#include "glproc.hpp"
#include "glsize.hpp"
#include "glstate.hpp"
+#include "glstate_internal.hpp"
#ifdef __APPLE__
#endif /* __APPLE__ */
+/* Change thi to one to force interpreting depth buffers as RGBA, which enables
+ * visualizing full dynamic range, until we can transmit HDR images to the GUI */
+#define DEPTH_AS_RGBA 0
+
+
namespace glstate {
-static inline void
-resetPixelPackState(void) {
- glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
- glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
- glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
- glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
- glPixelStorei(GL_PACK_SKIP_ROWS, 0);
- glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
- glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+Context::Context(void) {
+ memset(this, 0, sizeof *this);
+
+ const char *version = (const char *)glGetString(GL_VERSION);
+ if (version) {
+ if (version[0] == 'O' &&
+ version[1] == 'p' &&
+ version[2] == 'e' &&
+ version[3] == 'n' &&
+ version[4] == 'G' &&
+ version[5] == 'L' &&
+ version[6] == ' ' &&
+ version[7] == 'E' &&
+ version[8] == 'S' &&
+ version[9] == ' ') {
+ ES = true;
+ }
+ }
+
+ ARB_draw_buffers = !ES;
+
+ // TODO: Check extensions we use below
}
+void
+Context::resetPixelPackState(void) {
+ if (!ES) {
+ glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+ glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
+ glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
+ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
+ glPixelStorei(GL_PACK_SKIP_ROWS, 0);
+ glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
+ } else {
+ packAlignment = 4;
+ glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment);
+ }
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+}
-static inline void
-restorePixelPackState(void) {
- glPopClientAttrib();
+void
+Context::restorePixelPackState(void) {
+ if (!ES) {
+ glPopClientAttrib();
+ } else {
+ glPixelStorei(GL_PACK_ALIGNMENT, packAlignment);
+ }
}
static inline void
-dumpTextureImage(JSONWriter &json, GLenum target, GLint level)
+dumpTextureImage(JSONWriter &json, Context &context, GLenum target, GLint level)
{
GLint width, height = 1, depth = 1;
GLint format;
GLubyte *pixels = new GLubyte[depth*width*height*4];
- resetPixelPackState();
+ context.resetPixelPackState();
glGetTexImage(target, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- restorePixelPackState();
+ context.restorePixelPackState();
json.beginMember("__data__");
char *pngBuffer;
static inline void
-dumpTexture(JSONWriter &json, GLenum target, GLenum binding)
+dumpTexture(JSONWriter &json, Context &context, GLenum target, GLenum binding)
{
GLint texture_binding = 0;
glGetIntegerv(binding, &texture_binding);
if (target == GL_TEXTURE_CUBE_MAP) {
for (int face = 0; face < 6; ++face) {
- dumpTextureImage(json, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
+ dumpTextureImage(json, context, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
}
} else {
- dumpTextureImage(json, target, level);
+ dumpTextureImage(json, context, target, level);
}
++level;
static inline void
-dumpTextures(JSONWriter &json)
+dumpTextures(JSONWriter &json, Context &context)
{
json.beginMember("textures");
json.beginObject();
for (GLint unit = 0; unit < max_units; ++unit) {
GLenum texture = GL_TEXTURE0 + unit;
glActiveTexture(texture);
- dumpTexture(json, GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D);
- dumpTexture(json, GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D);
- dumpTexture(json, GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D);
- dumpTexture(json, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BINDING_RECTANGLE);
- dumpTexture(json, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP);
+ dumpTexture(json, context, GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D);
+ dumpTexture(json, context, GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D);
+ dumpTexture(json, context, GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D);
+ dumpTexture(json, context, GL_TEXTURE_RECTANGLE, GL_TEXTURE_BINDING_RECTANGLE);
+ dumpTexture(json, context, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP);
}
glActiveTexture(active_texture);
json.endObject();
static bool
getDrawableBounds(GLint *width, GLint *height) {
-#if defined(_WIN32)
+#if defined(TRACE_EGL)
+
+ EGLContext currentContext = eglGetCurrentContext();
+ if (currentContext == EGL_NO_CONTEXT) {
+ return false;
+ }
+
+ EGLSurface currentSurface = eglGetCurrentSurface(EGL_DRAW);
+ if (currentSurface == EGL_NO_SURFACE) {
+ return false;
+ }
+
+ EGLDisplay currentDisplay = eglGetCurrentDisplay();
+ if (currentDisplay == EGL_NO_DISPLAY) {
+ return false;
+ }
+
+ if (!eglQuerySurface(currentDisplay, currentSurface, EGL_WIDTH, width) ||
+ !eglQuerySurface(currentDisplay, currentSurface, EGL_HEIGHT, height)) {
+ return false;
+ }
+
+ return true;
+
+#elif defined(_WIN32)
HDC hDC = wglGetCurrentDC();
if (!hDC) {
*width = rect.right - rect.left;
*height = rect.bottom - rect.top;
+ return true;
#elif defined(__APPLE__)
*width = rect.size.width;
*height = rect.size.height;
+ return true;
-#else
+#elif defined(HAVE_X11)
-#if !TRACE_EGL
Display *display;
Drawable drawable;
Window root;
*width = w;
*height = h;
+ return true;
+
#else
+
return false;
-#endif
#endif
-
- return true;
}
image::Image *
-getDrawBufferImage(GLenum format) {
+getDrawBufferImage() {
+ GLenum format = GL_RGB;
GLint channels = __gl_format_channels(format);
if (channels > 4) {
return NULL;
}
+ Context context;
+
+ GLenum framebuffer_binding;
+ GLenum framebuffer_target;
+ if (context.ES) {
+ framebuffer_binding = GL_FRAMEBUFFER_BINDING;
+ framebuffer_target = GL_FRAMEBUFFER;
+ } else {
+ framebuffer_binding = GL_DRAW_FRAMEBUFFER_BINDING;
+ framebuffer_target = GL_DRAW_FRAMEBUFFER;
+ }
+
GLint draw_framebuffer = 0;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_framebuffer);
+ glGetIntegerv(framebuffer_binding, &draw_framebuffer);
GLint draw_buffer = GL_NONE;
GLint width, height;
if (draw_framebuffer) {
- glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer);
- if (draw_buffer == GL_NONE) {
- return NULL;
+ if (context.ARB_draw_buffers) {
+ glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer);
+ if (draw_buffer == GL_NONE) {
+ return NULL;
+ }
}
- if (!getFramebufferAttachmentSize(GL_DRAW_FRAMEBUFFER, draw_buffer, &width, &height)) {
+ if (!getFramebufferAttachmentSize(framebuffer_target, draw_buffer, &width, &height)) {
return NULL;
}
} else {
- glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
- if (draw_buffer == GL_NONE) {
- return NULL;
+ if (!context.ES) {
+ glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
+ if (draw_buffer == GL_NONE) {
+ return NULL;
+ }
}
if (!getDrawableBounds(&width, &height)) {
}
}
+ GLenum type = GL_UNSIGNED_BYTE;
+
+#if DEPTH_AS_RGBA
+ if (format == GL_DEPTH_COMPONENT) {
+ type = GL_UNSIGNED_INT;
+ channels = 4;
+ }
+#endif
+
image::Image *image = new image::Image(width, height, channels, true);
if (!image) {
return NULL;
while (glGetError() != GL_NO_ERROR) {}
GLint read_framebuffer = 0;
- glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_framebuffer);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, draw_framebuffer);
+ GLint read_buffer = GL_NONE;
+ if (!context.ES) {
+ glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_framebuffer);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, draw_framebuffer);
- GLint read_buffer = 0;
- glGetIntegerv(GL_READ_BUFFER, &read_buffer);
- glReadBuffer(draw_buffer);
+ glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+ glReadBuffer(draw_buffer);
+ }
// TODO: reset imaging state too
- resetPixelPackState();
+ context.resetPixelPackState();
- glReadPixels(0, 0, width, height, format, GL_UNSIGNED_BYTE, image->pixels);
+ glReadPixels(0, 0, width, height, format, type, image->pixels);
- restorePixelPackState();
- glReadBuffer(read_buffer);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
+ context.restorePixelPackState();
+
+ if (!context.ES) {
+ glReadBuffer(read_buffer);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
+ }
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
{
GLint channels = __gl_format_channels(format);
+ Context context;
+
json.beginObject();
// Tell the GUI this is no ordinary object, but an image
json.writeBoolMember("__normalized__", true);
json.writeNumberMember("__channels__", channels);
+ GLenum type = GL_UNSIGNED_BYTE;
+
+#if DEPTH_AS_RGBA
+ if (format == GL_DEPTH_COMPONENT) {
+ type = GL_UNSIGNED_INT;
+ channels = 4;
+ }
+#endif
+
GLubyte *pixels = new GLubyte[width*height*channels];
// TODO: reset imaging state too
- resetPixelPackState();
+ context.resetPixelPackState();
- glReadPixels(0, 0, width, height, format, GL_UNSIGNED_BYTE, pixels);
+ glReadPixels(0, 0, width, height, format, type, pixels);
- restorePixelPackState();
+ context.restorePixelPackState();
json.beginMember("__data__");
char *pngBuffer;
* Dump images of current draw drawable/window.
*/
static void
-dumpDrawableImages(JSONWriter &json)
+dumpDrawableImages(JSONWriter &json, Context &context)
{
GLint width, height;
}
GLint draw_buffer = GL_NONE;
- glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
- glReadBuffer(draw_buffer);
+ if (context.ES) {
+ draw_buffer = GL_BACK;
+ } else {
+ glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
+ glReadBuffer(draw_buffer);
+ }
if (draw_buffer != GL_NONE) {
GLint read_buffer = GL_NONE;
- glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+ if (!context.ES) {
+ glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+ }
GLint alpha_bits = 0;
+#if 0
+ // XXX: Ignore alpha until we are able to match the traced visual
glGetIntegerv(GL_ALPHA_BITS, &alpha_bits);
+#endif
GLenum format = alpha_bits ? GL_RGBA : GL_RGB;
json.beginMember(enumToString(draw_buffer));
dumpReadBufferImage(json, width, height, format);
json.endMember();
- glReadBuffer(read_buffer);
+ if (!context.ES) {
+ glReadBuffer(read_buffer);
+ }
}
- GLint depth_bits = 0;
- glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
- if (depth_bits) {
- json.beginMember("GL_DEPTH_COMPONENT");
- dumpReadBufferImage(json, width, height, GL_DEPTH_COMPONENT);
- json.endMember();
- }
+ if (!context.ES) {
+ GLint depth_bits = 0;
+ glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
+ if (depth_bits) {
+ json.beginMember("GL_DEPTH_COMPONENT");
+ dumpReadBufferImage(json, width, height, GL_DEPTH_COMPONENT);
+ json.endMember();
+ }
- GLint stencil_bits = 0;
- glGetIntegerv(GL_STENCIL_BITS, &stencil_bits);
- if (stencil_bits) {
- json.beginMember("GL_STENCIL_INDEX");
- dumpReadBufferImage(json, width, height, GL_STENCIL_INDEX);
- json.endMember();
+ GLint stencil_bits = 0;
+ glGetIntegerv(GL_STENCIL_BITS, &stencil_bits);
+ if (stencil_bits) {
+ json.beginMember("GL_STENCIL_INDEX");
+ dumpReadBufferImage(json, width, height, GL_STENCIL_INDEX);
+ json.endMember();
+ }
}
}
+
+
/**
* Dump the specified framebuffer attachment.
*
static void
-dumpFramebufferAttachments(JSONWriter &json, GLenum target)
+dumpFramebufferAttachments(JSONWriter &json, Context &context, GLenum target)
{
GLint read_framebuffer = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_framebuffer);
glReadBuffer(read_buffer);
- dumpFramebufferAttachment(json, target, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT);
- dumpFramebufferAttachment(json, target, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX);
+ if (!context.ES) {
+ dumpFramebufferAttachment(json, target, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT);
+ dumpFramebufferAttachment(json, target, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX);
+ }
glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
}
static void
-dumpFramebuffer(JSONWriter &json)
+dumpFramebuffer(JSONWriter &json, Context &context)
{
json.beginMember("framebuffer");
json.beginObject();
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &boundDrawFbo);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &boundReadFbo);
if (!boundDrawFbo) {
- dumpDrawableImages(json);
+ dumpDrawableImages(json, context);
+ } else if (context.ES) {
+ dumpFramebufferAttachments(json, context, GL_FRAMEBUFFER);
} else {
GLint colorRb = 0, stencilRb = 0, depthRb = 0;
GLint draw_buffer0 = GL_NONE;
rbs, &numRbs);
}
- dumpFramebufferAttachments(json, GL_DRAW_FRAMEBUFFER);
+ dumpFramebufferAttachments(json, context, GL_DRAW_FRAMEBUFFER);
if (multisample) {
glBindRenderbuffer(GL_RENDERBUFFER_BINDING, boundRb);
}
#endif
- dumpParameters(json);
+ Context context;
+
+ dumpParameters(json, context);
dumpShadersUniforms(json);
- dumpTextures(json);
- dumpFramebuffer(json);
+ dumpTextures(json, context);
+ dumpFramebuffer(json, context);
#ifndef NDEBUG
for (unsigned i = 0; i < NUM_BINDINGS; ++i) {