OpenGL 使用问题记录

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CVOpenGLESTextureCacheCreateTextureFromImage函数导致相机采集视频数据回调卡死

在AVCaptureVideoDataOutputSampleBufferDelegate的视频回调方法中,操作OpenGL方法CVOpenGLESTextureCacheCreateTextureFromImage,导致回调方法卡死 解决方案:CFRelease(luminanceTextureRef);

CVOpenGLESTextureRef luminanceTextureRef;
CVReturn cvResult = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, 
                                                                sharedImageProcessingContext.m_coreVideoTextureCache,
                                                                cameraFrame,
                                                                nil,
                                                                GL_TEXTURE_2D,
                                                                GL_LUMINANCE,
                                                                GLsizei(width),
                                                                GLsizei(height),
                                                                GL_LUMINANCE,
                                                                GL_UNSIGNED_BYTE,
                                                                0,
                                                                &luminanceTextureRef);

// 一定要记得释放                                                                
CFRelease(luminanceTextureRef);

内存泄露

排查思路

1、通过二分法注释代码找到内存泄露的代码 2、通过打印地址信息,和崩溃地址对比,是否重复释放

malloc内存为free

CG开头的Ref指针需要释放

new出来的对象,必须delete

图片倒置解决方案

参考链接:blog.csdn.net/shengdaVoll…

旋转矩阵翻转图形,不翻转纹理

    GLuint rotate = glGetUniformLocation(self.myPrograme, "rotateMatrix");
    float radians = 180 * 3.14159f / 180.0f;
    float s = sin(radians);
    float c = cos(radians);
    
  
    GLfloat zRotation[16] = {
        c, -s, 0, 0,
        s, c, 0, 0,
        0, 0, 1.0, 0,
        0.0, 0, 0, 1.0
    };
    
   glUniformMatrix4fv(rotate, 1, GL_FALSE, (GLfloat *)&zRotation[0]);
   
   // 测试代码
   float radians = 180 * M_PI / 180.0;
   GLfloat s = GLfloat(sin(radians));
   GLfloat c = GLfloat(cosf(radians));
   uniformSettings["rotateMatrix"] = PIXMatrix4x4({
        c, -s, 0.0, 0.0,
        s, c, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, 0.0, 1.0
    });

修改顶点着色器,纹理坐标


attribute vec4 position;
attribute vec2 textCoordinate;
varying lowp vec2 varyTextCoord;
 
void main()
{
    varyTextCoord = vec2(textCoordinate.x,1.0-textCoordinate.y);
    gl_Position = position;
}

直接从源纹理坐标数据修改

     GLfloat attrArr[] =
     {
     0.5f, -0.5f, 0.0f,        1.0f, 1.0f, //右下
     -0.5f, 0.5f, 0.0f,        0.0f, 0.0f, // 左上
     -0.5f, -0.5f, 0.0f,       0.0f, 1.0f, // 左下
     0.5f, 0.5f, 0.0f,         1.0f, 0.0f, // 右上
     -0.5f, 0.5f, 0.0f,        0.0f, 0.0f, // 左上
     0.5f, -0.5f, 0.0f,        1.0f, 1.0f, // 右下
     };

PIXFrameBuffer::lock()

void PIXFrameBuffer::lock() 未正常调用导致内存泄露