[英]BAD_ACCESS when trying to free data when UIView to UIImage
I intended to take a snapshot of a UIView
that drawed by OpenGL ES
into an UIImage
, here is the code I used: 我打算拍摄由
OpenGL ES
绘制到UIImage
中的UIView
的快照,这是我使用的代码:
if(context){
[EAGLContext setCurrentContext:context];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
NSInteger dataLength = framebufferWidth * framebufferHeight * 4;
GLubyte* data = (GLubyte*)malloc(dataLength) ; // malloc(myDataLength);
glReadPixels(0, 0, framebufferWidth, framebufferHeight, GL_RGBA, GL_UNSIGNED_BYTE, data);
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * framebufferWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef result = CGImageCreate(framebufferWidth, framebufferHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *image = [UIImage imageWithCGImage:result];
CGImageRelease(result);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
//free(data);
return image;
}
I was intended to use free(data);
我打算使用
free(data);
before return
, but that would raises a BAD_ACCESS
runtime error. return
之前,但这会引发BAD_ACCESS
运行时错误。
So my questions is, how to free
properly? 所以我的问题是,如何正确
free
? Or should I free
them after the image releases? 或者我应该
free
他们的形象发布后?
You should use CGDataProviderCreateWithData's
CGDataProviderReleaseDataCallback
as described here . 您应该使用
CGDataProviderCreateWithData's
CGDataProviderReleaseDataCallback
描述这里 。
Simply add the freeData function callback: 只需添加freeData函数回调:
void freeData(void *info, const void *data, size_t size)
{
free((void*)data);
}
and pass it to CGDataProviderCreateWithData
: 并将其传递给
CGDataProviderCreateWithData
:
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, data, dataLength, freeData);
This is my current code and it works just fine. 这是我当前的代码,并且工作正常。
if(context){
[EAGLContext setCurrentContext:context];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
NSInteger dataLength = width * height * 4;
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
GLubyte* data = (GLubyte*)malloc(dataLength) ;
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// make upside down
GLubyte* swp = (GLubyte*)malloc(width * 4);
for (int h = 0; h < height / 2; h++) {
memcpy(swp, data + (height - 1 - h) * bytesPerRow, bytesPerRow);
memcpy(data + (height - 1 - h) * bytesPerRow, data + h * bytesPerRow, bytesPerRow);
memcpy(data + h * bytesPerRow, swp, bytesPerRow);
}
NSData* nsData = [NSData dataWithBytesNoCopy:data length:dataLength freeWhenDone:YES];
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)nsData);
// prep the ingredients
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef result = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
// then make the uiimage from that
UIImage *image = [UIImage imageWithCGImage:result];
CGImageRelease(result);
return image;
}
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