user3125119 user3125119 - 5 months ago 80
Objective-C Question

CGContextDrawImage huge memory peak

I'm developing a movie maker application which make some effects on imported videos.
I'm using AVAssetWriter to code my application.
Everything works very good but I have a big problem in memory.
My app takes over 500 MB of the RAM in buffering process.
Simply the algorithm for making a filtered video is going like this:

1- import video.

2- extract all the frames for the video as CMSampleBuffer objects.

3- convert CMSampleBuffer object to uiimage.

4- implement the filter on the uiimage.

5- convert the uiimage back to a new CMSAmpleBuffer object.

6- Append the new buffer to a writer output.

7- Finally save the new movie to PhotoGallery.

The problem is in step5 I have a function which converts a UIImage to cvpixelBuffer object and return it.
Then I convert the CVPixelBuffer object to CMSampleBuffer.
The function increases the memory a lot and the application crashes at the end.

This is my code:

-(CVPixelBufferRef) pixelBufferFromCGImage: (CGImageRef) image andSize:(CGSize)size
{


double height = CGImageGetHeight(image);
double width = CGImageGetWidth(image);


NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kCVPixelBufferCGImageCompatibilityKey,
[NSNumber numberWithBool:YES], kCVPixelBufferCGBitmapContextCompatibilityKey,
nil];
CVPixelBufferRef pxbuffer = NULL;


CVReturn status = CVPixelBufferCreate(kCFAllocatorDefault, size.width,
size.height, kCVPixelFormatType_32ARGB, (__bridge CFDictionaryRef) options,
&pxbuffer);
if (status != kCVReturnSuccess) {
return NULL;
}



CVPixelBufferLockBaseAddress(pxbuffer, 0);
void *pxdata = CVPixelBufferGetBaseAddress(pxbuffer);

CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();


CGContextRef context = CGBitmapContextCreate(pxdata,size.width ,
size.height, 8, 4*size.width, rgbColorSpace,
kCGImageAlphaNoneSkipFirst);


CGFloat Y ;
if (height == size.height)
Y = 0;

else
Y = (size.height /2) - (height/2) ;


CGContextConcatCTM(context, CGAffineTransformMakeRotation(0));


CGContextDrawImage(context, CGRectMake(0, Y,width,height), image);
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);

CGColorSpaceRelease(rgbColorSpace);
CGContextRelease(context);


CVPixelBufferUnlockBaseAddress(pxbuffer, 0);




return pxbuffer;


}


CGContextDrawImage increases the memory by 2~5 MB per frame conversion.

I tried the following solutions:

1- releasing pxbuffer using CFRelease.

2- I used CGImageRelease to release the image ref.

3- I surrounded the code with @autoreleasepool block.

4- I used CGContextRelease.

5- UIGraphicsEndImageContext.

6- Used Analyze too in Xcode and fixed all the points.

Here is the full code for Video filtering:

- (void)assetFilteringMethod:(FilterType)filterType AndAssetURL:(NSURL *)assetURL{



CMSampleBufferRef sbuff ;


[areader addOutput:rout];
[areader startReading];

UIImage* bufferedImage;

while ([areader status] != AVAssetReaderStatusCompleted) {



sbuff = [rout copyNextSampleBuffer];

if (sbuff == nil)
[areader cancelReading];


else{



if (writerInput.readyForMoreMediaData) {



@autoreleasepool {

bufferedImage = [self imageFromSampleBuffer:sbuff];

bufferedImage = [FrameFilterClass convertImageToFilterWithFilterType:filterType andImage: bufferedImage];





CVPixelBufferRef buffer = NULL;


buffer = [self pixelBufferFromCGImage:[bufferedImage CGImage] andSize:CGSizeMake(320,240)];





[adaptor appendPixelBuffer:buffer withPresentationTime:CMSampleBufferGetPresentationTimeStamp(sbuff)];


CFRelease(buffer);
CFRelease(sbuff);


}

}











}




}


//Finished buffering

[videoWriter finishWritingWithCompletionHandler:^{

if (videoWriter.status != AVAssetWriterStatusFailed && videoWriter.status == AVAssetWriterStatusCompleted){

dispatch_async(dispatch_get_main_queue(), ^{


ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
if ([library
videoAtPathIsCompatibleWithSavedPhotosAlbum:[NSURL fileURLWithPath:moviePath]]) {
[library writeVideoAtPathToSavedPhotosAlbum:[NSURL fileURLWithPath:moviePath]
completionBlock:^(NSURL *assetURL, NSError *error){

}];

}
});

}
else
NSLog(@"Video writing failed: %@", videoWriter.error);

}];


}


I spent around 3 to 4 days trying to solve this problem...
Any help would be appreciated.

Answer

You have to release the image using this line:

cgimagerelease(image.cgimage)