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我创建了一个图像效果,它在现有图像上叠加时间。每次我在 Win2D CanvasDrawingSession 上使用 DrawImage 或 DrawText 时,我遇到的问题似乎是持续的内存泄漏。随着时间的推移,这变得非常重要。我在释放资源时一定遗漏了一些东西,但我没有看到。如果我注释掉 DrawImage 和 DrawText 代码行,内存泄漏就会停止。

        virtual void ProcessFrame(ProcessVideoFrameContext^ context)
    {
        time_t curtime = time(0);
        char buffer[16];
        struct tm info;
        localtime_s(&info, &curtime);
        strftime(buffer, sizeof(buffer), "%H:%M:%S", &info);
        std::string stime = std::string(buffer);
        std::wstring w_str = std::wstring(stime.begin(), stime.end());
        String^ sTime = ref new String(w_str.c_str());
        CanvasDevice^ device = ref new CanvasDevice();
        auto newBitmap = SoftwareBitmap::Convert(context->InputFrame->SoftwareBitmap, BitmapPixelFormat::Bgra8);

        auto inputBitmap = CanvasBitmap::CreateFromSoftwareBitmap(device, newBitmap);
        auto frameSize = inputBitmap->SizeInPixels.Width * inputBitmap->SizeInPixels.Height * 4;
        auto frameBuffer = ref new Windows::Storage::Streams::Buffer((unsigned int)frameSize);

        auto renderTarget = ref new CanvasRenderTarget(device, (float)inputBitmap->SizeInPixels.Width, (float)inputBitmap->SizeInPixels.Height, (float)inputBitmap->Dpi);

        auto ds = renderTarget->CreateDrawingSession();
//      ds->DrawImage(inputBitmap);

        auto format = ref new CanvasTextFormat();
        format->FontFamily = _fontFamily;
        format->FontSize = (float)_fontSize;
//      ds->DrawText(sTime, (float)_offsetX, (float)_offsetY, _fontColor, format);
        delete ds;

        renderTarget->GetPixelBytes(frameBuffer);

        SoftwareBitmap^ nxtBitmap = ref new SoftwareBitmap(BitmapPixelFormat::Bgra8, newBitmap->PixelWidth, newBitmap->PixelHeight);
        nxtBitmap->CopyFromBuffer(frameBuffer);
        SoftwareBitmap^ anBitmap = SoftwareBitmap::Convert(nxtBitmap, BitmapPixelFormat::Yuy2);
        anBitmap->CopyToBuffer(frameBuffer);

        // Copy the modified frame data to the output frame.
        context->OutputFrame->SoftwareBitmap->CopyFromBuffer(frameBuffer);

        delete format;
        delete nxtBitmap;
        delete anBitmap;

        delete inputBitmap;
        delete frameBuffer;
        delete renderTarget;

        delete sTime;
        delete device;
        delete newBitmap;
    }
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1 回答 1

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我发现这是由于在每一帧上创建了一个新的 CanvasDevice。一旦我将其移至全局设备,泄漏情况就会自行解决。

于 2017-08-07T01:32:52.887 回答