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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #import #import #import #import #include "wx/mac/common/glgrab.h" /* * perform an in-place swap from Quadrant 1 to Quadrant III format * (upside-down PostScript/GL to right side up QD/CG raster format) * We do this in-place, which requires more copying, but will touch * only half the pages. (Display grabs are BIG!) * * Pixel reformatting may optionally be done here if needed. */ static void swizzleBitmap(void * data, int rowBytes, int height) { int top, bottom; void * buffer; void * topP; void * bottomP; void * base; top = 0; bottom = height - 1; base = data; buffer = malloc(rowBytes); while ( top < bottom ) { topP = (void *)((top * rowBytes) + (intptr_t)base); bottomP = (void *)((bottom * rowBytes) + (intptr_t)base); /* * Save and swap scanlines. * * This code does a simple in-place exchange with a temp buffer. * If you need to reformat the pixels, replace the first two bcopy() * calls with your own custom pixel reformatter. */ bcopy( topP, buffer, rowBytes ); bcopy( bottomP, topP, rowBytes ); bcopy( buffer, bottomP, rowBytes ); ++top; --bottom; } free( buffer ); } /* * Given a display ID and a rectangle on that display, generate a CGImageRef * containing the display contents. * * srcRect is display-origin relative. * * This function uses a full screen OpenGL read-only context. * By using OpenGL, we can read the screen using a DMA transfer * when it's in millions of colors mode, and we can correctly read * a microtiled full screen OpenGL context, such as a game or full * screen video display. * * Returns a CGImageRef. When you are done with the CGImageRef, release it * using CFRelease(). * Returns NULL on an error. */ extern CGColorSpaceRef wxMacGetGenericRGBColorSpace(); CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect) { CGContextRef bitmap; CGImageRef image; void * data; long bytewidth; GLint width, height; long bytes; CGLContextObj glContextObj; CGLPixelFormatObj pixelFormatObj ; long numPixelFormats ; CGLPixelFormatAttribute attribs[] = { kCGLPFAFullScreen, kCGLPFADisplayMask, 0, /* Display mask bit goes here */ 0 } ; if ( display == kCGNullDirectDisplay ) display = CGMainDisplayID(); attribs[2] = CGDisplayIDToOpenGLDisplayMask(display); /* Build a full-screen GL context */ CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats ); if ( pixelFormatObj == NULL ) // No full screen context support return NULL; CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ; CGLDestroyPixelFormat( pixelFormatObj ) ; if ( glContextObj == NULL ) return NULL; CGLSetCurrentContext( glContextObj ) ; CGLSetFullScreen( glContextObj ) ; glReadBuffer(GL_FRONT); width = srcRect.size.width; height = srcRect.size.height; bytewidth = width * 4; // Assume 4 bytes/pixel for now bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes bytes = bytewidth * height; // width * height /* Build bitmap context */ data = malloc(height * bytewidth); if ( data == NULL ) { CGLSetCurrentContext( NULL ); CGLClearDrawable( glContextObj ); // disassociate from full screen CGLDestroyContext( glContextObj ); // and destroy the context return NULL; } bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth, wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst /* XRGB */); /* Read framebuffer into our bitmap */ glFinish(); /* Finish all OpenGL commands */ glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */ glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_SKIP_ROWS, 0); glPixelStorei(GL_PACK_SKIP_PIXELS, 0); /* * Fetch the data in XRGB format, matching the bitmap context. */ glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height, GL_BGRA, #ifdef __BIG_ENDIAN__ GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC #else GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html #endif data); /* * glReadPixels generates a quadrant I raster, with origin in the lower left * This isn't a problem for signal processing routines such as compressors, * as they can simply use a negative 'advance' to move between scanlines. * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to * invert it. Pixel reformatting can also be done here. */ swizzleBitmap(data, bytewidth, height); /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */ image = CGBitmapContextCreateImage(bitmap); /* Get rid of bitmap */ CFRelease(bitmap); free(data); /* Get rid of GL context */ CGLSetCurrentContext( NULL ); CGLClearDrawable( glContextObj ); // disassociate from full screen CGLDestroyContext( glContextObj ); // and destroy the context /* Returned image has a reference count of 1 */ return image; }