- 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
538 lines
13 KiB
C
538 lines
13 KiB
C
/*
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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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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/intern/wm_init_exit.c
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* \ingroup wm
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef WIN32
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# include <windows.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "MEM_CacheLimiterC-Api.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BLI_callbacks.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_blender.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_font.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_mball.h"
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#include "BKE_node.h"
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#include "BKE_report.h"
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#include "BKE_addon.h"
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#include "BKE_packedFile.h"
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#include "BKE_sequencer.h" /* free seq clipboard */
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#include "BKE_material.h" /* clear_matcopybuf */
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#include "BKE_tracking.h" /* free tracking clipboard */
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#include "RE_engine.h"
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#include "RE_pipeline.h" /* RE_ free stuff */
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#ifdef WITH_PYTHON
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#include "BPY_extern.h"
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#endif
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#ifdef WITH_GAMEENGINE
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# include "BL_System.h"
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#endif
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#include "GHOST_Path-api.h"
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#include "GHOST_C-api.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_cursors.h"
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#include "wm_event_system.h"
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#include "wm.h"
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#include "wm_files.h"
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#include "wm_window.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "UI_interface.h"
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#include "BLF_api.h"
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#include "BLF_translation.h"
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#include "GPU_buffers.h"
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#include "GPU_extensions.h"
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#include "GPU_draw.h"
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#include "BKE_depsgraph.h"
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#include "BKE_sound.h"
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#include "COM_compositor.h"
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static void wm_init_reports(bContext *C)
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{
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BKE_reports_init(CTX_wm_reports(C), RPT_STORE);
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}
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static void wm_free_reports(bContext *C)
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{
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BKE_reports_clear(CTX_wm_reports(C));
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}
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bool wm_start_with_console = false; /* used in creator.c */
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/* only called once, for startup */
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void WM_init(bContext *C, int argc, const char **argv)
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{
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if (!G.background) {
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wm_ghost_init(C); /* note: it assigns C to ghost! */
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wm_init_cursor_data();
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}
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GHOST_CreateSystemPaths();
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BKE_addon_pref_type_init();
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wm_operatortype_init();
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WM_menutype_init();
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WM_uilisttype_init();
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set_free_windowmanager_cb(wm_close_and_free); /* library.c */
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set_free_notifier_reference_cb(WM_main_remove_notifier_reference); /* library.c */
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set_blender_test_break_cb(wm_window_testbreak); /* blender.c */
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DAG_editors_update_cb(ED_render_id_flush_update, ED_render_scene_update); /* depsgraph.c */
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ED_spacetypes_init(); /* editors/space_api/spacetype.c */
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ED_file_init(); /* for fsmenu */
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ED_node_init_butfuncs();
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BLF_init(11, U.dpi); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */
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BLF_lang_init();
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/* get the default database, plus a wm */
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wm_homefile_read(C, NULL, G.factory_startup);
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BLF_lang_set(NULL);
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/* note: there is a bug where python needs initializing before loading the
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* startup.blend because it may contain PyDrivers. It also needs to be after
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* initializing space types and other internal data.
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*
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* However cant redo this at the moment. Solution is to load python
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* before wm_homefile_read() or make py-drivers check if python is running.
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* Will try fix when the crash can be repeated. - campbell. */
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#ifdef WITH_PYTHON
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BPY_context_set(C); /* necessary evil */
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BPY_python_start(argc, argv);
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BPY_python_reset(C);
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#else
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(void)argc; /* unused */
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(void)argv; /* unused */
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#endif
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if (!G.background && !wm_start_with_console)
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GHOST_toggleConsole(3);
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wm_init_reports(C); /* reports cant be initialized before the wm */
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if (!G.background) {
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GPU_extensions_init();
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GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
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GPU_set_anisotropic(U.anisotropic_filter);
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GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
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UI_init();
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}
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clear_matcopybuf();
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ED_render_clear_mtex_copybuf();
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ED_preview_init_dbase();
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wm_read_history();
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/* allow a path of "", this is what happens when making a new file */
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#if 0
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if (G.main->name[0] == 0)
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BLI_make_file_string("/", G.main->name, BLI_getDefaultDocumentFolder(), "untitled.blend");
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#endif
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BLI_strncpy(G.lib, G.main->name, FILE_MAX);
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#ifdef WITH_COMPOSITOR
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if (1) {
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extern void *COM_linker_hack;
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COM_linker_hack = COM_execute;
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}
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#endif
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/* load last session, uses regular file reading so it has to be in end (after init py etc) */
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if (U.uiflag2 & USER_KEEP_SESSION) {
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/* calling WM_recover_last_session(C, NULL) has been moved to creator.c */
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/* that prevents loading both the kept session, and the file on the command line */
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}
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else {
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/* normally 'wm_homefile_read' will do this,
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* however python is not initialized when called from this function.
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*
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* unlikely any handlers are set but its possible,
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* note that recovering the last session does its own callbacks. */
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BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
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}
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}
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void WM_init_splash(bContext *C)
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{
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if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *prevwin = CTX_wm_window(C);
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if (wm->windows.first) {
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CTX_wm_window_set(C, wm->windows.first);
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WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL);
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CTX_wm_window_set(C, prevwin);
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}
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}
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}
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bool WM_init_game(bContext *C)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win;
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ScrArea *sa;
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ARegion *ar = NULL;
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Scene *scene = CTX_data_scene(C);
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if (!scene) {
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/* XXX, this should not be needed. */
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Main *bmain = CTX_data_main(C);
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scene = bmain->scene.first;
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}
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win = wm->windows.first;
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/* first to get a valid window */
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if (win)
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CTX_wm_window_set(C, win);
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sa = BKE_screen_find_big_area(CTX_wm_screen(C), SPACE_VIEW3D, 0);
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ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
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/* if we have a valid 3D view */
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if (sa && ar) {
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ARegion *arhide;
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CTX_wm_area_set(C, sa);
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CTX_wm_region_set(C, ar);
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/* disable quad view */
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if (ar->alignment == RGN_ALIGN_QSPLIT)
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WM_operator_name_call(C, "SCREEN_OT_region_quadview", WM_OP_EXEC_DEFAULT, NULL);
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/* toolbox, properties panel and header are hidden */
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for (arhide = sa->regionbase.first; arhide; arhide = arhide->next) {
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if (arhide->regiontype != RGN_TYPE_WINDOW) {
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if (!(arhide->flag & RGN_FLAG_HIDDEN)) {
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ED_region_toggle_hidden(C, arhide);
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}
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}
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}
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/* full screen the area */
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if (!sa->full) {
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ED_screen_full_toggle(C, win, sa);
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}
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/* Fullscreen */
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if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
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WM_operator_name_call(C, "WM_OT_window_fullscreen_toggle", WM_OP_EXEC_DEFAULT, NULL);
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wm_get_screensize(&ar->winrct.xmax, &ar->winrct.ymax);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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}
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else {
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GHOST_RectangleHandle rect = GHOST_GetClientBounds(win->ghostwin);
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ar->winrct.ymax = GHOST_GetHeightRectangle(rect);
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ar->winrct.xmax = GHOST_GetWidthRectangle(rect);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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GHOST_DisposeRectangle(rect);
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}
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WM_operator_name_call(C, "VIEW3D_OT_game_start", WM_OP_EXEC_DEFAULT, NULL);
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sound_exit();
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return true;
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}
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else {
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ReportTimerInfo *rti;
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BKE_report(&wm->reports, RPT_ERROR, "No valid 3D View found, game auto start is not possible");
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/* After adding the report to the global list, reset the report timer. */
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WM_event_remove_timer(wm, NULL, wm->reports.reporttimer);
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/* Records time since last report was added */
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wm->reports.reporttimer = WM_event_add_timer(wm, CTX_wm_window(C), TIMER, 0.02);
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rti = MEM_callocN(sizeof(ReportTimerInfo), "ReportTimerInfo");
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wm->reports.reporttimer->customdata = rti;
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return false;
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}
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}
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/* free strings of open recent files */
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static void free_openrecent(void)
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{
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struct RecentFile *recent;
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for (recent = G.recent_files.first; recent; recent = recent->next)
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MEM_freeN(recent->filepath);
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BLI_freelistN(&(G.recent_files));
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}
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/* bad stuff*/
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// XXX copy/paste buffer stuff...
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extern void free_anim_copybuf(void);
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extern void free_anim_drivers_copybuf(void);
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extern void free_fmodifiers_copybuf(void);
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#ifdef WIN32
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/* Read console events until there is a key event. Also returns on any error. */
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static void wait_for_console_key(void)
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{
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HANDLE hConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
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if (!ELEM(hConsoleInput, NULL, INVALID_HANDLE_VALUE) && FlushConsoleInputBuffer(hConsoleInput)) {
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for (;;) {
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INPUT_RECORD buffer;
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DWORD ignored;
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if (!ReadConsoleInput(hConsoleInput, &buffer, 1, &ignored)) {
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break;
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}
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if (buffer.EventType == KEY_EVENT) {
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break;
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}
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}
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}
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}
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#endif
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/* called in creator.c even... tsk, split this! */
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/* note, doesnt run exit() call WM_exit() for that */
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void WM_exit_ext(bContext *C, const short do_python)
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{
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wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
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sound_exit();
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/* first wrap up running stuff, we assume only the active WM is running */
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/* modal handlers are on window level freed, others too? */
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/* note; same code copied in wm_files.c */
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if (C && wm) {
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wmWindow *win;
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if (!G.background) {
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if ((U.uiflag2 & USER_KEEP_SESSION) || BKE_undo_valid(NULL)) {
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/* save the undo state as quit.blend */
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char filename[FILE_MAX];
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BLI_make_file_string("/", filename, BLI_temporary_dir(), BLENDER_QUIT_FILE);
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if (BKE_undo_save_file(filename))
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printf("Saved session recovery to '%s'\n", filename);
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}
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}
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WM_jobs_kill_all(wm);
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for (win = wm->windows.first; win; win = win->next) {
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CTX_wm_window_set(C, win); /* needed by operator close callbacks */
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WM_event_remove_handlers(C, &win->handlers);
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WM_event_remove_handlers(C, &win->modalhandlers);
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ED_screen_exit(C, win, win->screen);
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}
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}
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BKE_addon_pref_type_free();
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wm_operatortype_free();
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wm_dropbox_free();
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WM_menutype_free();
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WM_uilisttype_free();
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/* all non-screen and non-space stuff editors did, like editmode */
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if (C)
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ED_editors_exit(C);
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// XXX
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// BIF_GlobalReebFree();
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// BIF_freeRetarget();
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BIF_freeTemplates(C);
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free_openrecent();
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BKE_mball_cubeTable_free();
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/* render code might still access databases */
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RE_FreeAllRender();
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RE_engines_exit();
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ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */
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if (C && wm)
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wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */
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BKE_sequencer_free_clipboard(); /* sequencer.c */
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BKE_tracking_clipboard_free();
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#ifdef WITH_COMPOSITOR
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COM_deinitialize();
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#endif
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free_blender(); /* blender.c, does entire library and spacetypes */
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// free_matcopybuf();
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free_anim_copybuf();
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free_anim_drivers_copybuf();
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free_fmodifiers_copybuf();
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ED_clipboard_posebuf_free();
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BKE_node_clipboard_clear();
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BLF_exit();
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#ifdef WITH_INTERNATIONAL
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BLF_free_unifont();
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BLF_free_unifont_mono();
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BLF_lang_free();
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#endif
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ANIM_keyingset_infos_exit();
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// free_txt_data();
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#ifdef WITH_PYTHON
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/* option not to close python so we can use 'atexit' */
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if (do_python) {
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/* XXX - old note */
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/* before free_blender so py's gc happens while library still exists */
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/* needed at least for a rare sigsegv that can happen in pydrivers */
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/* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's
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* so decref'ing them after python ends causes bad problems every time
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* the pyDriver bug can be fixed if it happens again we can deal with it then */
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BPY_python_end();
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}
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#else
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(void)do_python;
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#endif
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GPU_global_buffer_pool_free();
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GPU_free_unused_buffers();
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GPU_extensions_exit();
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BKE_reset_undo();
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ED_file_exit(); /* for fsmenu */
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UI_exit();
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BKE_userdef_free();
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RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
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wm_ghost_exit();
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CTX_free(C);
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#ifdef WITH_GAMEENGINE
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SYS_DeleteSystem(SYS_GetSystem());
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#endif
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GHOST_DisposeSystemPaths();
|
|
|
|
BLI_threadapi_exit();
|
|
|
|
if (MEM_get_memory_blocks_in_use() != 0) {
|
|
printf("Error: Not freed memory blocks: %d\n", MEM_get_memory_blocks_in_use());
|
|
MEM_printmemlist();
|
|
}
|
|
wm_autosave_delete();
|
|
|
|
printf("\nBlender quit\n");
|
|
|
|
#ifdef WIN32
|
|
/* ask user to press a key when in debug mode */
|
|
if (G.debug & G_DEBUG) {
|
|
printf("Press any key to exit . . .\n\n");
|
|
wait_for_console_key();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void WM_exit(bContext *C)
|
|
{
|
|
WM_exit_ext(C, 1);
|
|
exit(G.is_break == TRUE);
|
|
}
|