I'm using the PhotoScrollerNetwork project to provide a single high resolution image to a view in my project and automatically tile it, so memory is managed properly. It uses this block of code to draw the full high res image to memory, so that tiles can be calculated out of it.
-(void)drawImage:(CGImageRef)image {
madvise(ims[0].map.addr, ims[0].map.mappedSize - ims[0].map.emptyTileRowSize, MADV_SEQUENTIAL);
unsigned char *addr = ims[0].map.addr + ims[0].map.col0offset + ims[0].map.row0offset * ims[0].map.bytesPerRow;
CGContextRef context = CGBitmapContextCreate(addr, ims[0].map.width, ims[0].map.height, bitsPerComponent, ims[0].map.bytesPerRow, colorSpace, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little);
assert(context);
CGContextSetBlendMode(context, kCGBlendModeCopy); // Apple uses this in QA1708
CGRect rect = CGRectMake(0, 0, ims[0].map.width, ims[0].map.height);
CGContextDrawImage(context, rect, image);
CGContextRelease(context);
madvise(ims[0].map.addr, ims[0].map.mappedSize - ims[0].map.emptyTileRowSize, MADV_FREE);
}
In the dealloc method of the class, the ims is freed ( 'free(ims)'), so this should be handled properly. However, if I make a new view (and thus a call to drawImage) repeatedly, my memory is getting filled. I found that if I comment CGContextDrawImage(context, rect, image);, the memory is ok, so I think something is kept in memory, but I can't get what... The dealloc method is always called, so that's not the problem.
EDIT:
My image is also released properly, this is the complete flow:
- (void)myFunc {
CFDictionaryRef options = [self createOptions];
CGImageRef image = CGImageSourceCreateImageAtIndex(imageSourcRef, 0, options);
CFRelease(options);
CFRelease(imageSourcRef);
if (image) {
[self decodeImage:image];
CGImageRelease(image);
}
}
- (void)decodeImage:(CGImageRef)image {
assert(decoder == cgimageDecoder);
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
#if LEVELS_INIT == 0
zoomLevels = [self zoomLevelsForSize:CGSizeMake(width, height)];
ims = calloc(zoomLevels, sizeof(imageMemory));
#endif
[self mapMemoryForIndex:0 width:width height:height];
[self drawImage:image];
[self createLevelsAndTile];
}
Running both local from-bundle images, and network images, it appears any significant leak is gone. This with iOS7 and Xcode 5.
Related
Look like the code snippet below, it use the #autoreleasepool block in this method.
+ (UIImage *)decodedImageWithImage:(UIImage *)image {
// while downloading huge amount of images
// autorelease the bitmap context
// and all vars to help system to free memory
// when there are memory warning.
// on iOS7, do not forget to call
// [[SDImageCache sharedImageCache] clearMemory];
if (image == nil) { // Prevent "CGBitmapContextCreateImage: invalid context 0x0" error
return nil;
}
#autoreleasepool{
// do not decode animated images
if (image.images != nil) {
return image;
}
CGImageRef imageRef = image.CGImage;
CGImageAlphaInfo alpha = CGImageGetAlphaInfo(imageRef);
BOOL anyAlpha = (alpha == kCGImageAlphaFirst ||
alpha == kCGImageAlphaLast ||
alpha == kCGImageAlphaPremultipliedFirst ||
alpha == kCGImageAlphaPremultipliedLast);
if (anyAlpha) {
return image;
}
// current
CGColorSpaceModel imageColorSpaceModel = CGColorSpaceGetModel(CGImageGetColorSpace(imageRef));
CGColorSpaceRef colorspaceRef = CGImageGetColorSpace(imageRef);
BOOL unsupportedColorSpace = (imageColorSpaceModel == kCGColorSpaceModelUnknown ||
imageColorSpaceModel == kCGColorSpaceModelMonochrome ||
imageColorSpaceModel == kCGColorSpaceModelCMYK ||
imageColorSpaceModel == kCGColorSpaceModelIndexed);
if (unsupportedColorSpace) {
colorspaceRef = CGColorSpaceCreateDeviceRGB();
}
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
// kCGImageAlphaNone is not supported in CGBitmapContextCreate.
// Since the original image here has no alpha info, use kCGImageAlphaNoneSkipLast
// to create bitmap graphics contexts without alpha info.
CGContextRef context = CGBitmapContextCreate(NULL,
width,
height,
bitsPerComponent,
bytesPerRow,
colorspaceRef,
kCGBitmapByteOrderDefault|kCGImageAlphaNoneSkipLast);
// Draw the image into the context and retrieve the new bitmap image without alpha
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGImageRef imageRefWithoutAlpha = CGBitmapContextCreateImage(context);
UIImage *imageWithoutAlpha = [UIImage imageWithCGImage:imageRefWithoutAlpha
scale:image.scale
orientation:image.imageOrientation];
if (unsupportedColorSpace) {
CGColorSpaceRelease(colorspaceRef);
}
CGContextRelease(context);
CGImageRelease(imageRefWithoutAlpha);
return imageWithoutAlpha;
}
}
(the method is in SDWebImageDecoder.m, the version is SDWebImage
3.7.0).
I am confused with it, because these temp objects will be released after the method return, so is it necessary to use the autoreleasepool to release them only a little before? the autoreleasepool will also occupy the memory.
anyone can explain it, thanks!
Go through this apple doc. It is mentioned that
Three occasions when you might use your own autorelease pool blocks:
If you are writing a program that is not based on a UI framework, such as a command-line tool.
If you write a loop that creates many temporary objects.
You may use an autorelease pool block inside the loop to dispose of those objects before the next iteration. Using an autorelease pool block in the loop helps to reduce the maximum memory footprint of the application.
If you spawn a secondary thread.
You must create your own autorelease pool block as soon as the thread begins executing; otherwise, your application will leak objects. (See Autorelease Pool Blocks and Threads for details.)
I am not sure about the first point, but SDWebImage will surely use autoreleasepool for other two points.
The following code works the way I want it to, but every time I call it, Instruments tells me I have one CGImage memory leak. I've been having trouble understanding what to release and when. The following is from the #interface section of my file.
CGImageRef depthImageRef;
char *depthPixels;
NSData *depthData;
In the next code, I basically alter depthPixels and then store the result in a new depthImageRef.
size_t width = CGImageGetWidth(depthImageRef);
size_t height = CGImageGetHeight(depthImageRef);
size_t bitsPerComponent = CGImageGetBitsPerComponent(depthImageRef);
size_t bitsPerPixel = CGImageGetBitsPerPixel(depthImageRef);
size_t bytesPerRow = CGImageGetBytesPerRow(depthImageRef);
for (int row = 0; row < height; row += 1) {
for (int bitPlace = 0; bitPlace < bytesPerRow; bitPlace += 4) {
CGPoint pointForHeight = CGPointMake((bitPlace/4) - place.x, row - place.y);
int distanceFromLocation = sqrt(pow(place.x - pointForHeight.x, 2) + pow(place.y - pointForHeight.y, 2));
int newHeight = blopHeight - (5 - sizeSlider.value)*distanceFromLocation;
NSInteger baseBitPlace = row*bytesPerRow + bitPlace;
CGFloat currentHeight = depthPixels[baseBitPlace];
if (newHeight > currentHeight) {
depthPixels[baseBitPlace] = newHeight;
}
}
}
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(depthImageRef);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, depthPixels, [depthData length], NULL);
depthImageRef = CGImageCreate (
width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorspace,
bitmapInfo,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
CGColorSpaceRelease(colorspace);
CFRelease(provider);
CGDataProviderRelease(provider);
I believe the leak is created because I keep creating depthImageRef but never release it. I've tried putting CGImageRelease(depthImageRef) at various places and setting depthImageRef to nil, and usually when I do this I get crashes. Thanks!
Probably, you must be turning the depthImageRef back to UIImage somewhere. Like
UIImage *depthImage = [UIImage imageWithCGImage:depthImageRef];
Once you have the depthImage you can release depthImageRef. It should not cause any crash.
If you are recreating depthImageRef multiple times by calling the above code, you are leaking memory by repeatedly creating CGImageRefs and not releasing them. If you are recreating dataImageRef you should release the old image immediately before creating the new one.
// works, even if depthImageRef is NULL such as in the initial case.
CGImageRelease(depthImageRef);
depthImageRef = CGImageCreate ( //...
Also be sure you are calling CGImageRelease in your dealloc method and freeing your depthPixels buffer in dealloc. CGDataProviderRelease won't release the buffer you pass into it unless you pass a callback to already release that buffer. You don't need the call for CFRelease(provider) since you are calling CGDataProviderRelease(provider).
All you have to make sure is to release the CGImageRef once you are done with it's use.
CGImageRelease(cgImage);
I'm trying to fetch an image of PDF page and edit it. Everything works fine, but there is an huge memory growth. Profiler says that there is no any memory leak. Also profiler says that 90% memory allocated at UIGraphicsGetCurrentContext() and UIGraphicsGetImageFromCurrentImageContext(). This code not runs in the loop and there is no need to wrap it with #autorelease.
if ((pageRotation == 0) || (pageRotation == 180) ||(pageRotation == -180)) {
UIGraphicsBeginImageContextWithOptions(cropBox.size, NO, PAGE_QUALITY);
}
else {
UIGraphicsBeginImageContextWithOptions(
CGSizeMake(cropBox.size.height, cropBox.size.width), NO, PAGE_QUALITY);
}
CGContextRef imageContext = UIGraphicsGetCurrentContext();
[PDFPageRenderer renderPage:_PDFPageRef inContext:imageContext pagePoint:CGPointMake(0, 0)];
UIImage *pageImage = UIGraphicsGetImageFromCurrentImageContext();
[[NSNotificationCenter defaultCenter] postNotificationName:#"PAGE_IMAGE_FETCHED" object:pageImage];
UIGraphicsEndImageContext();
But debug shows that the memory growing occurs only when I start editing the fetched image. For image editing I use the Leptonica library. For example:
+(void) testAction:(UIImage *) image{
PIX * pix =[self getPixFromUIImage:image];
pixConvertTo8(pix, FALSE);
pixDestroy(&pix);
}
Before pixConvertTo8 app takes 13MB, after - 50MB. Obviously growth depends on image size. Converting method:
+(PIX *) getPixFromUIImage:(UIImage *) image{
CFDataRef data = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
UInt8 const* pData = (UInt8*)CFDataGetBytePtr(data);
Pix *myPix = (Pix *) malloc(sizeof(Pix));
CGImageRef myCGImage = [image CGImage];
myPix->w = CGImageGetWidth (myCGImage)-1;
myPix->h = CGImageGetHeight (myCGImage);
myPix->d = CGImageGetBitsPerPixel([image CGImage]) ;
myPix->wpl = CGImageGetBytesPerRow (myCGImage)/4 ;
myPix->data = (l_uint32 *)pData;
myPix->colormap = NULL;
myPix->text="text";
CFRelease(data);
return myPix;
}
P.S. Sorry for my terrible English.
I'm implementing the instagram like image filters in my app and I'm using GPUImageFilters for that. But when I keep switching to different filter more than 10 times it got crashed then I tried with instruments and found out that there is a large memory allocation in GPUFilter class and its because of malloc. As I'm new to memory leak related issues, please help me out! Thanks
Here is the GPUImageFilter code:
- (UIImage *)imageFromCurrentlyProcessedOutput {
[GPUImageOpenGLESContext useImageProcessingContext];
[self setFilterFBO];
CGSize currentFBOSize = [self sizeOfFBO];
NSUInteger totalBytesForImage = (int)currentFBOSize.width * (int)currentFBOSize.height * 4;
GLubyte *rawImagePixels = (GLubyte *)malloc(totalBytesForImage); //here its showing the large memory allocation
glReadPixels(0, 0, (int)currentFBOSize.width, (int)currentFBOSize.height, GL_RGBA, GL_UNSIGNED_BYTE, rawImagePixels);
CGDataProviderRef dataProvider = CGDataProviderCreateWithData(NULL, rawImagePixels, totalBytesForImage, dataProviderReleaseCallback);
CGColorSpaceRef defaultRGBColorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef cgImageFromBytes = CGImageCreate((int)currentFBOSize.width, (int)currentFBOSize.height, 8, 32, 4 * (int)currentFBOSize.width, defaultRGBColorSpace, kCGBitmapByteOrderDefault, dataProvider, NULL, NO, kCGRenderingIntentDefault);
UIImage *finalImage = [UIImage imageWithCGImage:cgImageFromBytes scale:1.0 orientation:UIImageOrientationUp];
// free(rawImagePixels);
CGImageRelease(cgImageFromBytes);
CGDataProviderRelease(dataProvider);
CGColorSpaceRelease(defaultRGBColorSpace);
return finalImage;
}
Screenshot from instruments:
malloc doesn't free when whatever it allocates on one thread is deallocated on another.
Wrap your code in this:
dispatch_async(dispatch_get_main_queue(), ^{
// malloc and whatever other code goes here...
});
I can't figure out how to use the GLKView:snapshot method.
I'm using a GLKView to render some OpenGL stuff. It all works; seems like I have it all set up correctly.
But, when I try to do a snapshot, it fails: I get a null return value, and the following log message:
Error: CGImageCreate: invalid image size: 0 x 0.
Seems like this would mean the view itself is invalid for some reason, but it's not -- everything is working, aside from this.
I've looked at a few code samples, and I'm not doing anything different.
So... anyone seen this before? Ideas?
I never figured out the above problem; however, I found an excellent workaround. I found this chunk which just reads the render buffer and saves it to a UIImage. Problem solved!
- (UIImage*)snapshotRenderBuffer {
// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point,
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
NSInteger dataLength = backingWidth * backingHeight * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0.0f, 0.0f, backingWidth, backingHeight, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(
backingWidth, backingHeight, 8, 32, backingWidth * 4, colorspace,
kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipLast,
ref, NULL, true, kCGRenderingIntentDefault);
// (sayeth abd)
// This creates a context with the device pixel dimensions -- not points.
// To be compatible with all devices, you're meant to keep everything as points and a scale factor; but,
// this gives us a scaled down image for purposes of saving. So, keep everything in device resolution,
// and worry about it later...
UIGraphicsBeginImageContextWithOptions(CGSizeMake(backingWidth, backingHeight), NO, 0.0f);
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, backingWidth, backingHeight), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Clean up
free(data);
return image;
}
Maybe this doesn't apply in your case, but the docs for GLKView:snapshot say:
Never call this method inside your drawing function.