iOS 从 CMSampleBufferRef 创建 UIImage 时内存增加
iOS memory building up while creating UIImage from CMSampleBufferRef
我正在从 CMSampleBufferRef
中创建 UIImage
个对象。我在一个单独的队列(在后台)中执行此操作,因此我将处理包括在 @autorealease
池中。问题是内存在没有任何泄漏通知的情况下累积。下面是我正在使用的方法:
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
@autoreleasepool {
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [[UIImage imageWithCGImage:quartzImage] retain];
// Release the Quartz image
CGImageRelease(quartzImage);
return (image);
}
}
这就是我的使用方式:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection {
CFRetain(sampleBuffer);
dispatch_async(movieWritingQueue, ^{
@autoreleasepool {
if (self.returnCapturedImages && captureOutput != audioOutput) {
UIImage *capturedImage = [self imageFromSampleBuffer: sampleBuffer];
dispatch_async(callbackQueue, ^{
@autoreleasepool {
if (self.delegate && [self.delegate respondsToSelector: @selector(recorderCapturedImage:)]) {
[self.delegate recorderCapturedImage: capturedImage];
}
[capturedImage release];
}
});
}
CFRelease(sampleBuffer);
}
});
其实我几天前也遇到过类似的问题...
您已经释放了您的 CMSampleBufferRef
,但也尝试释放您的 CVPixelBufferRef
,例如:
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
@autoreleasepool {
// ...
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [[UIImage imageWithCGImage:quartzImage] retain];
// Release the Quartz image
CGImageRelease(quartzImage);
CVPixelBufferRelease(imageBuffer); <-- release your pixel buffer
return (image);
}
}
我找到了临时解决方案。我正在做相同的操作,但在主队列上。这一点也不优雅或高效,但至少内存不会再增加了。
我想知道这是否是一个 iOS 错误...?
更新:
这就是我在主线程上处理 CMSampleBuffers 的方式:
[[NSOperationQueue mainQueue] addOperationWithBlock:^ {
CGImageRef cgImage = [self cgImageFromSampleBuffer:sampleBuffer];
UIImage *capturedImage = [UIImage imageWithCGImage: cgImage ];
//do something with the image - I suggest in a background thread
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// do something with the image
});
CGImageRelease( cgImage );
CFRelease(sampleBuffer);
}];
- (CGImageRef) cgImageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(imageBuffer,0); // Lock the image buffer
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 0); // Get information of the image
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGImageRef newImage = CGBitmapContextCreateImage(newContext);
CGContextRelease(newContext);
CGColorSpaceRelease(colorSpace);
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
/* CVBufferRelease(imageBuffer); */ // do not call this!
return newImage;
}
我正在从 CMSampleBufferRef
中创建 UIImage
个对象。我在一个单独的队列(在后台)中执行此操作,因此我将处理包括在 @autorealease
池中。问题是内存在没有任何泄漏通知的情况下累积。下面是我正在使用的方法:
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
@autoreleasepool {
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [[UIImage imageWithCGImage:quartzImage] retain];
// Release the Quartz image
CGImageRelease(quartzImage);
return (image);
}
}
这就是我的使用方式:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection {
CFRetain(sampleBuffer);
dispatch_async(movieWritingQueue, ^{
@autoreleasepool {
if (self.returnCapturedImages && captureOutput != audioOutput) {
UIImage *capturedImage = [self imageFromSampleBuffer: sampleBuffer];
dispatch_async(callbackQueue, ^{
@autoreleasepool {
if (self.delegate && [self.delegate respondsToSelector: @selector(recorderCapturedImage:)]) {
[self.delegate recorderCapturedImage: capturedImage];
}
[capturedImage release];
}
});
}
CFRelease(sampleBuffer);
}
});
其实我几天前也遇到过类似的问题...
您已经释放了您的 CMSampleBufferRef
,但也尝试释放您的 CVPixelBufferRef
,例如:
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
@autoreleasepool {
// ...
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [[UIImage imageWithCGImage:quartzImage] retain];
// Release the Quartz image
CGImageRelease(quartzImage);
CVPixelBufferRelease(imageBuffer); <-- release your pixel buffer
return (image);
}
}
我找到了临时解决方案。我正在做相同的操作,但在主队列上。这一点也不优雅或高效,但至少内存不会再增加了。
我想知道这是否是一个 iOS 错误...?
更新: 这就是我在主线程上处理 CMSampleBuffers 的方式:
[[NSOperationQueue mainQueue] addOperationWithBlock:^ {
CGImageRef cgImage = [self cgImageFromSampleBuffer:sampleBuffer];
UIImage *capturedImage = [UIImage imageWithCGImage: cgImage ];
//do something with the image - I suggest in a background thread
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// do something with the image
});
CGImageRelease( cgImage );
CFRelease(sampleBuffer);
}];
- (CGImageRef) cgImageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(imageBuffer,0); // Lock the image buffer
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 0); // Get information of the image
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGImageRef newImage = CGBitmapContextCreateImage(newContext);
CGContextRelease(newContext);
CGColorSpaceRelease(colorSpace);
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
/* CVBufferRelease(imageBuffer); */ // do not call this!
return newImage;
}