Hey guys,
I guess I just discovered a bug in LWJGL (or other Java libs, not sure).
When calling glUniformMatrix4(int, boolean, FloatBuffer), JavaVM (Open JDK) crashes recieving a segmentation fault.
I stripped all the fancy stuff out of my main code (in fact, I modified the working basic example) to be sure that it's not caused by threading issues or whatever.
Below is my code. Could you please confirm (or better not confirm) the bug?
Ahh and if that's somehow important: I'm using built-in Intel Graphics and Open-Source drivers.
So long,
ivan
import org.lwjgl.Sys;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.GL_BGRA;
import static org.lwjgl.opengl.GL12.GL_UNSIGNED_INT_8_8_8_8_REV;
import static org.lwjgl.opengl.GL13.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
public class GLTest {
// We need to strongly reference callback instances.
private GLFWErrorCallback errorCallback;
private GLFWKeyCallback keyCallback;
// The window handle
private long window;
private int progId;
private int vshad;
private int fshad;
public void run() {
System.out.println("Hello LWJGL " + Sys.getVersion() + "!");
try {
init();
GLContext.createFromCurrent();
String vshadsrc = "#version 150 core\n\n" +
"in vec4 in_Position;\n" +
"in vec4 in_Color;\n" +
"uniform mat4 mat_pro;\n" +
"out vec4 pass_Color;\n" +
"void main(void) {\n" +
"gl_Position =mat_pro * in_Position;\n\n" +
"pass_Color = in_Color;\n" +
"}\n";
String fshadsrc = "#version 150 core\n" +
"uniform sampler2D texture_diffuse;\n" +
"in vec4 pass_Color;\n" +
"out vec4 out_Color;\n" +
"void main(void) {\n" +
"out_Color = pass_Color;\n" +
"}\n";
progId = glCreateProgram();
vshad = glCreateShader(GL_VERTEX_SHADER);
fshad = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vshad, vshadsrc);
glCompileShader(vshad);
if (glGetShaderi(vshad, GL_COMPILE_STATUS) != GL_TRUE)
System.out.println("Cannot compile Vertex Shader");
glShaderSource(fshad, fshadsrc);
glCompileShader(fshad);
if (glGetShaderi(fshad, GL_COMPILE_STATUS) != GL_TRUE)
System.out.println("Cannot compile Fragment Shader!");
glAttachShader(progId, vshad);
glAttachShader(progId, fshad);
glLinkProgram(progId);
if (glGetProgrami(progId, GL_LINK_STATUS) != GL_TRUE)
System.out.println("Cannot link Program!");
glUseProgram(progId);
int act = glGetProgrami(progId, GL_ACTIVE_UNIFORMS);
int loc = glGetUniformLocation(progId, "mat_pro");
float[] elems = new float[] {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
FloatBuffer fb = FloatBuffer.wrap(elems);
// SEGFAULT
glUniformMatrix4(loc, false, fb);
loop();
// Release window and window callbacks
glfwDestroyWindow(window);
keyCallback.release();
} finally {
// Terminate GLFW and release the GLFWerrorfun
glfwTerminate();
errorCallback.release();
}
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err));
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( glfwInit() != GL11.GL_TRUE )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure our window
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
int WIDTH = 300;
int HEIGHT = 300;
// Create the window
window = glfwCreateWindow(WIDTH, HEIGHT, "Hello World!", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() {
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop
}
});
// Get the resolution of the primary monitor
ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center our window
glfwSetWindowPos(
window,
(GLFWvidmode.width(vidmode) - WIDTH) / 2,
(GLFWvidmode.height(vidmode) - HEIGHT) / 2
);
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the ContextCapabilities instance and makes the OpenGL
// bindings available for use.
GLContext.createFromCurrent();
// Set the clear color
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
public static void main(String[] args) {
new GLTest().run();
}
}
Quote from: insane_ivan on January 26, 2015, 15:48:07
float[] elems = new float[] {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
FloatBuffer fb = FloatBuffer.wrap(elems);
// SEGFAULT
glUniformMatrix4(loc, false, fb);
The wrap method returns an on-heap buffer (that wraps the float array), but LWJGL can only be used with off-heap buffers. See the BufferUtils class javadoc for details. Example code:
FloatBuffer fb = BufferUtils.createFloatBuffer(16).put(new float[] {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
});
fb.flip();
You, Sir, saved my day!
Thank you very much.