我有以下dispatch_async
代码:
dispatch_async(openGLESContextQueue, ^{
[(EAGLView *)self.view setFramebuffer];
// Replace the implementation of this method to do your own custom drawing.
static const GLfloat squareVertices[] = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
static const GLubyte squareColors[] = {
127, 127, 0, 127,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
static float transY = 0.0f;
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
transY += 0.075f;
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[(EAGLView *)self.view presentFramebuffer];
});
在使用Instruments时,即使动画运行正常,我也会得到大量“永远无法释放的64字节malloc”。谁知道为什么?
答案 0 :(得分:1)
我终于能够使用信号量解决问题了:
if (dispatch_semaphore_wait(frameRenderingSemaphore, DISPATCH_TIME_NOW) == 0)
{
dispatch_async(openGLESContextQueue, ^{
[(EAGLView *)self.view setFramebuffer];
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
transY += 0.075f;
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[(EAGLView *)self.view presentFramebuffer];
dispatch_semaphore_signal(frameRenderingSemaphore);
});
}
我猜调度队列没有时间处理洪水,无法处理每个opengl重绘。这样,它将一次只异步处理一次重绘。奇怪的是,它对帧速率没有任何副作用! :d
谢谢:)