[Bf-blender-cvs] [b947b7a] experimental-build: Revert "Decklink test build"
Benoit Bolsee
noreply at git.blender.org
Mon Jan 11 00:06:33 CET 2016
Commit: b947b7a35a05bab37f031c1f97ebc7cbe0751e9a
Author: Benoit Bolsee
Date: Mon Jan 11 00:05:46 2016 +0100
Branches: experimental-build
https://developer.blender.org/rBb947b7a35a05bab37f031c1f97ebc7cbe0751e9a
Revert "Decklink test build"
This reverts commit 80f6cdff5f93307955b12b4ea39693ac7e60d917.
===================================================================
M CMakeLists.txt
M build_files/cmake/macros.cmake
D doc/python_api/examples/bge.texture.2.py
M doc/python_api/rst/bge.logic.rst
M doc/python_api/rst/bge.render.rst
M doc/python_api/rst/bge.texture.rst
M doc/python_api/rst/bge_types/bge.types.BL_Shader.rst
M intern/CMakeLists.txt
M intern/atomic/atomic_ops.h
D intern/decklink/CMakeLists.txt
D intern/decklink/DeckLinkAPI.cpp
D intern/decklink/DeckLinkAPI.h
D intern/decklink/linux/DeckLinkAPI.h
D intern/decklink/linux/DeckLinkAPIConfiguration.h
D intern/decklink/linux/DeckLinkAPIConfiguration_v10_2.h
D intern/decklink/linux/DeckLinkAPIDeckControl.h
D intern/decklink/linux/DeckLinkAPIDiscovery.h
D intern/decklink/linux/DeckLinkAPIDispatch.cpp
D intern/decklink/linux/DeckLinkAPIDispatch_v7_6.cpp
D intern/decklink/linux/DeckLinkAPIDispatch_v8_0.cpp
D intern/decklink/linux/DeckLinkAPIModes.h
D intern/decklink/linux/DeckLinkAPITypes.h
D intern/decklink/linux/DeckLinkAPIVersion.h
D intern/decklink/linux/DeckLinkAPI_v10_2.h
D intern/decklink/linux/DeckLinkAPI_v7_1.h
D intern/decklink/linux/DeckLinkAPI_v7_3.h
D intern/decklink/linux/DeckLinkAPI_v7_6.h
D intern/decklink/linux/DeckLinkAPI_v7_9.h
D intern/decklink/linux/DeckLinkAPI_v8_0.h
D intern/decklink/linux/DeckLinkAPI_v8_1.h
D intern/decklink/linux/DeckLinkAPI_v9_2.h
D intern/decklink/linux/DeckLinkAPI_v9_9.h
D intern/decklink/linux/LinuxCOM.h
D intern/decklink/win/DeckLinkAPI_h.h
D intern/decklink/win/DeckLinkAPI_i.c
M intern/ghost/CMakeLists.txt
M intern/ghost/GHOST_ISystem.h
M intern/ghost/GHOST_Types.h
M intern/ghost/intern/GHOST_ContextGLX.cpp
M intern/ghost/intern/GHOST_ContextGLX.h
M intern/ghost/intern/GHOST_ContextWGL.cpp
M intern/ghost/intern/GHOST_ContextWGL.h
M intern/ghost/intern/GHOST_System.cpp
M intern/ghost/intern/GHOST_System.h
M intern/ghost/intern/GHOST_SystemWin32.cpp
M intern/ghost/intern/GHOST_SystemX11.cpp
M intern/ghost/intern/GHOST_WindowWin32.cpp
M intern/ghost/intern/GHOST_WindowWin32.h
M intern/ghost/intern/GHOST_WindowX11.cpp
M intern/ghost/intern/GHOST_WindowX11.h
D intern/gpudirect/CMakeLists.txt
D intern/gpudirect/dvpapi.cpp
D intern/gpudirect/dvpapi.h
M intern/moto/include/MT_Matrix4x4.h
M source/blender/gpu/GPU_texture.h
M source/blender/gpu/intern/gpu_framebuffer.c
M source/blender/gpu/intern/gpu_texture.c
M source/blender/python/generic/bgl.c
M source/blenderplayer/CMakeLists.txt
M source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.h
M source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
M source/gameengine/Ketsji/BL_Shader.cpp
M source/gameengine/Ketsji/BL_Shader.h
M source/gameengine/Ketsji/KX_Dome.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.h
M source/gameengine/Ketsji/KX_PythonInit.cpp
M source/gameengine/Ketsji/KX_Scene.cpp
M source/gameengine/Ketsji/KX_Scene.h
M source/gameengine/Rasterizer/CMakeLists.txt
D source/gameengine/Rasterizer/RAS_IOffScreen.h
M source/gameengine/Rasterizer/RAS_IRasterizer.h
D source/gameengine/Rasterizer/RAS_ISync.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.cpp
D source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.h
M source/gameengine/VideoTexture/CMakeLists.txt
M source/gameengine/VideoTexture/Common.h
D source/gameengine/VideoTexture/DeckLink.cpp
D source/gameengine/VideoTexture/DeckLink.h
M source/gameengine/VideoTexture/Exception.cpp
M source/gameengine/VideoTexture/Exception.h
M source/gameengine/VideoTexture/FilterBase.h
M source/gameengine/VideoTexture/FilterSource.h
M source/gameengine/VideoTexture/ImageBase.cpp
M source/gameengine/VideoTexture/ImageBase.h
M source/gameengine/VideoTexture/ImageMix.cpp
M source/gameengine/VideoTexture/ImageRender.cpp
M source/gameengine/VideoTexture/ImageRender.h
M source/gameengine/VideoTexture/ImageViewport.cpp
M source/gameengine/VideoTexture/ImageViewport.h
M source/gameengine/VideoTexture/Texture.cpp
M source/gameengine/VideoTexture/VideoBase.cpp
M source/gameengine/VideoTexture/VideoBase.h
D source/gameengine/VideoTexture/VideoDeckLink.cpp
D source/gameengine/VideoTexture/VideoDeckLink.h
M source/gameengine/VideoTexture/VideoFFmpeg.cpp
M source/gameengine/VideoTexture/blendVideoTex.cpp
===================================================================
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 4e10f17..7d9d515 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -229,9 +229,8 @@ option(WITH_FFTW3 "Enable FFTW3 support (Used for smoke and audio effect
option(WITH_BULLET "Enable Bullet (Physics Engine)" ON)
option(WITH_SYSTEM_BULLET "Use the systems bullet library (currently unsupported due to missing features in upstream!)" )
mark_as_advanced(WITH_SYSTEM_BULLET)
-option(WITH_GAMEENGINE "Enable Game Engine" ON)
-option(WITH_PLAYER "Build Player" ON)
-option(WITH_DECKLINK "Support BlackMagicDesign DeckLink cards in the BGE" ON)
+option(WITH_GAMEENGINE "Enable Game Engine" ${_init_GAMEENGINE})
+option(WITH_PLAYER "Build Player" OFF)
option(WITH_OPENCOLORIO "Enable OpenColorIO color management" ${_init_OPENCOLORIO})
# Compositor
@@ -276,7 +275,6 @@ endif()
if(WITH_X11)
option(WITH_X11_XINPUT "Enable X11 Xinput (tablet support and unicode input)" ON)
option(WITH_X11_XF86VMODE "Enable X11 video mode switching" ON)
- option(WITH_X11_ALPHA "Enable X11 transparent background" ON)
endif()
if(UNIX AND NOT APPLE)
@@ -713,7 +711,6 @@ if(WITH_GHOST_SDL OR WITH_HEADLESS)
set(WITH_X11 OFF)
set(WITH_X11_XINPUT OFF)
set(WITH_X11_XF86VMODE OFF)
- set(WITH_X11_ALPHA OFF)
set(WITH_GHOST_XDND OFF)
set(WITH_INPUT_IME OFF)
endif()
@@ -858,16 +855,6 @@ if(WITH_X11)
endif()
endif()
- if(WITH_X11_ALPHA)
- find_library(X11_Xrender_LIB Xrender ${X11_LIB_SEARCH_PATH})
- mark_as_advanced(X11_Xrender_LIB)
- if (X11_Xrender_LIB)
- list(APPEND PLATFORM_LINKLIBS ${X11_Xrender_LIB})
- else()
- set(WITH_X11_ALPHA OFF)
- endif()
- endif()
-
endif()
@@ -3001,7 +2988,6 @@ if(FIRST_RUN)
info_cfg_text("System Options:")
info_cfg_option(WITH_INSTALL_PORTABLE)
- info_cfg_option(WITH_X11_ALPHA)
info_cfg_option(WITH_X11_XF86VMODE)
info_cfg_option(WITH_X11_XINPUT)
info_cfg_option(WITH_MEM_JEMALLOC)
diff --git a/build_files/cmake/macros.cmake b/build_files/cmake/macros.cmake
index 8fad0bd..cacc741 100644
--- a/build_files/cmake/macros.cmake
+++ b/build_files/cmake/macros.cmake
@@ -311,6 +311,7 @@ function(SETUP_LIBDIRS)
if(WITH_MEM_JEMALLOC)
link_directories(${JEMALLOC_LIBPATH})
endif()
+
if(WIN32 AND NOT UNIX)
link_directories(${PTHREADS_LIBPATH})
endif()
@@ -704,14 +705,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
endif()
- if(WITH_DECKLINK)
- list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
- endif()
-
- if(WIN32)
- list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
- endif()
-
if(WITH_OPENSUBDIV)
list(APPEND BLENDER_SORTED_LIBS bf_intern_opensubdiv)
endif()
diff --git a/doc/python_api/examples/bge.texture.2.py b/doc/python_api/examples/bge.texture.2.py
deleted file mode 100644
index 0abbfe1..0000000
--- a/doc/python_api/examples/bge.texture.2.py
+++ /dev/null
@@ -1,154 +0,0 @@
-"""
-Video Capture with DeckLink
-+++++++++++++++++++++++++++
-Video frames captured with DeckLink cards have pixel formats that are not directly usable by OpenGL,
-they must be processed by a shader. Two shaders are presented here, for the 'r210' and 'v210' pixel
-formats:
-"""
-import bge
-from bge import logic
-from bge import texture as vt
-
-fragment_shaders = {
-'r210': """
-#version 130
-uniform usampler2D tex;
-// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
-uniform float stereo;
-// eye = 0.0 for the left eye, 0.5 for the right eye
-uniform float eye;
-
-void main(void)
-{
- vec4 color;
- unsigned int r;
- float tx, ty;
- tx = gl_TexCoord[0].x;
- ty = eye+gl_TexCoord[0].y*stereo;
- r = texture(tex, vec2(tx, ty)).r;
- color.b = float((((r >> 24U)&0xFFU)+((r>>8U)&0x300U))-64U)*0.001136364;
- color.g = float((((r >> 18U)&0x3FU)+((r>>2U)&0x3C0U))-64U)*0.001136364;
- color.r = float((((r >> 12U)&0x0FU)+((r<<4U)&0x3F0U))-64U)*0.001136364;
- // Set alpha to 0.7 for partial transparency when GL_BLEND is enabled
- color.a = 0.7;
- gl_FragColor = color;
-}
-""",
-
-'v210':"""
-#version 130
-uniform usampler2D tex;
-// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
-uniform float stereo;
-// eye = 0.0 for the left eye, 0.5 for the right eye
-uniform float eye;
-
-void main(void)
-{
- vec4 color;
- float tx, ty;
- float width, sx, dx, Y, U, V, bx;
- unsigned int w0, w1, w2, w3;
- int px;
-
- tx = gl_TexCoord[0].x;
- ty = eye+gl_TexCoord[0].y*stereo;
- // size of the texture (=real size * 2/3)
- width = float(textureSize(tex, 0).x);
- // to sample macro pixels (6 pixels in 4 words)
- sx = tx*width*0.25+0.05;
- // index of display pixel in the macro pixel 0..5
- px = int(floor(fract(sx)*6.0));
- // increment as we sample the macro pixel
- dx = 1.0/width;
- // base x coord of macro pixel
- bx = (floor(sx)+0.01)*dx*4.0;
- // load the 4 words components of the macro pixel
- w0 = texture(tex, vec2(bx, ty)).r;
- w1 = texture(tex, vec2(bx+dx, ty)).r;
- w2 = texture(tex, vec2(bx+dx*2.0, ty)).r;
- w3 = texture(tex, vec2(bx+dx*3.0, ty)).r;
- switch (px) {
- case 0:
- case 1:
- U = float( w0 &0x3FFU);
- V = float((w0>>20U)&0x3FFU);
- break;
- case 2:
- case 3:
- U = float((w1>>10U)&0x3FFU);
- V = float( w2 &0x3FFU);
- break;
- default:
- U = float((w2>>20U)&0x3FFU);
- V = float((w3>>10U)&0x3FFU);
- break;
- }
- switch (px) {
- case 0:
- Y = float((w0>>10U)&0x3FFU);
- break;
- case 1:
- Y = float( w1 &0x3FFU);
- break;
- case 2:
- Y = float((w1>>20U)&0x3FFU);
- break;
- case 3:
- Y = float((w2>>10U)&0x3FFU);
- break;
- case 4:
- Y = float( w3 &0x3FFU);
- break;
- default:
- Y = float((w3>>20U)&0x3FFU);
- break;
- }
- Y = (Y-64.0)*0.001141553;
- U = (U-64.0)*0.001116071-0.5;
- V = (V-64.0)*0.001116071-0.5;
- color.r = Y + 1.5748 * V;
- color.g = Y - 0.1873 * U - 0.4681 * V;
- color.b = Y + 1.8556 * U;
- color.a = 0.7;
- gl_FragColor = color;
-}
-"""
-}
-
-#
-# Helper function to attach a pixel shader to the material that receives the video frame.
-#
-def add_shader(obj, pixel, matId, is_3D):
- if pixel in fragment_shaders:
- frag = fragment_shaders[pixel]
- mat = obj.meshes[0].materials[matId]
- shader = mat.getShader()
- if shader != None and not shader.isValid():
- shader.setSource("", frag, 1)
- shader.setUniform1i("tex", 0)
- shader.setUniformEyef("eye")
- shader.setUniform1f("stereo", 0.5 if is_3D else 1.0);
-
-#
-# To be called once to initialize the object
-#
-def init(cont):
- obj = cont.owner
- if not "video" in obj:
- matId = vt.materialID(obj, 'IMvideo.png')
- add_shader(obj, 'r210', matId, True)
- tex = vt.Texture(obj, matId)
- tex.source = vt.VideoDeckLink("HD1080p24/r210/3D", 0)
- tex.source.play()
- obj["video"] = tex
-
-#
-# To be called on every frame
-#
-def play(cont):
- obj = cont.owner
- try:
- obj["video"].refresh(True)
- except:
- pass
diff --git a/doc/python_api/rst/bge.logic.rst b/doc/python_api/rst/bge.logic.rst
index 0967610..3f35901 100644
--- a/doc/python_api/rst/bge.logic.rst
+++ b/doc/python_api/rst/bge.logic.rst
@@ -378,27 +378,6 @@ General functions
Render next frame (if Python has control)
-.. function:: setRender(render)
-
- Sets the global flag that controls the render of the scene.
- If True, the render is done after the logic frame.
- If False, the render is skipped and another logic frame starts immediately.
-
- .. note::
- GPU VSync no longer limits the number of frame per second when render is off,
- but the 'Use Frame Rate' option still regulates the fps. To run as many frames
- as possible, untick this option (Render Properties, System panel)
-
- :arg render: the render flag
- :type render: bool
-
-.. function:: getRender()
-
- Get the current value of the global render flag
-
- :return: The flag value
- :rtype: bool
-
**********************
Time related functions
**********************
diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst
index 0c6f9a9..3b565e2 100644
--- a/doc/python_api/rst/bge.render.rst
+++ b/doc/python_api/rst/bge.render.rst
@@ -90,43 +90,6 @@ Constants
Right eye being used during stereoscopic rendering.
-.. data:: RAS_OFS_RENDER_BUFFER
-
- The pixel buffer for offscreen render is a RenderBuffer. Argument to :func:`offScreenCreate`
-
-.. data:: RAS_OFS_RENDER_TEXTURE
-
- The pixel buffer for offscreen render is a Texture. Argument to :func:`offScreenCreate`
-
-*****
-Types
-*****
-
-.. class:: RASOffScreen
-
- An off-screen render buffer object.
-
- Use :func:`offScreenCreate` to create it.
- Currently it can only be used in the :class:`bge.texture.ImageRender` constructor to render on a FBO rather than the
- default viewport.
-
- .. attribute:: width
-
- The width in pixel of the FBO
-
- :type: integer
-
- .. attribute:: height
-
- The height in pixel of the FBO
-
- :type: integer
-
- .. attribute:: color
-
- The underlying OpenGL bind code of the texture object that holds the rendered image, 0 if the FBO is using RenderBuffer. The choice between RenderBuffer and Texture is determined by the target argument of :func:`offScreenCreate`.
-
- :type: integer
*********
Functions
@@ -399,18 +362,3 @@ Functions
Get the current vsync value
:rtype: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
-
-.. function:: offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
-
- Create a Off-screen render buffer object.
-
- :arg width: the width of the buffer in pixels
- :type width: integer
- :arg height: the height of the buffer in pixels
- :type height: integer
- :arg samples: the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA
- :type samples: integer
- :arg target: the pixel storage: :data:`RAS_OFS_RENDER_BUFFER` to re
@@ Diff output truncated at 10240 characters. @@
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