Hello!
I'm writing an iPhone application which uses UIView with a CAEAGLayer as its layer. Everything is fine and working apart from 1 small problem: sometimes it crashes with EXC_BAD_ACCESS and the following stack trace:
[EAGLView draw]
glDrawArrays_Exec
PrepareToDraw
DrawFramebufferMakeResident
AttachmentMakeResident
TextureMakeResident
memmove
it crashes on the line:
glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);
glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, totalPoints); //<--Crash here
Application will only crash during interface rotation change (that also happens to be the only case when the view frame changes). It doesn't crash often; most of the time it takes 3-5 minutes of rotating device to reproduce this problem.
I believe I'm making a mistake which is related to CAEAGLLayer initialization / frame change since that's where it crashes (I believe).
So here are the init and layout subviews methods:
Init:
...
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = TRUE;
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
{
[self release];
return nil;
}
glGenFramebuffersOES(1, &defaultFramebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
...
On set frame I only set GL_MODELVIEW and GL_POJECTION matrixes, so I guess nothing bad can happen there.
LayoutSubviews:
- (void)layoutSubviews
{
[EAGLContext setCurrentContext:context];
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
NSAssert1(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) == GL_FRAMEBUFFER_COMPLETE_OES, @"Failed to make complete framebuffer object: %X", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
}
Draw method itself looks like:
if ([EAGLContext currentContext] != context) {
[EAGLContext setCurrentContext:context];
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
...//drawing different triangle strips here
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
I'd appreciate any comments on the listed code or suggestions about how can I find out the cause of this bug.