我目前正在调查iOS中的内存泄漏。
我们有一个ViewController和该Controller的视图。
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CADisplayLink
调用我的render方法。
当我第一次调用[metalLayer nextDrawable]
时,该应用程序分配了大约20MB。
但是,当ViewController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。
这是渲染的初始化代码:
-(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
,该应用都会创建一个IOSurface
,但如何释放这些?
该图是步进式的,因为我等待2秒钟才弹出视图控制器。
当我按下视图控制器时,将出现“步骤”。
我注意到只有“ VM:IOSurface”爬升,其余的保持不变。
这是我的清理代码(在视图中,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];
}
最佳答案
问题是CADisplayLink
。
您需要使用-[[CADisplayLink]invalidate]
正确释放它。
仅仅从RunLoop中删除它是不够的。