如果我在循环中使用 mex 文件,Matlab 会内存不足。我认为这是由内存泄漏引起的。mxMalloc 变量由 mxFree 释放,但我无法使用 mxDestroyArray(plhs[0]) 销毁 mxCreateNumericArray 变量。
mex 文件来自 Offscreen toolbox链接。代码如下。
#include "mex.h"
#include "math.h"
#include "OffscreenGL.h"
#include "OffscreenCommon.h"
void drawPatchAndConvert(GLuint listName, GLubyte *imageBuffer, unsigned int imgHeight, unsigned int imgWidth, unsigned int zoomFactor = 1)
{
// This is a temporary bug fix for Nvidia's open program
// seems the width of the pixel has to be a multiple of 4
// for other width, we have to pad the width and remove it later
unsigned int paddedWidth = imgWidth * zoomFactor % 4;
if (paddedWidth != 0){
paddedWidth = 4 - paddedWidth + imgWidth * zoomFactor;
}else {
paddedWidth = imgWidth * zoomFactor;
}
unsigned char *paddedImgBuffer = (unsigned char *)mxMalloc(paddedWidth * imgHeight * zoomFactor * MAX_COLOR_CHANNEL * sizeof(GL_UNSIGNED_BYTE));
drawPatch(listName, paddedImgBuffer, imgHeight, imgWidth, zoomFactor);
// reorder the pixel data for the opengl to matlab conversion
unsigned int imgSize = imgHeight * imgWidth * zoomFactor * zoomFactor;
unsigned int imgSize2 = imgSize * 2;
unsigned int matlabImgIndex = 0;
unsigned int oglImageIndex = 0;
for (int j = 0; j < imgWidth * zoomFactor; j++) {
for (int i = 0; i < imgHeight * zoomFactor; i++, matlabImgIndex++) {
oglImageIndex = (j + (imgHeight*zoomFactor -1-i) * paddedWidth) * 3;
imageBuffer[matlabImgIndex] = paddedImgBuffer[oglImageIndex];
imageBuffer[matlabImgIndex + imgSize] = paddedImgBuffer[oglImageIndex + 1];
imageBuffer[matlabImgIndex + imgSize2] = paddedImgBuffer[oglImageIndex + 2];
}
}
mxFree(paddedImgBuffer);
}
static void renderColorMesh(double *FM, int fNum, double *VM, int vNum, float *ColorM, int colorNum,const mxArray *CamParamS, double *imgSizeV, double *zNearFarV, unsigned int zoomFactor,unsigned char *imgBuffer)
{
cameraSetup(CamParamS, zNearFarV[0], zNearFarV[1], (unsigned int) imgSizeV[0], (unsigned int) imgSizeV[1], zoomFactor);
#ifndef NDEBUG
mexPrintf("Start to create the display list: fNum=%d, vNum=%d, colorNum=%d\n", fNum, vNum, colorNum);
#endif
GLuint list = createDisplayListWithColor(FM, fNum, VM, vNum, ColorM, colorNum);
#ifndef NDEBUG
mexPrintf("Start to draw the patch\n");
#endif
drawPatchAndConvert(list, imgBuffer, (int) imgSizeV[0], (int) imgSizeV[1], zoomFactor);
}
void mexFunction(int nlhs, mxArray *plhs[],int nrhs, const mxArray *prhs[])
{
// get the vertex array, face array, and color array
double *FM = mxGetPr(prhs[0]);
int fNum = mxGetM(prhs[0]);
double *VM = mxGetPr(prhs[1]);
int vNum = mxGetM(prhs[1]);
float *ColorM = (float *)mxGetData(prhs[2]);
int colorNum = mxGetM(prhs[2]);
// get the camera parameters
const mxArray *CamParamS = prhs[3];
double *imgSizeV = mxGetPr(prhs[4]);
double *zNearFarV = mxGetPr(prhs[5]);
double zoomFactor = mxGetScalar(prhs[6]);
OffscreenGL offscreenGL((int)(imgSizeV[0] * zoomFactor), (int) (imgSizeV[1] * zoomFactor));
int output3Size[3];
unsigned char *imgBuffer;
if (offscreenGL.RGB8Setup()) {
//mexPrintf("OpenGLCanvas setup Successful\n");
output3Size[0] = (int) (imgSizeV[0] * zoomFactor);
output3Size[1] = (int) (imgSizeV[1] * zoomFactor);
output3Size[2] = 3;
plhs[0] = mxCreateNumericArray(3, output3Size, mxUINT8_CLASS, mxREAL);
imgBuffer = (unsigned char *) mxGetData(plhs[0]);
renderColorMesh(FM, fNum, VM, vNum, ColorM, colorNum, CamParamS, imgSizeV,
zNearFarV, (unsigned int) zoomFactor, imgBuffer);
} else {
mexPrintf("OpenGLCanvas setup failed\n");
}
}