On 03/12/2008, at 5:34 PM, Jean-Nicolas Jolivet wrote:

Hmm I just found an older post that mentions a big memory leak problem when drawing CIImage offscreen.... I guess I'll have to do this differently...


Ah, you've just reminded me. There is a major leak in drawing CIImage offscreen but you can work around it by rendering to a CGImageRef in the context of the current window.

Here's the code:

//theImage is an existing NSImage
CIImage *outputImage = [CIImage imageWithData:[theImage TIFFRepresentation]];

//to draw the image processed by Core Image, we need to draw into an on-screen graphics context //this works around a bug in CIImage where drawing in off-screen graphics contexts causes a huge memory leak

//get the current window's graphics context so that we have an on- screen context //usually we would use any view's window but generically you can just ask for the main window
CIContext *ciContext = [[[NSApp mainWindow] graphicsContext] CIContext];
if(ciContext == nil)
{
        NSLog(@"The CIContext of the main window could not be accessed.
        Bailing out of the image creation process.");
        return;
}

CGAffineTransform transform;
transform = CGAffineTransformMakeTranslation(0.0,[outputImage extent].size.height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
outputImage = [outputImage imageByApplyingTransform:transform];

//render the CIIimage into a CGImageRef in the on-screen context
CGImageRef cgImage = [ciContext createCGImage:outputImage fromRect: [outputImage extent]];
// Draw the CGImageRef into the current context
if (cgImage != NULL)
{
CGContextDrawImage ([[NSGraphicsContext currentContext] graphicsPort], [outputImage extent], cgImage);
        CGImageRelease (cgImage);
}

--
Rob Keniger



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