Reputation: 557
My project is working with openCV for iOS(2.4.9). And I found function MatToUIImage which will cause memory leaks, and it only occurs on iOS 10.X.
After I updated this function(2.4.9) to latest(3.2.0) version everything got worked. The only difference is CGBitmapInfo.
So can anyone tell me why?
2.4.9
UIImage* MatToUIImage(const cv::Mat& image) {
NSData *data = [NSData dataWithBytes:image.data
length:image.elemSize()*image.total()];
CGColorSpaceRef colorSpace;
if (image.elemSize() == 1) {
colorSpace = CGColorSpaceCreateDeviceGray();
} else {
colorSpace = CGColorSpaceCreateDeviceRGB();
}
CGDataProviderRef provider =
CGDataProviderCreateWithCFData((__bridge CFDataRef)data);
// Creating CGImage from cv::Mat
CGImageRef imageRef = CGImageCreate(image.cols,
image.rows,
8,
8 * image.elemSize(),
image.step.p[0],
colorSpace,
kCGImageAlphaNone|
kCGBitmapByteOrderDefault,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
// Getting UIImage from CGImage
UIImage *finalImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
return finalImage;
}
3.2.0
UIImage* MatToUIImage(const cv::Mat& image) {
NSData *data = [NSData dataWithBytes:image.data
length:image.elemSize()*image.total()];
CGColorSpaceRef colorSpace;
if (image.elemSize() == 1) {
colorSpace = CGColorSpaceCreateDeviceGray();
} else {
colorSpace = CGColorSpaceCreateDeviceRGB();
}
CGDataProviderRef provider =
CGDataProviderCreateWithCFData((__bridge CFDataRef)data);
// Preserve alpha transparency, if exists
bool alpha = image.channels() == 4;
CGBitmapInfo bitmapInfo = (alpha ? kCGImageAlphaLast : kCGImageAlphaNone) | kCGBitmapByteOrderDefault;
// Creating CGImage from cv::Mat
CGImageRef imageRef = CGImageCreate(image.cols,
image.rows,
8,
8 * image.elemSize(),
image.step.p[0],
colorSpace,
bitmapInfo,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
// Getting UIImage from CGImage
UIImage *finalImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
return finalImage;
}
Upvotes: 3
Views: 826
Reputation: 3805
Important update (5.06.2017) Finally, to perform CFRelease
manually turned out to be bad idea as it can raise more troubles than solve! Though, it gave me a clue that leaks are somehow connected with NSData
(not-)releasing.
I noticed that it's released automatically as expected with ARC when called from block in background thread, like that:
- (void)runInBackgroundWithImageBuffer:(CVImageBufferRef)imageBuffer
callback:(void (^)())callback {
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
[self processImageBuffer:imageBuffer];
if (callback != nil) {
callback();
}
});
}
- (void)previewOpenCVImage:(cv::Mat *)image {
UIImage *preview = MatToUIImage(*image);
dispatch_async(dispatch_get_main_queue(), ^{
// _imagePreview has (UIImageView *) type
[_imagePreview setImage:preview];
});
}
I can confirm that for iPhone Simulator. Seems like current MatToUIImage
implementation causes memory leaks on simulator. And I can't reproduce it on device.
For some reason they are not detected by profiler but memory usage just blows up after multiple calls.
I've added some tweaks to make it working:
Add line CFRelease((CFTypeRef)data)
before returning final image
When image is not necessary we need to perform CFRelease(image.CGImage)
and probably CFRelease((CFTypeRef)image)
Hope that helps. Actually I don't completely understand why this is happening, who is holding references and why do we need to manually perform release.
Upvotes: 1