I'm creating UIImage
objects from CMSampleBufferRef
's. I'm doing this in a separate queue (in background) so I'm including the processing in an @autorealease
pool. The problem is that memory is building up without any leak notification. Bellow is the method I'm using:
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
@autoreleasepool {
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [[UIImage imageWithCGImage:quartzImage] retain];
// Release the Quartz image
CGImageRelease(quartzImage);
return (image);
}
}
And this is how I'm using it:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection {
CFRetain(sampleBuffer);
dispatch_async(movieWritingQueue, ^{
@autoreleasepool {
if (self.returnCapturedImages && captureOutput != audioOutput) {
UIImage *capturedImage = [self imageFromSampleBuffer: sampleBuffer];
dispatch_async(callbackQueue, ^{
@autoreleasepool {
if (self.delegate && [self.delegate respondsToSelector: @selector(recorderCapturedImage:)]) {
[self.delegate recorderCapturedImage: capturedImage];
}
[capturedImage release];
}
});
}
CFRelease(sampleBuffer);
}
});