Uwp 使用Win2D CanvasDrawingSession的内存泄漏

Uwp 使用Win2D CanvasDrawingSession的内存泄漏,uwp,c++-cli,win2d,Uwp,C++ Cli,Win2d,我创建了一个图像效果,它将时间覆盖在现有图像上。我遇到的问题似乎是每次在Win2D CanvasDrawingSession上使用DrawImage或DrawText时都会出现持久内存泄漏。随着时间的推移,这变得非常重要。我肯定在释放资源方面遗漏了什么,但我看不到。如果我注释掉代码的DrawImage和DrawText行,内存泄漏就会停止 virtual void ProcessFrame(ProcessVideoFrameContext^ context) {

我创建了一个图像效果,它将时间覆盖在现有图像上。我遇到的问题似乎是每次在Win2D CanvasDrawingSession上使用DrawImage或DrawText时都会出现持久内存泄漏。随着时间的推移,这变得非常重要。我肯定在释放资源方面遗漏了什么,但我看不到。如果我注释掉代码的DrawImage和DrawText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;
    }

我发现这是因为在每一帧上创建了一个新的画布设备。一旦我把它移到一个全局设备上,泄漏情况就自行解决了。

我发现这是因为在每一帧上创建了一个新的画布设备。一旦我把它移到一个全球设备上,泄漏情况就自行解决了