設備:三星Galaxy Note Android版本:4.0.4致命信號11和無效的堆地址使用glShaderBinary
我的應用程序應用一些視覺效果使用OpenGL着色器的視頻流。出於安全原因,我需要使用二進制着色器。我使用glSurfaceView
和SurfaceTexture
訪問OpenGL着色器中的幀數據並使用擴展名GL_OES_EGL_image_external
。就我使用着色器源而言,這工作正常。當我嘗試使用編譯的着色器二進制文件時,我經常會收到錯誤A/libc(4242): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1)
,程序崩潰。當工作時我嘗試關閉與返回鍵的應用程序,我通常會得到錯誤 A/libc(4907): @@@ ABORTING: INVALID HEAP ADDRESS IN dlfree
我試圖在Android的外部參照本地媒體示例應用程序來使用二進制着色器: http://androidxref.com/source/xref/development/ndk/platforms/android-14/samples/native-media/
和我得到相同的錯誤。
我創建使用ARM malisc 和我使用的加載二進制代碼提供的編譯的二進制着色器
private int ShaderFromBIN(Resources resource) {
IntBuffer vert2 = IntBuffer.allocate(1);
IntBuffer frag2 = IntBuffer.allocate(1);
vert2.put(GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER));
frag2.put(GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER));
try {
InputStream in_sv = resource.openRawResource(R.raw.v2);
InputStream in_sf = resource.openRawResource(R.raw.f2);
byte[] bv = new byte [in_sv.available()];
in_sv.read(bv);
//= IOUtils.toByteArray(in_sv);
ByteBuffer bbv = ByteBuffer.wrap(bv);
byte[] bf = new byte [in_sf.available()];
// IOUtils.toByteArray(in_sf);
in_sf.read(bf);
ByteBuffer bbf = ByteBuffer.wrap(bf);
IntBuffer numFormats = IntBuffer.allocate(1);
GLES20.glGetIntegerv(GLES20.GL_NUM_SHADER_BINARY_FORMATS,
numFormats);
IntBuffer formats;
if (numFormats.get(0) > 0) {
formats = IntBuffer.allocate(numFormats.get(0));
GLES20.glGetIntegerv(GLES20.GL_SHADER_BINARY_FORMATS, formats);
for (int i = 0; i < numFormats.get(0); ++i) {
Log.d("format " + i + " ", formats.get(i) + "");
GLES20.glShaderBinary(1, vert2, formats.get(i), bbv, bv.length);
GLES20.glShaderBinary(1, frag2, formats.get(i), bbf, bf.length);
checkGlError("compile vertex shader");
}
}
in_sv.close();
in_sf.close();
bf = null;
bv = null;
} catch (Exception e) {
// e.printStackTrace();
Log.e("Error: can't read resource.", "");
}
sampler_program = GLES20.glCreateProgram();
if (sampler_program != 0) {
GLES20.glAttachShader(sampler_program, vert2.get(0));
checkGlError("glAttachShader");
GLES20.glAttachShader(sampler_program, frag2.get(0));
checkGlError("glAttachShader");
GLES20.glLinkProgram(sampler_program);
checkGlError("glLinkProgram");
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(sampler_program, GLES20.GL_LINK_STATUS,
linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(sampler_program));
GLES20.glDeleteProgram(sampler_program);
sampler_program = 0;
}
}
checkGlError("after linking");
if (sampler_program == 0) {
Log.e(TAG, "Error in creating and compiling the shader programs");
return -1;
}
return sampler_program;
}
我這個問題掙扎了4天。我做錯了什麼?請幫我解決這個問題。
謝謝
Dhammike
編輯:
當我崩潰日誌與NDK棧這就是我得到
*** 崩潰轉儲: ** *
Build fingerprint: 'samsung/GT-N7000/GT-N7000:4.0.4/IMM76D/XXLRK:user/release-keys'
pid: 11581, tid: 11594 >>> com.example.nativemedia <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
Stack frame #00 pc 00017938 /system/lib/libc.so
Stack frame #01 pc 000137c2 /system/lib/libc.so
Stack frame #02 pc 00015b00 /system/lib/libc.so (dlfree)
Stack frame #03 pc 00016178 /system/lib/libc.so (free)
Stack frame #04 pc 00025e04 /system/lib/libMali.so (__mali_program_binary_state_reset)
Stack frame #05 pc 00016068 /system/lib/egl/libGLESv2_mali.so(_gles_program_rendering_state_deref)
Stack frame #06 pc 000281b4 /system/lib/egl/libGLESv2_mali.so_gles2_program_internal_free)
Stack frame #07 pc 00028228 /system/lib/egl/libGLESv2_mali.so(_gles2_program_object_list_entry_delete)
Stack frame #08 pc 0002da9c /system/lib/egl/libGLESv2_mali.so(_gles_share_lists_clear_v2_content)
Stack frame #09 pc 000110d4 /system/lib/egl/libGLESv2_mali.so (_gles_share_lists_deref)
Stack frame #10 pc 00026b88 /system/lib/egl/libGLESv2_mali.so (_gles2_delete_context)
Stack frame #11 pc 00013efc /system/lib/egl/libEGL_mali.so (__egl_gles_release_context)
Stack frame #12 pc 0000b07c /system/lib/egl/libEGL_mali.so (__egl_release_context)
Stack frame #13 pc 0000b0d4 /system/lib/egl/libEGL_mali.so (_egl_destroy_context_internal)
Stack frame #14 pc 0000b6e8 /system/lib/egl/libEGL_mali.so (_egl_destroy_context)
Stack frame #15 pc 0000c720 /system/lib/egl/libEGL_mali.so (eglDestroyContext)
Stack frame #16 pc 0000c346 /system/lib/libEGL.so (eglDestroyContext)
Stack frame #17 pc 0004b67e /system/lib/libandroid_runtime.so
Stack frame #18 pc 0001edb0 /system/lib/libdvm.so (dvmPlatformInvoke)
Stack frame #19 pc 00059168 /system/lib/libdvm.so (_Z16dvmCallJNIMethodPKjP6JValuePK6MethodP6Thread)
經過一段時間的這個問題的掙扎後,我發現問題是與馬裏離線着色器編譯器。此問題在最新的離線着色器編譯器中排序。 – user665277