【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