Reputation: 113
I'm having a memory leak in my iOS app when allocating many images to a single variable.
A simplified version of my update function, but still demonstrates the point.
This is being called 10 times a second. I need the Allocation to free after it renders but I'm not sure how to do it.
- (void) update
{
PSSprite * score1sDigit = [[PSSprite alloc] initWithFile:[NSString stringWithFormat:@"#%i.png", score%10] effect:self.effect];
}
I'm using this class to allocate memory for the for the texture and to render it
#import <Foundation/Foundation.h>
#import <GLKit/GLKit.h>
@interface PSSprite : NSObject
@property (assign) GLKVector2 position;
@property (assign) CGSize contentSize;
@property (assign) GLKVector2 moveVelocity;
- (id)initWithFile:(NSString *)fileName effect:(GLKBaseEffect *)effect;
- (void)render;
- (void)update:(float)dt;
@end
And
#import "PSSprite.h"
typedef struct {
CGPoint geometryVertex;
CGPoint textureVertex;
} TexturedVertex;
typedef struct {
TexturedVertex bl;
TexturedVertex br;
TexturedVertex tl;
TexturedVertex tr;
} TexturedQuad;
@interface PSSprite()
@property (strong) GLKBaseEffect * effect;
@property (assign) TexturedQuad quad;
@property (strong) GLKTextureInfo * textureInfo;
@end
@implementation PSSprite
@synthesize effect = _effect;
@synthesize quad = _quad;
@synthesize textureInfo = _textureInfo;
@synthesize position = _position;
@synthesize contentSize = _contentSize;
@synthesize moveVelocity = _moveVelocity;
- (id)initWithFile:(NSString *)fileName effect:(GLKBaseEffect *)effect {
if ((self = [super init])) {
// 1
self.effect = effect;
// 2
NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES],
GLKTextureLoaderOriginBottomLeft,
nil];
// 3
NSError * error;
NSString *path = [[NSBundle mainBundle] pathForResource:fileName ofType:nil];
// 4
self.textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error];
if (self.textureInfo == nil) {
NSLog(@"Error loading file: %@", [error localizedDescription]);
return nil;
}
self.contentSize = CGSizeMake(self.textureInfo.width, self.textureInfo.height);
//Set up Textured Quad
TexturedQuad newQuad;
newQuad.bl.geometryVertex = CGPointMake(0, 0);
newQuad.br.geometryVertex = CGPointMake(self.textureInfo.width, 0);
newQuad.tl.geometryVertex = CGPointMake(0, self.textureInfo.height);
newQuad.tr.geometryVertex = CGPointMake(self.textureInfo.width, self.textureInfo.height);
newQuad.bl.textureVertex = CGPointMake(0, 0);
newQuad.br.textureVertex = CGPointMake(1, 0);
newQuad.tl.textureVertex = CGPointMake(0, 1);
newQuad.tr.textureVertex = CGPointMake(1, 1);
self.quad = newQuad;
}
return self;
}
- (GLKMatrix4) modelMatrix {
GLKMatrix4 modelMatrix = GLKMatrix4Identity;
modelMatrix = GLKMatrix4Translate(modelMatrix, self.position.x, self.position.y, 0);
modelMatrix = GLKMatrix4Translate(modelMatrix, -self.contentSize.width/2, -self.contentSize.height/2, 0);
return modelMatrix;
}
- (void)render {
// 1
self.effect.texture2d0.name = self.textureInfo.name;
self.effect.texture2d0.enabled = YES;
self.effect.transform.modelviewMatrix = self.modelMatrix;
// 2
[self.effect prepareToDraw];
// 3
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
// 4
long offset = (long)&_quad;
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, geometryVertex)));
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, textureVertex)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
- (void)update:(float)dt {
GLKVector2 curMove = GLKVector2MultiplyScalar(self.moveVelocity, dt);
self.position = GLKVector2Add(self.position, curMove);
}
@end
I'm not allowed to Dealloc or release anything Because my program is using ARC to automatically handle the memory.
After debugging and profiling, it shows I have thousands of mallocs with a reference count of +1, coming from: libGFXShared.dylib. The responsible caller is gfxAllocateTextureLevel
Upvotes: 1
Views: 1103
Reputation: 113
Found the answer here: Release textures (GLKTextureInfo objects) allocated by GLKTextureLoader
Apparently passing the texture to OpenGL puts OpenGL in charge of the memory forcing you to use glDeleteTextures
to delete it.
Upvotes: 1