我有一个班级OpenGLRenderer
,其成员mMemoryAllocator
是std::shared_ptr<MemoryAllocator>
。我将内存分配器保留在shared_ptr中的原因是因为即使下面返回的shared_ptr<Texture>
比它的创建者OpenGLRenderer
更长,如果我按值捕获它,MemoryAllocator
实例仍然有效,因为它增加了引用计数:
std::shared_ptr<Texture> OpenGLRenderer::CreateTexture(TextureType textureType, const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat)
{
return std::shared_ptr<Texture>(mMemoryAllocator->AllocateObject<Texture>(
textureData, textureWidth, textureHeight,
textureFormat, textureType, mLogger),
[=](Texture* texture) {
mMemoryAllocator
->DeallocateObject<Texture>(texture);
});
}
......但是,它不起作用。如果OpenGLRenderer
超出std::shared_ptr<Texture>
之前的范围,则std::shared_ptr<MemoryAllocator>
会被破坏,因此lambda表达式会变得疯狂。我做错了什么?
答案 0 :(得分:11)
这种情况下的问题是lambdas不会捕获对象的成员,而是this
指针。一个简单的解决方法是创建一个局部变量并绑定:
std::shared_ptr<Texture>
OpenGLRenderer::CreateTexture(TextureType textureType,
const std::vector<uint8_t>& textureData,
uint32_t textureWidth, uint32_t textureHeight,
TextureFormat textureFormat)
{
std::shared_ptr<AllocatorType> allocator = mMemoryAllocator;
return std::shared_ptr<Texture>(mMemoryAllocator->AllocateObject<Texture>(
textureData, textureWidth, textureHeight,
textureFormat, textureType, mLogger),
[=](Texture* texture) {
allocator
->DeallocateObject<Texture>(texture);
});
}