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/*
* ***** 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<ScreenshotTaskData *>(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);
}
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