(0,0,__FILE__,__LINE__,"iLocation: %d", iLocation);
for (int frame = 0; frame < 100; ++frame) {
glClear(GL_COLOR_BUFFER_BIT);checkGlError(error);
glUseProgram(shaderProgramGlId);checkGlError(error);
glBindBuffer(GL_ARRAY_BUFFER, verticesGlIds[0]); checkGlError(error);
glVertexPointer(3,GL_FLOAT,0,0); checkGlError(error);
glBindBuffer(GL_ARRAY_BUFFER, verticesGlIds[1]); checkGlError(error);
glColorPointer(3,GL_FLOAT,0,0); checkGlError(error);
glUniform1f(iLocation, (float) (frame%2)); checkGlError(error);
glDrawArrays(GL_TRIANGLES, 0,sizeof(vertices)/sizeof(float)/3); checkGlError(error);
glBindBuffer(GL_ARRAY_BUFFER, 0); checkGlError(error);
SDL_GL_SwapWindow(window);
SDL_Delay(100);
}
glDeleteProgram(shaderProgramGlId);
glDeleteShader(vertexShaderGlId);
glDeleteBuffers(sizeof(verticesGlIds)/sizeof(GLuint), verticesGlIds);
SDL_GL_DeleteContext(context);
SDL_Delay(3000);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
error:
glDeleteProgram(shaderProgramGlId);
glDeleteShader(vertexShaderGlId);
glDeleteBuffers(sizeof(verticesGlIds)/sizeof(GLuint), verticesGlIds);
if (context != NULL) SDL_GL_DeleteContext(context);
if (window != NULL) SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_FAILURE;
}
#if defined(__WINDOWS__)
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
char *argv[1] = {(char *) 0};
return main(0, argv);
}
#endif
note that I am not familiar with OpenGL's extension function loading issues and routines such as SDL's SDL_GL_LoadLibrary and SDL_GL_GetProcAddress I just manually define the method signatures at the top of the file and import GL through the linker. I don't expect this to be an issue but it is the only issue, I am aware of, that I haven't looked into, that may be causing my problems.
So you declare the function like this:
void glUniform1f();
By omitting any parameters, the compiler will assume that all arguments are of type int. For most other GL functions, this works by chance, because those arguments are just integer types in most cases anyway, but for glUniform1f, it will mean that the function argument is converted to integer, but the resulting bit-pattern is implicitely re-interpreted as GLfloat by the function since the actual prototype for glUniform1f is something like this
void glUniform1f(int location, GLfloat value);
note that I am not familiar with OpenGL's extension function loading issues and routines such as SDL's SDL_GL_LoadLibrary and SDL_GL_GetProcAddress I just manually define the method signatures at the top of the file and import GL through the linker.
You shouldn't do this. The GL functions you try to access might not even be exported by the library at all. If you do not want to manually deal with loading every function pointer, you can use one of the existing OpenGL loaders.
gl_Position expects Clip-space coordinates, which are a hiper-cube of size [2w,2w,2w,w].
For vec4(x, y, z, w) if any of the [x,y,z] is outside of [-w,w] range, then the vertex is clipped.
The coordinates will be automatically converted by the GPU to NDC-space x/w, y/w, z/w, 1 (aka "perspective division") before the fragment shader.
Your GLSL code gl_Position = vec4(aPos.x+i/2,aPos.y,aPos.z,1.0); uses the uniform i.
You update it by glUniform1f(iLocation, (float) (frame%2));
First issue is frame%2. Only 0 or 1 is passed to the GPU. With your current vertices data, only two pairs of triangles should be drawn.
Second issue is that frame is a value 0 <= frame < 100. So, if you pass frame instead of frame%2, then for most values aPos.x + i/2 will fall outside the Clip space and you will see only the first two triangle-pairs, or parts of them.
So I tryed to make something on SDL, but on first programm I have memory lear (idk leak or not) so there is some code:
#include <stdio.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#define SCREENSIZEX 180
#define SCREENSIZEY 300
SDL_Window* mainwind = NULL;
SDL_Renderer* rend = NULL;
TTF_Font* Usefont = NULL;
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_EVERYTHING);
Uint32 windowflags;
windowflags = SDL_WINDOW_SHOWN;
mainwind = SDL_CreateWindow("FooBar",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREENSIZEX,
SCREENSIZEY,
windowflags);
rend = SDL_CreateRenderer(mainwind, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(rend, 255, 255, 255, 255);
int imgFlags = IMG_INIT_PNG;
IMG_Init(imgFlags);
TTF_Init();
Usefont = TTF_OpenFont("DOTMBold.TTF",90);
SDL_Surface* TextSurf = NULL;
SDL_Texture* TextTexture = NULL;
SDL_Color UsingColor;
UsingColor.r=0;
UsingColor.g=255;
UsingColor.b=255;
UsingColor.a=100;
bool exit = false;
char Text[500];
int counter = 0;
SDL_Event evneet;
while(!exit)
{
SDL_PollEvent(&evneet);
SDL_RenderClear(rend);
counter++;
TextSurf = TTF_RenderUTF8_Blended(Usefont, Text, UsingColor);
TextTexture = SDL_CreateTextureFromSurface(rend, TextSurf);
SDL_FreeSurface(TextSurf);
TextSurf = NULL;
SDL_RenderCopy(rend, TextTexture, NULL, NULL);
TextTexture = NULL;
SDL_DestroyTexture(TextTexture);
SDL_RenderPresent(rend);
}
SDL_FreeSurface(TextSurf);
TextSurf = NULL;
SDL_DestroyTexture(TextTexture);
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(mainwind);
SDL_Quit();
return 0;
}
Problem:
some screenshots
Idk how to fix this and tryed to do a lot of freeing and memory manipulations.
This programm do only one task. Just counting frames (in code only 0 displayed)
Its 3rd my try to make rendering and always i got the same.
Please help!
This looks suspicious:
while(!exit)
{
...
TextTexture = SDL_CreateTextureFromSurface(rend, TextSurf);
...
TextTexture = NULL; // A
SDL_DestroyTexture(TextTexture); // B
...
}
SDL_DestroyTexture() doesn't get a valid handle here, but a NULL-Pointer is passed. You have to swap the lines A and B, so the Texture can be freed properly.
The answer was strange. Thanks Ctx thats first part of this big mess with rerenderring surfaces and textuers. As for me big mistake was NULLing texture when i need to pass "nullptr".
SDL_FreeSurface(AlreadyDrawedAndUsedOnSurface);
AlreadyDrawedAndUsedOnSurface = NULL; //BAD!
AlreadyDrawedAndUsedOnSurface = nullptr; //good)
Very strange for me but it works!