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33 #import <CoreFoundation/CoreFoundation.h>
34 #import <ApplicationServices/ApplicationServices.h>
35 #import <OpenGL/OpenGL.h>
38 #include "wx/osx/private/glgrab.h"
40 extern CGColorSpaceRef
wxMacGetGenericRGBColorSpace();
43 * perform an in-place swap from Quadrant 1 to Quadrant III format
44 * (upside-down PostScript/GL to right side up QD/CG raster format)
45 * We do this in-place, which requires more copying, but will touch
46 * only half the pages. (Display grabs are BIG!)
48 * Pixel reformatting may optionally be done here if needed.
50 static void swizzleBitmap(void * data
, int rowBytes
, int height
)
62 buffer
= malloc(rowBytes
);
65 while ( top
< bottom
)
67 topP
= (void *)((top
* rowBytes
) + (intptr_t)base
);
68 bottomP
= (void *)((bottom
* rowBytes
) + (intptr_t)base
);
72 * Save and swap scanlines.
74 * This code does a simple in-place exchange with a temp buffer.
75 * If you need to reformat the pixels, replace the first two bcopy()
76 * calls with your own custom pixel reformatter.
78 bcopy( topP
, buffer
, rowBytes
);
79 bcopy( bottomP
, topP
, rowBytes
);
80 bcopy( buffer
, bottomP
, rowBytes
);
90 * Given a display ID and a rectangle on that display, generate a CGImageRef
91 * containing the display contents.
93 * srcRect is display-origin relative.
95 * This function uses a full screen OpenGL read-only context.
96 * By using OpenGL, we can read the screen using a DMA transfer
97 * when it's in millions of colors mode, and we can correctly read
98 * a microtiled full screen OpenGL context, such as a game or full
99 * screen video display.
101 * Returns a CGImageRef. When you are done with the CGImageRef, release it
103 * Returns NULL on an error.
106 CGImageRef
grabViaOpenGL(CGDirectDisplayID display
, CGRect srcRect
)
115 CGLContextObj glContextObj
;
116 CGLPixelFormatObj pixelFormatObj
;
117 GLint numPixelFormats
;
118 CGLPixelFormatAttribute attribs
[] =
122 (CGLPixelFormatAttribute
) 0, /* Display mask bit goes here */
123 (CGLPixelFormatAttribute
) 0
127 if ( display
== kCGNullDirectDisplay
)
128 display
= CGMainDisplayID();
129 attribs
[2] = (CGLPixelFormatAttribute
) CGDisplayIDToOpenGLDisplayMask(display
);
132 /* Build a full-screen GL context */
133 CGLChoosePixelFormat( attribs
, &pixelFormatObj
, &numPixelFormats
);
134 if ( pixelFormatObj
== NULL
) // No full screen context support
136 CGLCreateContext( pixelFormatObj
, NULL
, &glContextObj
) ;
137 CGLDestroyPixelFormat( pixelFormatObj
) ;
138 if ( glContextObj
== NULL
)
142 CGLSetCurrentContext( glContextObj
) ;
143 CGLSetFullScreen( glContextObj
) ;
146 glReadBuffer(GL_FRONT
);
149 width
= (GLint
)srcRect
.size
.width
;
150 height
= (GLint
)srcRect
.size
.height
;
153 bytewidth
= width
* 4; // Assume 4 bytes/pixel for now
154 bytewidth
= (bytewidth
+ 3) & ~3; // Align to 4 bytes
155 bytes
= bytewidth
* height
; // width * height
157 /* Build bitmap context */
158 data
= malloc(height
* bytewidth
);
161 CGLSetCurrentContext( NULL
);
162 CGLClearDrawable( glContextObj
); // disassociate from full screen
163 CGLDestroyContext( glContextObj
); // and destroy the context
166 bitmap
= CGBitmapContextCreate(data
, width
, height
, 8, bytewidth
,
167 wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst
/* XRGB */);
170 /* Read framebuffer into our bitmap */
171 glFinish(); /* Finish all OpenGL commands */
172 glPixelStorei(GL_PACK_ALIGNMENT
, 4); /* Force 4-byte alignment */
173 glPixelStorei(GL_PACK_ROW_LENGTH
, 0);
174 glPixelStorei(GL_PACK_SKIP_ROWS
, 0);
175 glPixelStorei(GL_PACK_SKIP_PIXELS
, 0);
178 * Fetch the data in XRGB format, matching the bitmap context.
180 glReadPixels((GLint
)srcRect
.origin
.x
, (GLint
)srcRect
.origin
.y
, width
, height
,
182 #ifdef __BIG_ENDIAN__
183 GL_UNSIGNED_INT_8_8_8_8_REV
, // for PPC
185 GL_UNSIGNED_INT_8_8_8_8
, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html
189 * glReadPixels generates a quadrant I raster, with origin in the lower left
190 * This isn't a problem for signal processing routines such as compressors,
191 * as they can simply use a negative 'advance' to move between scanlines.
192 * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to
193 * invert it. Pixel reformatting can also be done here.
195 swizzleBitmap(data
, bytewidth
, height
);
198 /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */
199 image
= CGBitmapContextCreateImage(bitmap
);
201 /* Get rid of bitmap */
206 /* Get rid of GL context */
207 CGLSetCurrentContext( NULL
);
208 CGLClearDrawable( glContextObj
); // disassociate from full screen
209 CGLDestroyContext( glContextObj
); // and destroy the context
211 /* Returned image has a reference count of 1 */