这里是来自库MGSpotyViewController的函数,但是我想知道在这种情况下要注意什么。
我习惯于使用C ++并维护自己的对象,但我在这里找不到问题。我用UIGraphicsBeginImageContextWithOptions
尝试了非常基本的代码片段,内存仍然略有增加,但我不确定我是否找到了问题,或者那是因为GC还没有运行。
为了测试我做的以下功能:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
UIImage* image = [UIImage imageNamed:@"Dude.png"];
for (int i =0; i<1000; i++) {
@autoreleasepool {
// doesn't matter if i move the first line here.
UIImage *blurredImage = [image applyBlurWithRadius:20.0f
tintColor:nil
saturationDeltaFactor:1.0f
maskImage:nil];
}
}
}
结果是这样的:
问题是什么/可能是什么?
的UIImage + ImageEffects.m
- (UIImage *)applyBlurWithRadius:(CGFloat)blurRadius tintColor:(UIColor *)tintColor saturationDeltaFactor:(CGFloat)saturationDeltaFactor maskImage:(UIImage *)maskImage
{
// Check pre-conditions.
if(self.size.width < 1 || self.size.height < 1) {
NSLog (@"*** error: invalid size: (%.2f x %.2f). Both dimensions must be >= 1: %@", self.size.width, self.size.height, self);
return nil;
}
if(!self.CGImage) {
NSLog (@"*** error: image must be backed by a CGImage: %@", self);
return nil;
}
if(maskImage && !maskImage.CGImage) {
NSLog (@"*** error: maskImage must be backed by a CGImage: %@", maskImage);
return nil;
}
CGRect imageRect = { CGPointZero, self.size };
UIImage *effectImage = self;
CGFloat scale = 0.5f;
scale = [[UIScreen mainScreen] scale];
BOOL hasBlur = blurRadius > __FLT_EPSILON__;
BOOL hasSaturationChange = fabs(saturationDeltaFactor - 1.) > __FLT_EPSILON__;
if(hasBlur || hasSaturationChange) {
UIGraphicsBeginImageContextWithOptions(self.size, NO, scale);
CGContextRef effectInContext = UIGraphicsGetCurrentContext();
CGContextScaleCTM(effectInContext, 1.0, -1.0);
CGContextTranslateCTM(effectInContext, 0, -self.size.height);
CGContextDrawImage(effectInContext, imageRect, self.CGImage);
vImage_Buffer effectInBuffer;
effectInBuffer.data = CGBitmapContextGetData(effectInContext);
effectInBuffer.width = CGBitmapContextGetWidth(effectInContext);
effectInBuffer.height = CGBitmapContextGetHeight(effectInContext);
effectInBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectInContext);
UIGraphicsBeginImageContextWithOptions(self.size, NO, scale);
CGContextRef effectOutContext = UIGraphicsGetCurrentContext();
vImage_Buffer effectOutBuffer;
effectOutBuffer.data = CGBitmapContextGetData(effectOutContext);
effectOutBuffer.width = CGBitmapContextGetWidth(effectOutContext);
effectOutBuffer.height = CGBitmapContextGetHeight(effectOutContext);
effectOutBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectOutContext);
if(hasBlur) {
// A description of how to compute the box kernel width from the Gaussian
// radius (aka standard deviation) appears in the SVG spec:
// http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement
//
// For larger values of 's' (s >= 2.0), an approximation can be used: Three
// successive box-blurs build a piece-wise quadratic convolution kernel, which
// approximates the Gaussian kernel to within roughly 3%.
//
// let d = floor(s * 3*sqrt(2*pi)/4 + 0.5)
//
// ... if d is odd, use three box-blurs of size 'd', centered on the output pixel.
//
CGFloat inputRadius = blurRadius * scale;
NSUInteger radius = floor(inputRadius * 3. * sqrt(2 * M_PI) / 4 + 0.5);
if(radius % 2 != 1) {
radius += 1; // force radius to be odd so that the three box-blur methodology works.
}
vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, (int)radius, (int)radius, 0, kvImageEdgeExtend);
vImageBoxConvolve_ARGB8888(&effectOutBuffer, &effectInBuffer, NULL, 0, 0, (int)radius, (int)radius, 0, kvImageEdgeExtend);
vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, (int)radius, (int)radius, 0, kvImageEdgeExtend);
}
BOOL effectImageBuffersAreSwapped = NO;
if(hasSaturationChange) {
CGFloat s = saturationDeltaFactor;
CGFloat floatingPointSaturationMatrix[] = {
0.0722 + 0.9278 * s, 0.0722 - 0.0722 * s, 0.0722 - 0.0722 * s, 0,
0.7152 - 0.7152 * s, 0.7152 + 0.2848 * s, 0.7152 - 0.7152 * s, 0,
0.2126 - 0.2126 * s, 0.2126 - 0.2126 * s, 0.2126 + 0.7873 * s, 0,
0, 0, 0, 1,
};
const int32_t divisor = 256;
NSUInteger matrixSize = sizeof(floatingPointSaturationMatrix)/sizeof(floatingPointSaturationMatrix[0]);
int16_t saturationMatrix[matrixSize];
for (NSUInteger i = 0; i < matrixSize; ++i) {
saturationMatrix[i] = (int16_t)roundf(floatingPointSaturationMatrix[i] * divisor);
}
if(hasBlur) {
vImageMatrixMultiply_ARGB8888(&effectOutBuffer, &effectInBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags);
effectImageBuffersAreSwapped = YES;
}
else {
vImageMatrixMultiply_ARGB8888(&effectInBuffer, &effectOutBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags);
}
}
if(!effectImageBuffersAreSwapped)
effectImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(effectImageBuffersAreSwapped)
effectImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
// Set up output context.
UIGraphicsBeginImageContextWithOptions(self.size, NO, scale);
CGContextRef outputContext = UIGraphicsGetCurrentContext();
CGContextScaleCTM(outputContext, 1.0, -1.0);
CGContextTranslateCTM(outputContext, 0, -self.size.height);
// Draw base image.
CGContextDrawImage(outputContext, imageRect, self.CGImage);
// Draw effect image.
if(hasBlur) {
CGContextSaveGState(outputContext);
if(maskImage) {
CGContextClipToMask(outputContext, imageRect, maskImage.CGImage);
}
CGContextDrawImage(outputContext, imageRect, effectImage.CGImage);
CGContextRestoreGState(outputContext);
}
// Add in color tint.
if(tintColor) {
CGContextSaveGState(outputContext);
CGContextSetFillColorWithColor(outputContext, tintColor.CGColor);
CGContextFillRect(outputContext, imageRect);
CGContextRestoreGState(outputContext);
}
// Output image is ready.
UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return outputImage;
}
答案 0 :(得分:2)
事实证明,如果此函数的输入UIImage
的比例不同于[[UIScreen mainScreen] scale]
(因为我在函数UIGraphicsBeginImageContextWithOptions
中设置了它),它会变得疯狂。
我不确定如何或为何,我不确定即使这可以归类为一般问题,但我现在接受这个作为答案。