The framedump mode captures every frame and saves it as a .png image.
This can be useful for rendering videos.
To activate, set the `TAISEI_FRAMEDUMP` environment variable to a
prefix. A 8-digit frame number followed by ".png" will be appended to
this string to form the filename of each frame.
Example:
$ mkdir /var/tmp/taisei
$ export TAISEI_FRAMEDUMP="/var/tmp/taisei/frame-"
$ taisei -f1 -r /foo/some-replay.tsr
$ ls /var/tmp/taisei
frame-00000000.png frame-00000001.png frame-00000002.png
...
`TAISEI_FRAMEDUMP_SOURCE` can be set to either "screen" or "viewport".
The default is "screen", which records the whole game screen as it
appears (minus the letterboxing borders). "viewport" makes it record the
stage viewport only. The image is taken directly from the viewport
framebuffer, so elements that are drawn over the viewport will be
missing, such as the dialogue or the pause menu.
`TAISEI_FRAMEDUMP_COMPRESSION` can be set to change the quality of zlib
compression of the png images, ranging from 0 to 9. The default is 1.
Additionally, it's now possible to take screenshots of the game viewport
by pressing Alt+P (by default). This works on the same principle as
`TAISEI_FRAMEDUMP_SOURCE=viewport`, so the same caveats apply. This can
be used to take a clean screenshot of the viewport while the game is
paused.
This is mostly aimed at speeding up TAISEI_SKIP_TO_BOOKMARK mode
- Store global handlers in a dynamic array
- Merge global and local handlers more efficiently, and only do it once
per events_poll() call
- Do not pump SDL events while skipping through stages
- Avoid expensive system call when pushing custom events to the queue
- Process SDL events in batches; do not pump after every event
- Simplify handling of EventPriority enum - EPRIO_DEFAULT equals to 0,
no remapping required
- RESF_UNSAFE is removed.
- Resources that don't have to be finalized on the main thread can load
completely asynchronously.
- A thread waiting for a concurrent task to complete can start executing
that task itself if it hasn't started yet.
- Refactor the resource loading interface, add support for load-time
dependencies.
- Main-thread finalization of asynchronously loaded resources is now
spread out across multiple frames to mitigate frametime spikes.
- Remove some archaisms from the resource management code.
- Fix potential hashtable synchronization issue.
- Fix some deadlock edge cases.
- Don't spawn more worker threads than there are CPU cores (degrades
performance).
- Add TAISEI_AGGRESSIVE_PRELOAD env variable to attempt to aggressively
discover and preload every possible resource.
- Make r_texture_fill{,_region} expect optimal pixmaps, so that it's
never forced to convert them on the main thread. The optimal format may
be queried with the new r_texture_optimal_pixmap_format_for_type API.
These functions will also no longer needlessly copy the entire image
into a staging buffer - previously they did this even if no conversion
was needed.
- Other random changes to facilitate the stuff above.
The overall effect is somewhat faster load times.
Of course it's still all terrible and full of lock contention because I
suck at concurrent programming, but it's not worse than it was.
Probably.
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
* Renderer: rename render targets to framebuffers
* Refactor framebuffer pair helper and some of the video API
* Remove hardcoded dimensions from draw_framebuffer_tex
* Make viewport a per-framebuffer property rather than a global one
* Handle config updates via the events system. React to viewport fg/bg quality change requests.
I would've preferred to just go with 4-spaces for indent and no tabs,
but lao is a bit conservative about it. :^)
Still, this is a ton better than mixing different styles all over the
place, especially within the same file.