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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/core/private.h" 
  43 #include "wx/osx/private/glgrab.h" 
  45 extern CGColorSpaceRef 
wxMacGetGenericRGBColorSpace(); 
  48  * perform an in-place swap from Quadrant 1 to Quadrant III format 
  49  * (upside-down PostScript/GL to right side up QD/CG raster format) 
  50  * We do this in-place, which requires more copying, but will touch 
  51  * only half the pages.  (Display grabs are BIG!) 
  53  * Pixel reformatting may optionally be done here if needed. 
  55 static void swizzleBitmap(void * data
, int rowBytes
, int height
) 
  67     buffer 
= malloc(rowBytes
); 
  70     while ( top 
< bottom 
) 
  72         topP 
= (void *)((top 
* rowBytes
) + (intptr_t)base
); 
  73         bottomP 
= (void *)((bottom 
* rowBytes
) + (intptr_t)base
); 
  77          * Save and swap scanlines. 
  79          * This code does a simple in-place exchange with a temp buffer. 
  80          * If you need to reformat the pixels, replace the first two bcopy() 
  81          * calls with your own custom pixel reformatter. 
  83         bcopy( topP
, buffer
, rowBytes 
); 
  84         bcopy( bottomP
, topP
, rowBytes 
); 
  85         bcopy( buffer
, bottomP
, rowBytes 
); 
  95  * Given a display ID and a rectangle on that display, generate a CGImageRef 
  96  * containing the display contents. 
  98  * srcRect is display-origin relative. 
 100  * This function uses a full screen OpenGL read-only context. 
 101  * By using OpenGL, we can read the screen using a DMA transfer 
 102  * when it's in millions of colors mode, and we can correctly read 
 103  * a microtiled full screen OpenGL context, such as a game or full 
 104  * screen video display. 
 106  * Returns a CGImageRef. When you are done with the CGImageRef, release it 
 108  * Returns NULL on an error. 
 111 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 
 160     /* Build bitmap context */ 
 161     data 
= malloc(height 
* bytewidth
); 
 164         CGLSetCurrentContext( NULL 
); 
 165         CGLClearDrawable( glContextObj 
); // disassociate from full screen 
 166         CGLDestroyContext( glContextObj 
); // and destroy the context 
 169     bitmap 
= CGBitmapContextCreate(data
, width
, height
, 8, bytewidth
, 
 170                                    wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst 
/* XRGB */); 
 173     /* Read framebuffer into our bitmap */ 
 174     glFinish(); /* Finish all OpenGL commands */ 
 175     glPixelStorei(GL_PACK_ALIGNMENT
, 4); /* Force 4-byte alignment */ 
 176     glPixelStorei(GL_PACK_ROW_LENGTH
, 0); 
 177     glPixelStorei(GL_PACK_SKIP_ROWS
, 0); 
 178     glPixelStorei(GL_PACK_SKIP_PIXELS
, 0); 
 181      * Fetch the data in XRGB format, matching the bitmap context. 
 183     glReadPixels((GLint
)srcRect
.origin
.x
, (GLint
)srcRect
.origin
.y
, width
, height
, 
 185 #ifdef __BIG_ENDIAN__ 
 186                  GL_UNSIGNED_INT_8_8_8_8_REV
, // for PPC 
 188                  GL_UNSIGNED_INT_8_8_8_8
, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html 
 192      * glReadPixels generates a quadrant I raster, with origin in the lower left 
 193      * This isn't a problem for signal processing routines such as compressors, 
 194      * as they can simply use a negative 'advance' to move between scanlines. 
 195      * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to 
 196      * invert it. Pixel reformatting can also be done here. 
 198     swizzleBitmap(data
, bytewidth
, height
); 
 201     /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */ 
 202     image 
= CGBitmapContextCreateImage(bitmap
); 
 204     /* Get rid of bitmap */ 
 209     /* Get rid of GL context */ 
 210     CGLSetCurrentContext( NULL 
); 
 211     CGLClearDrawable( glContextObj 
); // disassociate from full screen 
 212     CGLDestroyContext( glContextObj 
); // and destroy the context 
 214     /* Returned image has a reference count of 1 */