我有一個GLSurfaceView和一個渲染器,它在onSurfaceCreated
中加載紋理。我的紋理創建像這樣:加載大紋理時內存溢出
public Texture3D(final GL10 gl, final int id) {
_pBitmap = BitmapFactory.decodeResource(Utils.getResources(), id);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
texture = newTextureID(gl);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, _pBitmap, 0);
_pBitmap.recycle();
_pBitmap = null;
gl.glEnable(GL10.GL_BLEND);
}
我把它們存儲在一個HashMap中:
textures.put(R.drawable.tile, new Texture3D(gl, R.drawable.tile));
我的問題是,當我創建一個大的圖像(720x1280,561 KO)紋理後
我有時會以下錯誤:04-24 11:05:19.870: D/dalvikvm(27953): GC_CONCURRENT freed 26K, 18% free 50397K/60743K, paused 18ms+6ms, total 57ms
04-24 11:05:19.870: D/dalvikvm(27953): WAIT_FOR_CONCURRENT_GC blocked 2ms
04-24 11:05:19.895: D/dalvikvm(27953): GC_FOR_ALLOC freed 7K, 18% free 50390K/60743K, paused 25ms, total 25ms
04-24 11:05:19.900: I/dalvikvm-heap(27953): Forcing collection of SoftReferences for 14745616-byte allocation
04-24 11:05:19.940: D/dalvikvm(27953): GC_BEFORE_OOM freed 10K, 18% free 50380K/60743K, paused 41ms, total 41ms
04-24 11:05:19.940: E/dalvikvm-heap(27953): Out of memory on a 14745616-byte allocation.
04-24 11:05:19.940: I/dalvikvm(27953): "GLThread 11210" prio=5 tid=35 RUNNABLE
04-24 11:05:19.940: I/dalvikvm(27953): | group="main" sCount=0 dsCount=0 obj=0x42ec2008 self=0x6095d078
04-24 11:05:19.940: I/dalvikvm(27953): | sysTid=29199 nice=0 sched=0/0 cgrp=apps handle=1623155456
04-24 11:05:19.940: I/dalvikvm(27953): | schedstat=(142147207 17456123 110) utm=11 stm=2 core=2
04-24 11:05:19.940: I/dalvikvm(27953): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
04-24 11:05:19.945: I/dalvikvm(27953): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:623)
04-24 11:05:19.945: I/dalvikvm(27953): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:476)
04-24 11:05:19.945: I/dalvikvm(27953): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:499)
04-24 11:05:19.945: I/dalvikvm(27953): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:529)
04-24 11:05:19.945: I/dalvikvm(27953): at com.gbanga.opengl.Texture3D.<init>(Texture3D.java:73)
04-24 11:05:19.945: I/dalvikvm(27953): at com.gbanga.opengl.Texture3D.setupTextures(Texture3D.java:169)
04-24 11:05:19.945: I/dalvikvm(27953): at com.gbanga.opengl.OpenGLRenderer.onSurfaceCreated(OpenGLRenderer.java:440)
04-24 11:05:19.950: I/dalvikvm(27953): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1494)
04-24 11:05:19.950: I/dalvikvm(27953): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
指向哪裏使用BitmapFactory.decodeResource
構造函數的第一行。在我的Galaxy S3上,當我切換到另一個片段時出現錯誤,然後我回到顯示GLSurfaceView
(0123'98和onResume
在GLSurfaceView
上被調用)的片段。
我該如何避免這個問題?我嘗試了this solution,但是我失去了太多的質量,並且在很少的情況下無論如何都會發生錯誤(可能在舊手機型號上)。
如何創建/存儲我的紋理有什麼問題嗎?你也知道爲什麼我不總是得到這個錯誤嗎? (通常我第二次加載紋理時就會得到它)。
嘗試增加VM堆的大小。希望這會幫助你解決你的問題... – 2013-04-25 07:18:41
我建議,嘗試用MAT分析內存。 http://www.eclipse.org/mat/ – 2013-04-25 07:55:17