SDL2 在调整窗口大小时崩溃

Mat*_*ias -1 c++ crash window-resize sdl-2

我在我的 C++ 游戏中使用 SDL2,并且我正在尝试实现即时进入和退出全屏的能力(老实说,我只是最大化窗口)。问题是,每次我调用SDL_MaximizeWindowor 时SDL_RestoreWindow,它都会立即因段错误而崩溃,转储堆栈并退出。请注意,当我用鼠标手动调整窗口大小时,它也会这样做。

这是一些有用的数据:

void init()
{
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
    SDL_CreateWindowAndRenderer(320 * 2, 240 * 2, SDL_WINDOW_BORDERLESS | SDL_WINDOW_RESIZABLE, &sdlWindow, &sdlRenderer);
    SDL_RenderSetLogicalSize(sdlRenderer, 320, 240);
    MAIN_SCREEN = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, 320, 240);
}
void toggleFullscreen()
{
    if(SDL_GetWindowFlags(sdlWindow) & SDL_WINDOW_MAXIMIZED)
        SDL_RestoreWindow(sdlWindow);
    else
        SDL_MaximizeWindow(sdlWindow);
}
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每次手动调整大小和每次调用toggleFullscreen. 我正在 Windows 上通过 mingw-w64 和 Msys2 使用 g++ 进行编译,这是堆栈转储。

Exception: STATUS_ACCESS_VIOLATION at rip=0006C79976B
rax=0000000000000000 rbx=0000000000000000 rcx=0000000000000000
rdx=0000000002F1BE20 rsi=000000000004DD80 rdi=0000000000046078
r8 =00000000FFFFC66C r9 =00000000FFFFC800 r10=0000000000000001
r11=0000000000000000 r12=00000000FFFFC800 r13=0000000000040010
r14=0000000000000001 r15=000000018021CE41
rbp=0000000000046240 rsp=00000000FFFFC580
program=nKaruga.exe, pid 96868, thread main
cs=0033 ds=002B es=002B fs=0053 gs=002B ss=002B
Stack trace:
Frame        Function    Args
00000046240  0006C79976B (0006C79B8D4, 0000004DE80, 00000000000, 00000000000)
00000000224  0006C799C6E (00000000002, 00001FF5488, 00000000000, 0018021CE41)
000FFFFC7E0  0006C79A64B (00016362004, 00002F85480, 00000000500, 00000000001)
000FFFFC870  0006C7937D3 (00100414C74, 00600000000, 0000000FFFF, 280802601C0)
000FFFFC870  00100418FBA (00000000000, 00600000000, 00100000000, 00000000000)
000FFFFC900  00100416AD4 (00000040010, 000FFFFCC20, 0018004607A, 000004638EF)
00000040030  0010041DA1A (000FFFFCCC0, 000004638F1, 000FFFFCB48, 00100000068)
000FFFFCCC0  00100425013 (00000000020, FF0700010302FF00, 001800479BE, 00000000000)
000FFFFCCC0  00180047A2F (00000000000, 00000000000, 00000000000, 00000000000)
00000000000  00180045753 (00000000000, 00000000000, 00000000000, 00000000000)
000FFFFFFF0  00180045804 (00000000000, 00000000000, 00000000000, 00000000000)
End of stack trace
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如果我做错了什么,请告诉我,提前致谢!

编辑:这是一些崩溃的代码。

#include <SDL.h>
#include <stdio.h>

int main(int argc, char *argv[])
{
    SDL_Window *sdlWindow;
    SDL_Renderer *sdlRenderer;
    SDL_Texture *s;
    SDL_Event event;
    bool cont = true;

    SDL_Init(SDL_INIT_VIDEO);
    SDL_CreateWindowAndRenderer(320 * 2, 240 * 2, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE, &sdlWindow, &sdlRenderer);
    SDL_RenderSetLogicalSize(sdlRenderer, 320, 240);
    s = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, 320, 240);

    while(cont)
    {
        SDL_PollEvent(&event);
        if(event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE)
            cont = false;

        SDL_RenderCopy(sdlRenderer, s, NULL, NULL);
        SDL_RenderPresent(sdlRenderer);
    }

    SDL_DestroyTexture(s);
    SDL_DestroyRenderer(sdlRenderer);
    SDL_DestroyWindow(sdlWindow);

    return 0;
}
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编辑 2:GDB 告诉我有关崩溃的信息 (gcc -Og -g3):

#0  0x000000006c79976b in SDL_LogCritical () from /c/Users/###/nKaruga-git/bin/win/SDL2.dll
#1  0x000000006c799c6e in SDL_LogCritical () from /c/Users/###/nKaruga-git/bin/win/SDL2.dll
#2  0x000000006c79a64b in SDL_LogCritical () from /c/Users/###/nKaruga-git/bin/win/SDL2.dll
#3  0x000000006c7937d3 in SDL_LogCritical () from /c/Users/###/nKaruga-git/bin/win/SDL2.dll
#4  0x0000000100401194 in SDL_main (argc=argc@entry=1, argv=argv@entry=0x40010) at test.c:23
#5  0x00000001004019fa in main_utf8 (argv=0x40010, argc=<optimized out>) at ../src/main/windows/SDL_windows_main.c:126
#6  WinMain (hInst=hInst@entry=0x100400000, hPrev=hPrev@entry=0x0, szCmdLine=szCmdLine@entry=0x3c38ef "", sw=<optimized out>) at ../src/main/windows/SDL_windows_main.c:189
#7  0x0000000100401ce3 in main () at /msys_scripts/msys2-runtime/src/msys2-runtime/winsup/cygwin/lib/libcmain.c:37
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test.c 的第 23 行是:

SDL_RenderCopy(sdlRenderer, s, NULL, NULL);
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Mat*_*ias 6

好吧,经过大量研究,我在 1 月份的某个时候发现了一个 GitHub 问题,有人在他们的游戏中遇到了同样的问题,这个问题 ( https://github.com/Attnam/ivan/pull/135 ) 指出了我一直到这个线程(https://forums.libsdl.org/viewtopic.php?t=11913),然后告诉我提示 SDL2 使用 OpenGL 渲染器而不是 D3D,这对我有用。

所以基本上,问题是当使用SDL_Texture带有标志的an时SDL_TEXTUREACCESS_STREAMING,调整窗口大小会破坏纹理并且不会再次创建它,因为 D3D 在使用它(或其他东西)时不会检查 NULL 指针。显然它是唯一存在此问题的渲染器,因此在您的程序中使用以下内容将修复它:

SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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开发人员说它应该在下一个 SDL2 版本(即 2.0.5)中修复,但由于某种原因我无法用它编译我的游戏。不过,这是一个全新的问题,现在这个问题已经解决。