i spent so much time trying to figure out why i get ImageIO leaks in my app...if someone could help me on this one it would be appreciated!
I have a UIPageViewController, containing a lot of UIViewControllers with images of 2048x1536. I set the UIImage directly to the view.layer.contents to be optimal. As the user swipe between images, i lazily load them on a bg thread and then cache them. I have a maximum cache size so at some point the app starts to unload and reload images as the user continue to swipe. All works fine but if i start to swipe really fast for 2 or 3 cycles, i eventually get memory leak inside ImageIO when calling CGContextDrawImage. The leak is not reported inside the Leak instrument. I dont really understand why this is happening. Here is my code :
...
Some code here check if there is already a running operation to load imagePath
If so just add the completion block to the completion block list and return
NSBlockOperation* loadImageOperation = [[NSBlockOperation alloc] init];
// Make a weak reference to avoid a retain cycle
__weak NSBlockOperation* weakOp = loadImageOperation;
[loadImageOperation addExecutionBlock: ^{
NSLog(@"Loading img %@",[imagePath lastPathComponent]);
// So this can be executed concurrently several times if the user swipes fast
UIImage* image = [self loadImageFileForCoreAnimation:imagePath];
dispatch_async(dispatch_get_main_queue(), ^{
if (image)
{
[self cacheImage:image withKey:imagePath];
if (completion)
completion(image);
}
else if (!weakOp.isCancelled)
{
NSLog(@"Error loading image %@", imagePath);
}
[self.runningOperationObjects removeObjectForKey:imagePath];
});
}];
...
- (UIImage*)loadImageFileForCoreAnimation:(NSString*)imageFile
{ __weak NSOperation* weakRunningOp = [self getRunningOperationWithImagePath:imageFile];
CGDataProviderRef dataProvider = CGDataProviderCreateWithFilename([imageFile UTF8String]);
CGImageRef image = CGImageCreateWithPNGDataProvider(dataProvider, NULL, NO, kCGRenderingIntentDefault);
if(!image)
image = CGImageCreateWithJPEGDataProvider(dataProvider, NULL, NO, kCGRenderingIntentDefault);
CGDataProviderRelease(dataProvider);
if (weakRunningOp.isCancelled)
{
CGImageRelease(image);
return nil;
}
// Here we define the ARGB pixel format
CGBitmapInfo bitmapInfo = kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Little;
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
size_t bytesPerPixel = 4;
size_t bitsPerComponent = 8;
// bytesPerRow must be at least (width * bytesPerPixel) bytes;
size_t bytesPerRow = width * bytesPerPixel;
// Also : bytesPerRow must be an integer multiple of bytesPerPixel
bytesPerRow = ((bytesPerRow + (bytesPerPixel - 1)) / bytesPerPixel) * bytesPerPixel;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef imageContext = CGBitmapContextCreate(NULL, width, height, bitsPerComponent, bytesPerRow, colorSpace, bitmapInfo);
CGColorSpaceRelease(colorSpace);
if (weakRunningOp.isCancelled)
{
CGImageRelease(image);
CGContextRelease(imageContext);
return nil;
}
// *** This function sometimes leaks!
CGContextDrawImage(imageContext, CGRectMake(0, 0, width, height), image);
CGImageRelease(image);
if (weakRunningOp.isCancelled)
{
CGContextRelease(imageContext);
return nil;
}
CGImageRef outputImage = CGBitmapContextCreateImage(imageContext);
UIImage* bitmapImage = [UIImage imageWithCGImage:outputImage scale:[UIScreen mainScreen].scale orientation:UIImageOrientationUp];
CGImageRelease(outputImage);
CGContextRelease(imageContext);
return bitmapImage;
}
Here is my instrument screenshot, at some point, VM : ImageIO_PNG_Data appears with a 12mo allocation and never disappear.