129 lines
3.6 KiB
C++
129 lines
3.6 KiB
C++
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Rasterizer/RAS_ICanvas.cpp
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* \ingroup bgerast
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*/
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#include "RAS_ICanvas.h"
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#include "DNA_scene_types.h"
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#include "BKE_image.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BLI_task.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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}
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// Task data for saving screenshots in a different thread.
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struct ScreenshotTaskData
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{
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unsigned int *dumprect;
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int dumpsx;
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int dumpsy;
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char *path;
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ImageFormatData *im_format;
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};
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/**
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* Function that actually performs the image compression and saving to disk of a screenshot.
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* Run in a separate thread by RAS_ICanvas::save_screenshot().
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*
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* @param taskdata Must point to a ScreenshotTaskData object. This function takes ownership
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* of all pointers in the ScreenshotTaskData, and frees them.
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*/
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void save_screenshot_thread_func(TaskPool *__restrict pool, void *taskdata, int threadid);
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RAS_ICanvas::RAS_ICanvas()
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{
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m_taskscheduler = BLI_task_scheduler_create(TASK_SCHEDULER_AUTO_THREADS);
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m_taskpool = BLI_task_pool_create(m_taskscheduler, NULL);
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}
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RAS_ICanvas::~RAS_ICanvas()
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{
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if (m_taskpool) {
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BLI_task_pool_work_and_wait(m_taskpool);
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BLI_task_pool_free(m_taskpool);
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m_taskpool = NULL;
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}
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if (m_taskscheduler) {
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BLI_task_scheduler_free(m_taskscheduler);
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m_taskscheduler = NULL;
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}
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}
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void save_screenshot_thread_func(TaskPool *__restrict UNUSED(pool), void *taskdata, int UNUSED(threadid))
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{
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ScreenshotTaskData *task = static_cast<ScreenshotTaskData *>(taskdata);
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/* create and save imbuf */
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ImBuf *ibuf = IMB_allocImBuf(task->dumpsx, task->dumpsy, 24, 0);
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ibuf->rect = task->dumprect;
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BKE_imbuf_write_as(ibuf, task->path, task->im_format, false);
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ibuf->rect = NULL;
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IMB_freeImBuf(ibuf);
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MEM_freeN(task->dumprect);
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MEM_freeN(task->path);
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MEM_freeN(task->im_format);
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}
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void RAS_ICanvas::save_screenshot(const char *filename, int dumpsx, int dumpsy, unsigned int *dumprect,
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ImageFormatData * im_format)
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{
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/* create file path */
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char *path = (char *)MEM_mallocN(FILE_MAX, "screenshot-path");
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BLI_strncpy(path, filename, FILE_MAX);
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BLI_path_abs(path, G.main->name);
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BLI_path_frame(path, m_frame, 0);
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m_frame++;
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BKE_image_path_ensure_ext_from_imtype(path, im_format->imtype);
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/* Save the actual file in a different thread, so that the
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* game engine can keep running at full speed. */
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ScreenshotTaskData *task = (ScreenshotTaskData *)MEM_mallocN(sizeof(ScreenshotTaskData), "screenshot-data");
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task->dumprect = dumprect;
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task->dumpsx = dumpsx;
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task->dumpsy = dumpsy;
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task->path = path;
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task->im_format = im_format;
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BLI_task_pool_push(m_taskpool,
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save_screenshot_thread_func,
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task,
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true, // free task data
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TASK_PRIORITY_LOW);
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}
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