1/* 2 IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in 3 consideration of your agreement to the following terms, and your use, installation or modification 4 of this Apple software constitutes acceptance of these terms. 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Except as expressly tated in this notice, no other rights or 16 licenses, express or implied, are granted by Apple herein, including but not limited 17 to any patent rights that may be infringed by your derivative works or by other works 18 in which the Apple Software may be incorporated. 19 20 The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, 21 EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, 22 MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS 23 USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. 24 25 IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL 26 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS 27 OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, 28 REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND 29 WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR 30 OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33#import <CoreFoundation/CoreFoundation.h> 34#import <ApplicationServices/ApplicationServices.h> 35#import <OpenGL/OpenGL.h> 36#import <OpenGL/gl.h> 37 38#include "wx/mac/common/glgrab.h" 39 40 41/* 42 * perform an in-place swap from Quadrant 1 to Quadrant III format 43 * (upside-down PostScript/GL to right side up QD/CG raster format) 44 * We do this in-place, which requires more copying, but will touch 45 * only half the pages. (Display grabs are BIG!) 46 * 47 * Pixel reformatting may optionally be done here if needed. 48 */ 49static void swizzleBitmap(void * data, int rowBytes, int height) 50{ 51 int top, bottom; 52 void * buffer; 53 void * topP; 54 void * bottomP; 55 void * base; 56 57 58 top = 0; 59 bottom = height - 1; 60 base = data; 61 buffer = malloc(rowBytes); 62 63 64 while ( top < bottom ) 65 { 66 topP = (void *)((top * rowBytes) + (intptr_t)base); 67 bottomP = (void *)((bottom * rowBytes) + (intptr_t)base); 68 69 70 /* 71 * Save and swap scanlines. 72 * 73 * This code does a simple in-place exchange with a temp buffer. 74 * If you need to reformat the pixels, replace the first two bcopy() 75 * calls with your own custom pixel reformatter. 76 */ 77 bcopy( topP, buffer, rowBytes ); 78 bcopy( bottomP, topP, rowBytes ); 79 bcopy( buffer, bottomP, rowBytes ); 80 81 ++top; 82 --bottom; 83 } 84 free( buffer ); 85} 86 87 88/* 89 * Given a display ID and a rectangle on that display, generate a CGImageRef 90 * containing the display contents. 91 * 92 * srcRect is display-origin relative. 93 * 94 * This function uses a full screen OpenGL read-only context. 95 * By using OpenGL, we can read the screen using a DMA transfer 96 * when it's in millions of colors mode, and we can correctly read 97 * a microtiled full screen OpenGL context, such as a game or full 98 * screen video display. 99 * 100 * Returns a CGImageRef. When you are done with the CGImageRef, release it 101 * using CFRelease(). 102 * Returns NULL on an error. 103 */ 104 105extern CGColorSpaceRef wxMacGetGenericRGBColorSpace(); 106 107CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect) 108{ 109 CGContextRef bitmap; 110 CGImageRef image; 111 void * data; 112 long bytewidth; 113 GLint width, height; 114 long bytes; 115 116 CGLContextObj glContextObj; 117 CGLPixelFormatObj pixelFormatObj ; 118 long numPixelFormats ; 119 CGLPixelFormatAttribute attribs[] = 120 { 121 kCGLPFAFullScreen, 122 kCGLPFADisplayMask, 123 0, /* Display mask bit goes here */ 124 0 125 } ; 126 127 128 if ( display == kCGNullDirectDisplay ) 129 display = CGMainDisplayID(); 130 attribs[2] = CGDisplayIDToOpenGLDisplayMask(display); 131 132 133 /* Build a full-screen GL context */ 134 CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats ); 135 if ( pixelFormatObj == NULL ) // No full screen context support 136 return NULL; 137 CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ; 138 CGLDestroyPixelFormat( pixelFormatObj ) ; 139 if ( glContextObj == NULL ) 140 return NULL; 141 142 143 CGLSetCurrentContext( glContextObj ) ; 144 CGLSetFullScreen( glContextObj ) ; 145 146 147 glReadBuffer(GL_FRONT); 148 149 150 width = srcRect.size.width; 151 height = srcRect.size.height; 152 153 154 bytewidth = width * 4; // Assume 4 bytes/pixel for now 155 bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes 156 bytes = bytewidth * height; // width * height 157 158 /* Build bitmap context */ 159 data = malloc(height * bytewidth); 160 if ( data == NULL ) 161 { 162 CGLSetCurrentContext( NULL ); 163 CGLClearDrawable( glContextObj ); // disassociate from full screen 164 CGLDestroyContext( glContextObj ); // and destroy the context 165 return NULL; 166 } 167 bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth, 168 wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst /* XRGB */); 169 170 171 /* Read framebuffer into our bitmap */ 172 glFinish(); /* Finish all OpenGL commands */ 173 glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */ 174 glPixelStorei(GL_PACK_ROW_LENGTH, 0); 175 glPixelStorei(GL_PACK_SKIP_ROWS, 0); 176 glPixelStorei(GL_PACK_SKIP_PIXELS, 0); 177 178 /* 179 * Fetch the data in XRGB format, matching the bitmap context. 180 */ 181 glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height, 182 GL_BGRA, 183#ifdef __BIG_ENDIAN__ 184 GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC 185#else 186 GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html 187#endif 188 data); 189 /* 190 * glReadPixels generates a quadrant I raster, with origin in the lower left 191 * This isn't a problem for signal processing routines such as compressors, 192 * as they can simply use a negative 'advance' to move between scanlines. 193 * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to 194 * invert it. Pixel reformatting can also be done here. 195 */ 196 swizzleBitmap(data, bytewidth, height); 197 198 199 /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */ 200 image = CGBitmapContextCreateImage(bitmap); 201 202 /* Get rid of bitmap */ 203 CFRelease(bitmap); 204 free(data); 205 206 207 /* Get rid of GL context */ 208 CGLSetCurrentContext( NULL ); 209 CGLClearDrawable( glContextObj ); // disassociate from full screen 210 CGLDestroyContext( glContextObj ); // and destroy the context 211 212 /* Returned image has a reference count of 1 */ 213 return image; 214} 215 216