【问题标题】:CAMetalLayer nextDrawable memory leak?CAMetalLayer nextDrawable 内存泄漏?
【发布时间】:2020-04-13 20:35:52
【问题描述】:

我目前正在调查 iOS 中的内存泄漏。

我们有一个 ViewController 和该 Controller 的一个视图。
ViewController 当前被反复推送和弹出(出于调试目的)。
该视图包含一个CAMetalLayer(类方法layerClass 返回CAMetalLayer)和一个调用我的渲染方法的CADisplayLink
当我第一次调用[metalLayer nextDrawable] 时,应用程序分配了大约 20MB。 然而,当 ViewController 被弹出时,只有一小部分被释放! 我 100% 确定我没有保留周期或任何东西。

这是我的渲染初始化代码:

-(void)initializeRendering {
@autoreleasepool {
    id<MTLDevice> device = [[MetalRenderingSession sharedInstance] renderDevice];
    [self setCommandQueue:[device newCommandQueue]];
    CAMetalLayer* layer = static_cast<CAMetalLayer*>([self layer]);
    layer.device = device;
    layer.pixelFormat = MTLPixelFormatRGBA16Float;
    layer.framebufferOnly = true;
    layer.maximumDrawableCount = 2;
    layer.contentsScale = [self contentScaleFactor];
    [self setMetalLayer:layer];
    CGSize screenSize = [[UIScreen mainScreen] bounds].size;
    MTLTextureDescriptor* depthTextureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatDepth32Float
        width:static_cast<NSUInteger>(screenSize.width) height:static_cast<NSUInteger>(screenSize.height) mipmapped:NO];
    [depthTextureDescriptor setUsage:MTLTextureUsageRenderTarget];
    id<MTLTexture> depthTexture = [device newTextureWithDescriptor:depthTextureDescriptor];
    [self setTextureDepth:depthTexture];
    [self updateOrientation:[[UIApplication sharedApplication] statusBarOrientation] size:[self frame].size];
    CADisplayLink* renderLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(render)];
    [renderLink setPreferredFramesPerSecond:30];
    [self setDisplayLink:renderLink];
    [renderLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
}
}

这是我的实际渲染代码:

-(void)render {
@autoreleasepool {
    dispatch_semaphore_wait([self renderCommandExecuting], DISPATCH_TIME_FOREVER);
    id<MTLCommandBuffer> commandBuffer = [[self commandQueue] commandBuffer];
    [[self commandQueue] insertDebugCaptureBoundary];

    //commenting next line and lines that use drawable makes memory leak disappear?
    id<CAMetalDrawable> drawable = [[self metalLayer] nextDrawable];
    id<MTLRenderCommandEncoder> encoder = [self createCommandEncoderfromCommandBuffer:commandBuffer andDrawable:drawable];
    //creating ViewPort here
    [encoder setViewport:viewport];

    //doing rendering here, but for debugging purpoeses i disabled rendering 
    [encoder endEncoding];
    [commandBuffer presentDrawable:drawable];

    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> o) {
        dispatch_semaphore_signal([self renderCommandExecuting]);
    }];
    [commandBuffer commit];
    [commandBuffer waitUntilCompleted];
}
}

在我看来,对于每个 CAMetalLayer,应用程序都会创建一个 IOSurface ,但我怎样才能释放这些?

图表是阶梯式的,因为我在弹出视图控制器之前等待了 2 秒。 当我推动视图控制器时,会出现“步骤”。
我注意到只有“VM:IOSurface”爬升了,其余的保持不变。

这是我的清理代码(在视图内,从viewWillDisappear 调用):

-(void)stop {
[[self displayLink] setPaused:YES];
[[self displayLink] removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
//those are 4*4 float arrays, they are allocated in the view's init
free([self projectionMatrix]);
free([self viewMatrix]);
free([self modelMatrix]);
[self setCommandQueue:nil];
[self setMetalLayer:nil];
[self setTextureDepth:nil];
[self setRenderCommandExecuting:nil];
}

【问题讨论】:

    标签: ios objective-c memory-leaks


    【解决方案1】:

    问题是CADisplayLink
    您需要使用-[[CADisplayLink]invalidate] 才能正确释放它。 手动将其从 RunLoop 中移除是不够的。

    【讨论】:

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