blender/source/gameengine/Rasterizer/RAS_ICanvas.cpp
Sybren A. Stüvel 31cc60e76b BGE: Save screenshots in a different thread
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O.

As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS.

Reviewers: lordloki, moguri, panzergame

Reviewed By: moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1507
2015-11-24 09:15:15 +01:00

129 lines
3.6 KiB
C++

/*
* ***** 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);
}