Stuart
Stuart

Reputation: 37043

Frustrating EXC_BAD_ACCESS (NSData / OpenGL related?) on device - works fine on simulator

This one is driving me mad. I recently introduced some code that stores image data from an OpenGL view in a NSData object, and stores that in Core Data. On retrieving this, and attempting to draw this pixel data back to a texture, I am receiving an EXC_BAD_ACCESS error.

Here is the code that causes the bug:

- (void)drawDrawingFromData:(NSData *)data {

    if (data != nil) {
        [renderer prepareRetainedBuffer];

        /* Prepare data in raw bytes */
        NSInteger width = self.bounds.size.width, height = self.bounds.size.height;
        NSUInteger dataLength = width * height * 4;
        unsigned char pixelData[dataLength];
        [data getBytes:pixelData length:dataLength];               // <---- EXC_BAD_ACCESS here.

        /* Create a texture to render using pixel data */
        GLuint imageTexture;
        glGenTextures(1, &imageTexture);                           // <---- EXC_BAD_ACCESS occurs here if the [data getBytes:length:] line is commented out.
        glBindTexture(GL_TEXTURE_2D, imageTexture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);


        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        // Destination coords.
        GLfloat retainedVertices[] = {
            0.0,    0.0,
            width,  0.0,
            0.0,    height,
            width,  height,
        };

        // Source coords.
        GLfloat retainedTexCoords[] = {
            0.0, 1.0,
            1.0, 1.0,
            0.0, 0.0,
            1.0, 0.0
        };

        glColor4f(1.0, 1.0, 1.0, 1.0);
        glBindTexture(GL_TEXTURE_2D, imageTexture);
        glVertexPointer(2, GL_FLOAT, 0, retainedVertices);
        glTexCoordPointer(2, GL_FLOAT, 0, retainedTexCoords);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);


        [renderer renderSceneWithScratch:NO];
        [renderer presentScene];
    }
}

What is making this extremely frustrating for me is that everything works absolutely fine on the simulator. Also, I am fairly confident that this exact code did actually work on the device a few hours earlier... perhaps I am going mad!

I have tried the following with no luck:

This one is really baffling me. Most annoying is why everything works fine in the simulator. I would greatly appreciate any help on this one!

EDIT

Here is the backtrace from the error:

#0  0x36cc6c92 in objc_msgSend ()
#1  0x0001e71c in -[EAGLView drawDrawingFromData:] (self=0x14dbf0, _cmd=0x4e16f, data=0x13dbd0) at /Users/Stu/Documents/...
#2  0x0001df30 in -[EAGLView layoutSubviews] (self=0x14dbf0, _cmd=0x329644ac) at /Users/Stu/Documents/...
#3  0x326675fa in -[UIView(CALayerDelegate) layoutSublayersOfLayer:] ()
#4  0x35ee2f02 in -[NSObject(NSObject) performSelector:withObject:] ()
#5  0x333e2bb4 in -[CALayer layoutSublayers] ()
#6  0x333e296c in CALayerLayoutIfNeeded ()
#7  0x333e81c4 in CA::Context::commit_transaction ()
#8  0x333e7fd6 in CA::Transaction::commit ()
#9  0x333e1054 in CA::Transaction::observer_callback ()
#10 0x35f4ca34 in __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ ()
#11 0x35f4e464 in __CFRunLoopDoObservers ()
#12 0x35f4f75a in __CFRunLoopRun ()
#13 0x35edfec2 in CFRunLoopRunSpecific ()
#14 0x35edfdca in CFRunLoopRunInMode ()
#15 0x3253c41e in GSEventRunModal ()
#16 0x3253c4ca in GSEventRun ()
#17 0x32690d68 in -[UIApplication _run] ()
#18 0x3268e806 in UIApplicationMain ()
#19 0x000023a0 in main (argc=1, argv=0x2fdff540) at /Users/Stu/Documents/...

Thanks

Upvotes: 0

Views: 2637

Answers (1)

sam hocevar
sam hocevar

Reputation: 12129

You allocate pixelData on the stack. It's likely that you overflow the device's stack, which is probably smaller than what the simulator allows. I suggest allocating it on the heap using new instead.

Upvotes: 1

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