我正在开发一个简单的 iOS 游戏,但我遇到了 UINavigationController 和 EAGL-View 的问题。情况如下:我使用一个 EAGL-View 与多个控制器配合使用。每当我推送 MainViewController(它执行所有自定义 openGL 绘图)时,我最终都会使用更多内存(每次推送大约 5MB!)。
问题似乎出在[eaglView_ setFramebuffer]
- 或者至少几乎所有分配似乎都在那里(我已经通过 Instruments 检查了实时字节 - 在这个函数中分配了大约 70% 的内存)。
EAGLView::setFramebuffer:
- (void)setFramebuffer {
if (context) {
[EAGLContext setCurrentContext:context];
if (!defaultFramebuffer)
[self createFramebuffer];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);
glViewport(0, 0, framebufferWidth, framebufferHeight);
}
}
和 EAGLView::createFramebuffer:
- (void)createFramebuffer
{
if (context && !defaultFramebuffer) {
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
//MSAA stuff
glGenFramebuffers(1, &msaaFramebuffer);
glGenRenderbuffers(1, &msaaRenderBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaaRenderBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA8_OES, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaRenderBuffer);
glGenRenderbuffers(1, &msaaDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaaDepthBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaaDepthBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
如您所见 - 没有什么特别的。我像这样切换我的 ViewController:(在 AppDelegate 中)
- (void) swichToViewController: (UIViewController*) newViewController overlapCurrentView: (bool) overlap {
// get the viewController on top of the stack - popViewController doesn't do anything if it's the rootViewController.
if(!overlap) {
// clear everything that was on the eaglView before
[eaglView_ clearFramebuffer];
[eaglView_ applyMSAA];
[eaglView_ presentFramebuffer];
}
UIViewController* oldViewController = [navController_ topViewController];
// see if the view to be switched to is already the top controller:
if(oldViewController == newViewController)
return;
// if the view is already on the stack, just remove all views on top of it:
if([[navController_ viewControllers] containsObject:newViewController]) {
[oldViewController setView:nil];
[newViewController setView:eaglView_];
[navController_ popToViewController:newViewController animated:!overlap];
return;
}
// else push the new controller
[navController_ popViewControllerAnimated:NO];
[oldViewController setView:nil];
[newViewController setView:eaglView_];
[navController_ pushViewController:newViewController animated:!overlap];
}
最后,我像这样渲染我的精灵:(在我的 MainViewController.mm 中):
- (void)drawFrame
{
// When I delete this line, I just get a white screen, even if I have called setFramebuffer earlier(?!)
[(EAGLView *)self.view setFramebuffer];
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat screenWidth = [UIScreen mainScreen].bounds.size.width;
GLfloat screenHeight = [UIScreen mainScreen].bounds.size.height;
glOrthof(0, screenWidth, 0, screenHeight, -1.0, 1.0);
glViewport(0, 0, screenWidth, screenHeight);
[gameManager_ playGame];
//MSAA stuff
[(EAGLView *)self.view applyMSAA];
[(EAGLView *)self.view presentFramebuffer];
[(EAGLView *)self.view clearFramebuffer];
}
可能值得一提的是,我不会在每次推送视图时分配视图,我会一直引用它们直到游戏退出。
[gameManager_ playGame]
将精灵绘制到屏幕上 - 但我在另一个项目中使用了这种方法,没有任何内存问题。
任何帮助将不胜感激,因为我已经坚持了 2 天:/
编辑:我已经能够将问题缩小到调用gldLoadFramebuffer
. 每当我尝试使用 openGL 函数在屏幕上绘制某些东西时,都会调用它。当上下文发生变化时,它似乎会消耗更多的内存......但我该如何避免呢?