我正在使用 CGlayers 进行绘图,正如文档所说,这是在画布上渲染绘图的更有效方法。
我基本上绘制成CGlayers并使用 CGContextDrawLayerInRect
将图层绘制到图形上下文中这是我的drawRect方法
- (void)drawRect:(CGRect)rect
{
switch (m_drawStep)
{
case DRAW:
{
CGContextRef context = UIGraphicsGetCurrentContext();//Get a reference to current context(The context to draw)
if(self.currentDrawingLayer == nil)//Potential leak of memory- static analyzer
{
CGFloat scale = self.contentScaleFactor;
CGRect bounds = CGRectMake(0, 0, self.bounds.size.width * scale, self.bounds.size.height * scale);
CGLayerRef layer = CGLayerCreateWithContext(context, bounds.size, NULL);
CGContextRef layerContext = CGLayerGetContext(layer);
CGContextScaleCTM(layerContext, scale, scale);
self.currentDrawingLayer = layer;
}
CGContextRef layerContext = CGLayerGetContext(self.currentDrawingLayer);//Potential leak of memory- static analyzer
CGContextBeginPath(layerContext);
CGContextAddPath(layerContext, mutablePath);
CGContextSetLineWidth(layerContext, self.lineWidth);
CGContextSetStrokeColorWithColor(layerContext, self.lineColor.CGColor);
CGContextSetFillColorWithColor(layerContext, self.lineColor.CGColor);
CGContextSetBlendMode(layerContext,kCGBlendModeNormal);
CGContextStrokePath(layerContext);
CGPathRelease(mutablePath);
CGContextDrawLayerInRect(context, self.bounds, self.currentDrawingLayer );//Potential leak of memory- static analyzer
}
break;
case UNDO:
{
CGContextRef context = UIGraphicsGetCurrentContext();
if(self.currentDrawingLayer == nil)//Potential leak of memory- static analyzer
{
CGFloat scale = self.contentScaleFactor;
CGRect bounds = CGRectMake(0, 0, self.bounds.size.width * scale, self.bounds.size.height * scale);
CGLayerRef layer = CGLayerCreateWithContext(context, bounds.size, NULL);
CGContextRef layerContext = CGLayerGetContext(layer);
CGContextScaleCTM(layerContext, scale, scale);
self.currentDrawingLayer = layer;
}
CGContextRef layerContext1 = CGLayerGetContext(self.currentDrawingLayer );//Potential leak of memory- static analyzer
CGContextClearRect(layerContext1, self.bounds);
for(NSArray *undoArray in m_parentUndoArray)
{
for(int i =0; i<[undoArray count];i++)
{
DrawingPath *drawPath = [undoArray objectAtIndex:i];
CGPathRef path = drawPath.path.CGPath;
mutablePath = CGPathCreateMutableCopy(path);
CGContextBeginPath(layerContext1);
CGContextAddPath(layerContext1, mutablePath);
CGContextSetLineWidth(layerContext1, drawPath.pathWidth.floatValue);
CGContextSetStrokeColorWithColor(layerContext1, drawPath.pathColor.CGColor);
if([drawPath.pathColor isEqual:[UIColor clearColor]])
{
CGContextSetBlendMode(layerContext1,kCGBlendModeClear);
}
else
{
CGContextSetBlendMode(layerContext1,kCGBlendModeNormal);
}
CGContextStrokePath(layerContext1);
CGPathRelease(mutablePath);
}
}
CGContextDrawLayerInRect(context, self.bounds, self.currentDrawingLayer);//Potential leak of memory- static analyzer
}
}
break;
[super drawRect:rect];
}
在我的触摸Moved函数功能中,我创建了UIBezeirPath并将其转换为CGPath。
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
self.currentPath = [[DrawingPath alloc] init];
if(m_eraseButtonClicked)
{
[self.currentPath setPathColor:[UIColor clearColor]];
}
else
{
[self.currentPath setPathColor:self.lineColor];
}
CGPathRef cgPath = self.currentPath.path.CGPath;
mutablePath = CGPathCreateMutableCopy(cgPath);
[m_undoArray addObject:self.currentPath];
[self setNeedsDisplay];
}
接触结束
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[m_parentUndoArray addObject:[NSArray arrayWithArray:m_undoArray]];
}
我面临的问题是
1)我使用Time profiler测试, CGContextDrawLayerInRect ,在绘图时占用90%的时间,所以我想知道如何减少此方法所花费的时间并优化drawRect方法
2)如果我绘制了很少的冗长线并开始连续撤消/重做,那么你也可以看到 CGContextDrawLayerInRect 这需要很多时间。
3)如果我删除了一些绘制的线并重复开始执行撤销/重做,更糟糕的是,我的应用程序因内存警告而崩溃,我不知道擦除错误,它占用了大量内存。
编辑:代码,更新以显示静态分析器说他们的内存问题
答案 0 :(得分:0)
根据我自己的实验,似乎iOS有时会使用GPU,有时使用CPU来获取CGContextDrawLayerInRect,具体取决于要复制的图层的大小(以及可能的其他因素)。当它使用CPU时,速度要慢20倍。
唯一的解决方案是通过使用setNeedsDisplayInRect而不是setNeedsDisplay来减小更新区域的大小,并在drawRect代码中添加CGContextClipToRect(context,rect)。