Commit Graph

440 Commits

Author SHA1 Message Date
Mitchell Stokes
6a2c467443 Blenderplayer: Fixing a memory leak.
IMB_moviecache_destruct() was not being called.
2014-02-03 14:25:59 -08:00
Campbell Barton
3b71cab420 Fix T38110: GameEngine keyboard sensor ignores unicode characters 2014-01-23 14:58:04 +11:00
Benoit Bolsee
c7029f06d9 Add new BGE Stereo mode: 3DTV top-bottom.
This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2014-01-02 00:26:15 +01:00
Campbell Barton
0d6ae3fda2 Main API: refactor naming, use BKE_main_ prefix and add main arg. 2013-12-30 13:25:27 +11:00
Sergey Sharybin
709041ed0b Threaded object update and EvaluationContext
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.

Technical details:

- Uses task scheduler which was recently committed to trunk
  (that one which Brecht ported from Cycles).

- Added two utility functions to dependency graph:
  * DAG_threaded_update_begin, which is called to  initialize threaded
    objects update. It will also schedule root DAG node to the queue,
    hence starting evaluation process.

    Initialization will calculate how much parents are to be evaluation
    before current DAG node can be scheduled. This value is used by task
    threads for faster detecting which nodes might be scheduled.

  * DAG_threaded_update_handle_node_updated which is  called from task
    thread function when node was fully handled.

	This function decreases num_pending_parents of node children and
	schedules children with zero valency.

    As it might have become clear, task thread receives DAG nodes and
    decides which callback to call for it.

    Currently only BKE_object_handle_update is called for object nodes.

    In the future it'll call node->callback() from Ali's new DAG.

- This required adding some workarounds to the render pipeline.
  Mainly to stop using get_object_dm() from modifiers' apply callback.
  Such a call was only a workaround for dependency graph glitch when
  rendering scene with, say, boolean modifiers before displaying
  this scene.

  Such change moves workaround from one place to another, so overall
  hackentropy remains the same.

- Added paradigm of EvaluaitonContext. Currently it's more like just a
  more reliable replacement for G.is_rendering which fails in some
  circumstances.

  Future idea of this context is to also store all the local data needed
  for objects evaluation such as local time, Copy-on-Write data and so.

  There're two types of EvaluationContext:

  * Context used for viewport updated and owned by Main. In the future
    this context might be easily moved to Window or Screen to allo
    per-window/per-screen local time.

  * Context used by render engines to evaluate objects for render purposes.
    Render engine is an owner of this context.

  This context is passed to all object update routines.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: lukastoenne

Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
Sergey Sharybin
ff9974ed69 Fix T37898: blenderplayer painfully slow in recent builds
Issue was caused by recent image cache rewrite and root of
the issue goes to the fact that blender player doesn't
initialize cache limiter and it uses 32meg of memory only.

This leads to infinite image loading/freeing.

For now disabled cache limiter in game engine, this brings
back old behavior.

In theory we might be smarter here, but better caching
policy is to be discussed.
2013-12-22 15:26:59 +06:00
Campbell Barton
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
Jens Verwiebe
dba787f529 OSX/player: Remove some very old code ( 11 years+ ), was commented anyway 2013-11-05 20:30:09 +00:00
Jens Verwiebe
1808dd0828 Scons: Fix BGE compile after cleanup 2013-11-05 10:56:52 +00:00
Mitchell Stokes
64c346ed1e BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it can properly draw the framerate and profile display. 2013-11-04 19:22:15 +00:00
Mitchell Stokes
0cec5c63da BGE Rasterizer Cleanup: Removing the Singletexture material mode. More conversion code will probably be needed. 2013-11-04 19:21:50 +00:00
Mitchell Stokes
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing. 2013-11-04 19:21:07 +00:00
Campbell Barton
23440884fe fix for casting shadows of scaled objects was made to X_BlenderRenderTools.cpp but not to GPC_RenderTools.cpp. 2013-10-07 12:14:59 +00:00
Campbell Barton
11087d4a82 remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!) 2013-10-07 12:12:59 +00:00
Campbell Barton
43217da6d9 set mempool debug in the game-engine-player too. also remove redundant mempool includes. 2013-10-03 16:34:00 +00:00
Daniel Stokes
494687908c BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.

Also removing an unused variable from the display list rasterizer.
2013-09-11 23:24:45 +00:00
Mitchell Stokes
f7388c1f2e BGE: Cleaning up the vsync code a little. 2013-08-26 08:14:52 +00:00
Campbell Barton
2889448b94 blenderplayer builds again 2013-08-25 21:24:16 +00:00
Sergey Sharybin
c0f8e15295 Speedup for guarded allocator
- Re-arrange locks, so no actual memory allocation
  (which is relatively slow) happens from inside
  the lock. operation system will take care of locks
  which might be needed there on it's own.

- Use spin lock instead of mutex, since it's just
  list operations happens from inside lock, no need
  in mutex here.

- Use atomic operations for memory in use and total
  used blocks counters.

This makes guarded allocator almost the same speed
as non-guarded one in files from Tube project.

There're still MemHead/MemTail overhead which might
be bad for CPU cache utilization
2013-08-19 10:51:40 +00:00
Sergey Sharybin
beffaa293e Made modifiers_getVirtualModifierList safe for threading
Move static variables to context filling in by this fcuntion
and owned by a callee function. This ensures no conflicts
between threads happens because of static variables used in
this function.

Also moved modifier types and virtual modifiers data to a
function called from creator. This is needed to be sure all
the information is properly initialied to the time when
threads starts to use this data.

--
svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:05:34 +00:00
Mitchell Stokes
51bca0d7dc BGE: Flipping vsync constants so VSYNC_ON is 0.
This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
2013-08-17 02:06:45 +00:00
Mitchell Stokes
3627541894 BGE: Fixing the memory leaks reported when the BlenderPlayer exits.
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-10 21:17:46 +00:00
Mitchell Stokes
98176b4e1e BGE: Making sure the BlenderPlayer calls Py_Finalize(). 2013-08-06 02:05:32 +00:00
Mitchell Stokes
29f8dfd37a BGE: Adding vsync control. Users can enable vsync, disable vsync, or use adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost. 2013-07-29 22:31:32 +00:00
Daniel Stokes
4f8fd8c68b BGE Fix [#18804] Shadow type faces cast onto invisible faces (non-GLSL)
Changing the RayHit method to ignore invisible faces
2013-07-25 23:42:20 +00:00
Campbell Barton
3ff3d1bc0f replace use of strcat() where the string offset is known.
also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
2013-07-23 12:49:30 +00:00
Daniel Stokes
ff165fa986 Re fixing BGE bug [#36223] Strange page fault of "Game" actuator
Thanks to Campbell for helping me get a better fix put together.
2013-07-20 03:01:50 +00:00
Mitchell Stokes
efad3eb928 Add the Boost include to the right CMakeLists.txt... 2013-07-20 01:17:00 +00:00
Mitchell Stokes
81769b4f58 More build fixes for r58428. 2013-07-20 01:15:36 +00:00
Mitchell Stokes
f84563d213 SCons fix for r58428. 2013-07-20 01:09:16 +00:00
Mitchell Stokes
5645d9f720 Removing source files from source/gameengine/GamePlayer/common/SConscript that were removed in an earlier commit. This should allow SCons to build the game engine again. 2013-07-20 00:51:05 +00:00
Campbell Barton
a2a99bbc17 edit to r58425, BLI_math is available here, better not copy,paste from linearrgb_to_srgb.
also remove redundant check in AUD_FFMPEGReader::seek.
2013-07-20 00:35:41 +00:00
Mitchell Stokes
cf62de6c6d BGE: Partial fix for [#36151] "Distance model not carrying over to standalone" reported by Florian Schneider (drjaska).
The Blenderplayer wasn't initializing 3D audio settings from the scene settings like the embedded player was.
2013-07-19 23:31:45 +00:00
Mitchell Stokes
eb21bdd249 Merging changes from trunk r58091-58323. 2013-07-17 01:40:26 +00:00
Campbell Barton
02ba328ca8 clang/cmake - quiet warnings for external libs and reference moto as a system include. 2013-07-15 08:26:16 +00:00
Mitchell Stokes
f6502a67f2 BGE cleanup: Getting rid of an unused variable warning in GPG_Canvas::Init(). 2013-07-09 01:42:13 +00:00
Mitchell Stokes
b73793f636 BGE cleanup: removing some unused code from GPC_Canvas. 2013-07-09 01:34:23 +00:00
Mitchell Stokes
60812e0260 BGE cleanup: Removing the GamePlayer/xembed folder and associated build options. This code was very old and not used. For example web player code, look at Burster. 2013-07-09 01:24:51 +00:00
Mitchell Stokes
a6d26cb665 BGE cleanup: GPC_System was an empty class, so I'm dropping it and having GPG_System inherit directly from KX_ISystem. 2013-07-09 01:18:48 +00:00
Mitchell Stokes
7b8453b164 BGE cleanup: removing various unused code and files from GamePlayer/common. 2013-07-09 01:14:52 +00:00
Mitchell Stokes
5b3106b89d BGE cleanup: removing unused banner code from GPC_Canvas. 2013-07-09 01:04:49 +00:00
Mitchell Stokes
c3d70a9baf BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
2013-06-24 08:26:05 +00:00
Daniel Stokes
23c0e0d996 BGE: fix [#35811] Blenderplayer crash on closing if file saved with an actual version.
Making sure free_nodesystem() is called before BLO_blendfiledata_free() fixes the problem. free_nodesystem() relies on blendfiledata.
2013-06-24 04:21:17 +00:00
Inês Almeida
5d28a6bb58 Minor code cleanup in 'source/gameengine/GamePlayer/ghost/GPG_Application.cpp'.
Removed a function call with no effect and merged two other lines for legibility.
This commit was reviewed by Moguri.
2013-06-22 09:04:33 +00:00
Mitchell Stokes
92aca19eda BGE: Fix for [#35815] "makeScreenshot() relative path not working in Blenderplayer" reported by HG1.
Someone forgot to add relative path expansion (BLI_path_abs) to the Blenderplayer...
2013-06-22 05:27:28 +00:00
Mitchell Stokes
d3fc2bd95b BGE: Fix for [#33163] "Text Font Bug" reported and fixed by HG1.
The embedded player was calling glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) before rendering font objects, but someone forgot to add this to the Blenderplayer.
2013-06-20 22:37:55 +00:00
Mitchell Stokes
4eded6dbdc BGE: Fix for [#35479] "OSKEY (Command Key on Mac) not working" reported by Mike Pan (mpan3).
The OSKEY was never added to the game engine, so it didn't recognize it.
2013-06-20 03:22:55 +00:00
Campbell Barton
9cf6e305a9 split bge includes for scons onto their own lines (for easier merging) 2013-05-29 21:56:55 +00:00
Jürgen Herrmann
3d3a4e8eec Patch [#35234]:
Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
2013-05-13 20:27:05 +00:00
Mitchell Stokes
dbf4328f3f BGE: Adding a render.setFullScreen() and a render.getFullScreen() to allow fulscreening games via Python. 2013-04-13 21:09:02 +00:00