Segmentation fault in unrelated place when trying to create any variable

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My main.c file looks like this:

#define GL_SILENCE_DEPRECATION
#define STB_IMAGE_IMPLEMENTATION

#include <stb/stb_image.h>
#include <stdio.h>
#include <stdbool.h>
#include <math.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include "gfx/shader.h"

void ErrorCallback(int i,
    const char * err_str) {
    printf("GLFW Error: %s\n", err_str);
}

void framebuffer_size_callback(GLFWwindow * window, int width, int height) {
    glViewport(0, 0, width, height);
}

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    static bool wireframe = false;
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
    if (key == GLFW_KEY_TAB && action == GLFW_PRESS) {
        if(!wireframe) {
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        }
        else {
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        }
        wireframe = !wireframe;
    }
}

int main() {

    const int WIDTH = 800;
    const int HEIGHT = 600;
    glfwSetErrorCallback(ErrorCallback);
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    #ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    #endif

    GLFWwindow * window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL) {
        printf("Failed to create GLFW window!\n");
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
        printf("Failed to initialize GLAD!\n");
        return -1;
    }
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetKeyCallback(window, key_callback);
    float vertices[] = {
     -0.5f,  -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
     0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
    0.5f, -0.5f, 0.0f,  0.0f, 0.0f, 1.0f
    };
    unsigned int indices[] = {
        0, 1, 2,
    };
    shader *s;
    char *vertexShaderFile = "../shaders/shader.vs";
    char *fragmentShaderFile = "../shaders/shader.fs";
    create_shader(s, vertexShaderFile, fragmentShaderFile);
    unsigned int VAO, VBO, EBO;
    glGenVertexArrays(1, & VAO);
    glGenBuffers(1, & VBO);
    glGenBuffers(1, &EBO);
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
    glEnableVertexAttribArray(1);
    while (!glfwWindowShouldClose(window)) {

        glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        useShader(s);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glfwTerminate();
    return 0;
}

and this gfx/shader.c file is this:

#include "shader.h"

void detectGLShaderError(char *name, unsigned int shader) {
    int success;
    char infoLog[512];
    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(shader, 512, NULL, infoLog);
        printf("Error with %s shader: %s!\n", name, infoLog);
    }
}
void create_shader(shader *s, char *vertexFile, char *fragmentFile) {
    char* vertexShaderSource;
    char* fragmentShaderSource;
    copy_file(&vertexShaderSource, vertexFile);
    copy_file(&fragmentShaderSource, fragmentFile);

    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, (const char *const *)&vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    detectGLShaderError("vertex", vertexShader);

    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, (const char *const *)&fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    detectGLShaderError("fragment", fragmentShader);

    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    detectGLShaderError("shader program", shaderProgram);

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    s->id = shaderProgram;
}

void useShader(shader *s) {
    glUseProgram(s->id);
}

void setBool(shader *s, char *name, bool value) {         
    glUniform1i(glGetUniformLocation(s->id, name), value); 
}
void setInt(shader *s, char *name, int value) { 
    glUniform1i(glGetUniformLocation(s->id, name), value); 
}
void setFloat(shader *s, char *name, float value) { 
    glUniform1f(glGetUniformLocation(s->id, name), value); 
}

void copy_file(char **c, const char* filename) {

    FILE* f = fopen(filename, "rb");
    fseek(f, 0, SEEK_END);
    long fsize = ftell(f);
    fseek(f, 0, SEEK_SET);

    char *string = malloc(fsize + 1);
    fread(string, fsize, 1, f);
    fclose(f);
    string[fsize] = 0;
    *c = malloc(strlen(string) + 1);
    memcpy(*c, string, strlen(string) + 1);
}

Now I wanted to create a new array right after the int indices[] in main.c one so I added this code:

// ... other code ...
    float vertices[] = {
     -0.5f,  -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
     0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
    0.5f, -0.5f, 0.0f,  0.0f, 0.0f, 1.0f
    };
    float texCoords[] = {
        0.0f, 0.0f,
        1.0f, 0.0f,
        0.5f, 1.0f
    };
    unsigned int indices[] = {  // note that we start from 0!
        0, 1, 2,   // first triangle
    };
// ... other code ...

However, I got a segmentation fault in gfx/shader.c:

Process 8356 stopped
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
    frame #0: 0x0000000100025e14 game`create_shader(s=0x0000000000000000, vertexFile="../shaders/shader.vs", fragmentFile="../shaders/shader.fs") at shader.c:36:11
   33   
   34       glDeleteShader(vertexShader);
   35       glDeleteShader(fragmentShader);
-> 36       s->id = shaderProgram;
   37   }
   38   
   39   void useShader(shader *s) {

which seemed pretty random to me. If I deleted the texCoords[] variable everything worked just fine. For further testing I just add a int c; right after I created indices:

    unsigned int indices[] = {
        0, 1, 2,
    };
    int c;
    shader *s;

And I again got a segmentation fault in the exact same place which doesn't really make sense as these things look unrelated. I could declare int c in other places in the files before the window creation and write after the line shader *s; however I get a segmentation fault no matter where I try to define texCoords[]. What is going on and how can I fix it?

0 Answers
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