我在 Swift3 的代码中有这个函数,实际上我几乎是从 Apple 示例代码中翻译而来的。
我的应用处理来自从相机捕获实时源的 sampleBuffer。
此函数正确创建并从 CMSampleBuffer 返回图像。它工作正常,但内存不断增长,直到应用程序崩溃。
使用仪器,我看到有一些图像数据没有被释放。如果我在我做"context.makeImage"的行上发表评论,记忆就会保持下降。阅读该 func 文档时,它说它从上下文中复制数据。所以我认为有一些数据被复制,一个副本没有发布。
"问题"是 Swift 会自动处理 CoreFoundations 内存保留/释放,所以我无法处理它。
如您所见,我尝试使用自动发布池,但它不起作用。
知道吗?
谢谢
func image(from sampleBuffer:CMSampleBuffer) -> UIImage?{
/* https://developer.apple.com/library/content/qa/qa1702/_index.html */
let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer)
guard imageBuffer != nil else{
return nil
}
return autoreleasepool{ () -> UIImage in
CVPixelBufferLockBaseAddress(imageBuffer!, .readOnly);
let baseAddress = CVPixelBufferGetBaseAddress(imageBuffer!)
// Get the number of bytes per row for the pixel buffer
let bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer!);
// Get the pixel buffer width and height
let width = CVPixelBufferGetWidth(imageBuffer!);
let height = CVPixelBufferGetHeight(imageBuffer!);
let colorSpace = CGColorSpaceCreateDeviceRGB();
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedFirst.rawValue)
.union(.byteOrder32Little)
// Create a bitmap graphics context with the sample buffer data
let context = CGContext(data: baseAddress, width: width, height: height, bitsPerComponent: 8,
bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo.rawValue);
// Create a Quartz image from the pixel data in the bitmap graphics context
let quartzImage = context!.makeImage();
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer!,.readOnly);
let image = UIImage(cgImage: quartzImage!)
return image
}
}
我找到了解决问题的方法。
我不知道UIKit不是线程安全的。似乎在与 main 不同的线程中执行该代码不允许系统按预期释放内存。
在主线程上,内存被正确释放和管理。
与其他不符合 ARC 标准的 Core* 库一样,您可能需要将 CM 调用包装在自动发布中。
func image(from sampleBuffer:CMSampleBuffer) -> UIImage?{
var ret: UIImage?
autoreleasepool {
/* https://developer.apple.com/library/content/qa/qa1702/_index.html */
let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer)
CVPixelBufferLockBaseAddress(imageBuffer!, .readOnly);
let baseAddress = CVPixelBufferGetBaseAddress(imageBuffer!)
// Get the number of bytes per row for the pixel buffer
let bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer!);
// Get the pixel buffer width and height
let width = CVPixelBufferGetWidth(imageBuffer!);
let height = CVPixelBufferGetHeight(imageBuffer!);
let colorSpace = CGColorSpaceCreateDeviceRGB();
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedFirst.rawValue)
.union(.byteOrder32Little)
// Create a bitmap graphics context with the sample buffer data
let context = CGContext(data: baseAddress, width: width, height: height, bitsPerComponent: 8,
bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo.rawValue);
// Create a Quartz image from the pixel data in the bitmap graphics context
let quartzImage = context!.makeImage();
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer!,.readOnly);
let image = UIImage(cgImage: quartzImage!)
ret = image
}
return ret
}
有关详细信息,请参阅此答案。