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33 #include "wx/wxprec.h"
35 #if wxOSX_USE_COCOA_OR_CARBON
37 #import <CoreFoundation/CoreFoundation.h>
38 #import <ApplicationServices/ApplicationServices.h>
39 #import <OpenGL/OpenGL.h>
42 #include "wx/osx/private/glgrab.h"
44 extern CGColorSpaceRef
wxMacGetGenericRGBColorSpace();
47 * perform an in-place swap from Quadrant 1 to Quadrant III format
48 * (upside-down PostScript/GL to right side up QD/CG raster format)
49 * We do this in-place, which requires more copying, but will touch
50 * only half the pages. (Display grabs are BIG!)
52 * Pixel reformatting may optionally be done here if needed.
54 static void swizzleBitmap(void * data
, int rowBytes
, int height
)
66 buffer
= malloc(rowBytes
);
69 while ( top
< bottom
)
71 topP
= (void *)((top
* rowBytes
) + (intptr_t)base
);
72 bottomP
= (void *)((bottom
* rowBytes
) + (intptr_t)base
);
76 * Save and swap scanlines.
78 * This code does a simple in-place exchange with a temp buffer.
79 * If you need to reformat the pixels, replace the first two bcopy()
80 * calls with your own custom pixel reformatter.
82 bcopy( topP
, buffer
, rowBytes
);
83 bcopy( bottomP
, topP
, rowBytes
);
84 bcopy( buffer
, bottomP
, rowBytes
);
94 * Given a display ID and a rectangle on that display, generate a CGImageRef
95 * containing the display contents.
97 * srcRect is display-origin relative.
99 * This function uses a full screen OpenGL read-only context.
100 * By using OpenGL, we can read the screen using a DMA transfer
101 * when it's in millions of colors mode, and we can correctly read
102 * a microtiled full screen OpenGL context, such as a game or full
103 * screen video display.
105 * Returns a CGImageRef. When you are done with the CGImageRef, release it
107 * Returns NULL on an error.
110 CGImageRef
grabViaOpenGL(CGDirectDisplayID display
, CGRect srcRect
)
119 CGLContextObj glContextObj
;
120 CGLPixelFormatObj pixelFormatObj
;
121 GLint numPixelFormats
;
122 CGLPixelFormatAttribute attribs
[] =
126 (CGLPixelFormatAttribute
) 0, /* Display mask bit goes here */
127 (CGLPixelFormatAttribute
) 0
131 if ( display
== kCGNullDirectDisplay
)
132 display
= CGMainDisplayID();
133 attribs
[2] = (CGLPixelFormatAttribute
) CGDisplayIDToOpenGLDisplayMask(display
);
136 /* Build a full-screen GL context */
137 CGLChoosePixelFormat( attribs
, &pixelFormatObj
, &numPixelFormats
);
138 if ( pixelFormatObj
== NULL
) // No full screen context support
140 CGLCreateContext( pixelFormatObj
, NULL
, &glContextObj
) ;
141 CGLDestroyPixelFormat( pixelFormatObj
) ;
142 if ( glContextObj
== NULL
)
146 CGLSetCurrentContext( glContextObj
) ;
147 CGLSetFullScreen( glContextObj
) ;
150 glReadBuffer(GL_FRONT
);
153 width
= (GLint
)srcRect
.size
.width
;
154 height
= (GLint
)srcRect
.size
.height
;
157 bytewidth
= width
* 4; // Assume 4 bytes/pixel for now
158 bytewidth
= (bytewidth
+ 3) & ~3; // Align to 4 bytes
159 bytes
= bytewidth
* height
; // width * height
161 /* Build bitmap context */
162 data
= malloc(height
* bytewidth
);
165 CGLSetCurrentContext( NULL
);
166 CGLClearDrawable( glContextObj
); // disassociate from full screen
167 CGLDestroyContext( glContextObj
); // and destroy the context
170 bitmap
= CGBitmapContextCreate(data
, width
, height
, 8, bytewidth
,
171 wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst
/* XRGB */);
174 /* Read framebuffer into our bitmap */
175 glFinish(); /* Finish all OpenGL commands */
176 glPixelStorei(GL_PACK_ALIGNMENT
, 4); /* Force 4-byte alignment */
177 glPixelStorei(GL_PACK_ROW_LENGTH
, 0);
178 glPixelStorei(GL_PACK_SKIP_ROWS
, 0);
179 glPixelStorei(GL_PACK_SKIP_PIXELS
, 0);
182 * Fetch the data in XRGB format, matching the bitmap context.
184 glReadPixels((GLint
)srcRect
.origin
.x
, (GLint
)srcRect
.origin
.y
, width
, height
,
186 #ifdef __BIG_ENDIAN__
187 GL_UNSIGNED_INT_8_8_8_8_REV
, // for PPC
189 GL_UNSIGNED_INT_8_8_8_8
, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html
193 * glReadPixels generates a quadrant I raster, with origin in the lower left
194 * This isn't a problem for signal processing routines such as compressors,
195 * as they can simply use a negative 'advance' to move between scanlines.
196 * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to
197 * invert it. Pixel reformatting can also be done here.
199 swizzleBitmap(data
, bytewidth
, height
);
202 /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */
203 image
= CGBitmapContextCreateImage(bitmap
);
205 /* Get rid of bitmap */
210 /* Get rid of GL context */
211 CGLSetCurrentContext( NULL
);
212 CGLClearDrawable( glContextObj
); // disassociate from full screen
213 CGLDestroyContext( glContextObj
); // and destroy the context
215 /* Returned image has a reference count of 1 */