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