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Home/ Questions/Q 6650867
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T00:56:35+00:00 2026-05-26T00:56:35+00:00

I have the following dispatch_async code: dispatch_async(openGLESContextQueue, ^{ [(EAGLView *)self.view setFramebuffer]; // Replace the

  • 0

I have the following dispatch_async code:

dispatch_async(openGLESContextQueue, ^{

        [(EAGLView *)self.view setFramebuffer];

        // Replace the implementation of this method to do your own custom drawing.
        static const GLfloat squareVertices[] = {
            -0.5f, -0.33f,
            0.5f, -0.33f,
            -0.5f,  0.33f,
            0.5f,  0.33f,
        };

        static const GLubyte squareColors[] = {
            127, 127,   0, 127,
            0,   255, 255, 255,
            0,     0,   0,   0,
            255,   0, 255, 255,
        };

        static float transY = 0.0f;

        glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);            

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
        transY += 0.075f;

        glVertexPointer(2, GL_FLOAT, 0, squareVertices);
        glEnableClientState(GL_VERTEX_ARRAY);
        glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
        glEnableClientState(GL_COLOR_ARRAY);

        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        [(EAGLView *)self.view presentFramebuffer];

    });

And when in Instruments, and even though the animation is running fine, I get tons of “64 bytes malloc”s that never get freed. Anyone know why?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T00:56:36+00:00Added an answer on May 26, 2026 at 12:56 am

    I was finally able to solve the problem using semaphores:

    if (dispatch_semaphore_wait(frameRenderingSemaphore, DISPATCH_TIME_NOW) == 0)
        {
            dispatch_async(openGLESContextQueue, ^{
    
                [(EAGLView *)self.view setFramebuffer];
    
                glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
                glClear(GL_COLOR_BUFFER_BIT);
    
                glMatrixMode(GL_PROJECTION);
                glLoadIdentity();
                glMatrixMode(GL_MODELVIEW);
                glLoadIdentity();
                glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
                transY += 0.075f;
    
                glVertexPointer(2, GL_FLOAT, 0, squareVertices);
                glEnableClientState(GL_VERTEX_ARRAY);
                glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
                glEnableClientState(GL_COLOR_ARRAY);
    
                glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
                [(EAGLView *)self.view presentFramebuffer];
    
                dispatch_semaphore_signal(frameRenderingSemaphore);
            });
        }
    

    I guess the dispatch queue was getting flooded without time to handle every opengl redraw. This way, it will only process one redraw at a time, asynchronously. Curiously, it has no side effects on the frame rate! 😀

    Thanks 🙂

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