Reputation: 81
I have created an image effect which overlays a time on an existing image. The problem I have seems to be a persistent memory leak every time I use DrawImage or DrawText on a Win2D CanvasDrawingSession. This becomes very significant over time. I must be missing something in freeing resources, but I do not see it. If I comment out the DrawImage and DrawText lines of code, the memory leak ceases.
virtual void ProcessFrame(ProcessVideoFrameContext^ context)
{
time_t curtime = time(0);
char buffer[16];
struct tm info;
localtime_s(&info, &curtime);
strftime(buffer, sizeof(buffer), "%H:%M:%S", &info);
std::string stime = std::string(buffer);
std::wstring w_str = std::wstring(stime.begin(), stime.end());
String^ sTime = ref new String(w_str.c_str());
CanvasDevice^ device = ref new CanvasDevice();
auto newBitmap = SoftwareBitmap::Convert(context->InputFrame->SoftwareBitmap, BitmapPixelFormat::Bgra8);
auto inputBitmap = CanvasBitmap::CreateFromSoftwareBitmap(device, newBitmap);
auto frameSize = inputBitmap->SizeInPixels.Width * inputBitmap->SizeInPixels.Height * 4;
auto frameBuffer = ref new Windows::Storage::Streams::Buffer((unsigned int)frameSize);
auto renderTarget = ref new CanvasRenderTarget(device, (float)inputBitmap->SizeInPixels.Width, (float)inputBitmap->SizeInPixels.Height, (float)inputBitmap->Dpi);
auto ds = renderTarget->CreateDrawingSession();
// ds->DrawImage(inputBitmap);
auto format = ref new CanvasTextFormat();
format->FontFamily = _fontFamily;
format->FontSize = (float)_fontSize;
// ds->DrawText(sTime, (float)_offsetX, (float)_offsetY, _fontColor, format);
delete ds;
renderTarget->GetPixelBytes(frameBuffer);
SoftwareBitmap^ nxtBitmap = ref new SoftwareBitmap(BitmapPixelFormat::Bgra8, newBitmap->PixelWidth, newBitmap->PixelHeight);
nxtBitmap->CopyFromBuffer(frameBuffer);
SoftwareBitmap^ anBitmap = SoftwareBitmap::Convert(nxtBitmap, BitmapPixelFormat::Yuy2);
anBitmap->CopyToBuffer(frameBuffer);
// Copy the modified frame data to the output frame.
context->OutputFrame->SoftwareBitmap->CopyFromBuffer(frameBuffer);
delete format;
delete nxtBitmap;
delete anBitmap;
delete inputBitmap;
delete frameBuffer;
delete renderTarget;
delete sTime;
delete device;
delete newBitmap;
}
Upvotes: 0
Views: 235
Reputation: 81
I discovered that it was due to creating a new CanvasDevice on each frame. Once I moved it to a global device, the leak situation resolved itself.
Upvotes: 4