#include "glstate_internal.hpp"
+#ifdef __linux__
+#include <dlfcn.h>
+#endif
+
#ifdef __APPLE__
#include <Carbon/Carbon.h>
};
+/**
+ * OpenGL ES does not support glGetTexLevelParameteriv, but it is possible to
+ * probe whether a texture has a given size by crafting a dummy glTexSubImage()
+ * call.
+ */
+static bool
+probeTextureLevelSizeOES(GLenum target, GLint level, const GLint size[3]) {
+ while (glGetError() != GL_NO_ERROR)
+ ;
+
+ GLenum internalFormat = GL_RGBA;
+ GLenum type = GL_UNSIGNED_BYTE;
+ GLint dummy = 0;
+
+ switch (target) {
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ glTexSubImage2D(target, level, size[0], size[1], 0, 0, internalFormat, type, &dummy);
+ break;
+ case GL_TEXTURE_3D_OES:
+ glTexSubImage3DOES(target, level, size[0], size[1], size[2], 0, 0, 0, internalFormat, type, &dummy);
+ default:
+ assert(0);
+ return false;
+ }
+
+ GLenum error = glGetError();
+
+ if (0) {
+ std::cerr << "(" << size[0] << ", " << size[1] << ", " << size[2] << ") = " << enumToString(error) << "\n";
+ }
+
+ if (error == GL_NO_ERROR) {
+ return true;
+ }
+
+ while (glGetError() != GL_NO_ERROR)
+ ;
+
+ return false;
+}
+
+
+/**
+ * Bisect the texture size along an axis.
+ *
+ * It is assumed that the texture exists.
+ */
+static GLint
+bisectTextureLevelSizeOES(GLenum target, GLint level, GLint axis, GLint max) {
+ GLint size[3] = {0, 0, 0};
+
+ assert(axis < 3);
+ assert(max >= 0);
+
+ GLint min = 0;
+ while (true) {
+ GLint test = (min + max) / 2;
+ if (test == min) {
+ return min;
+ }
+
+ size[axis] = test;
+
+ if (probeTextureLevelSizeOES(target, level, size)) {
+ min = test;
+ } else {
+ max = test;
+ }
+ }
+}
+
+
+/**
+ * Special path to obtain texture size on OpenGL ES, that does not rely on
+ * glGetTexLevelParameteriv
+ */
+static bool
+getActiveTextureLevelDescOES(Context &context, GLenum target, GLint level, ImageDesc &desc)
+{
+ if (target == GL_TEXTURE_1D) {
+ // OpenGL ES does not support 1D textures
+ return false;
+ }
+
+ const GLint size[3] = {1, 1, 1};
+ if (!probeTextureLevelSizeOES(target, level, size)) {
+ return false;
+ }
+
+ // XXX: mere guess
+ desc.internalFormat = GL_RGBA;
+
+ GLint maxSize = 0;
+ switch (target) {
+ case GL_TEXTURE_2D:
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
+ desc.width = bisectTextureLevelSizeOES(target, level, 0, maxSize);
+ desc.height = bisectTextureLevelSizeOES(target, level, 1, maxSize);
+ desc.depth = 1;
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxSize);
+ desc.width = bisectTextureLevelSizeOES(target, level, 0, maxSize);
+ desc.height = desc.width;
+ desc.depth = 1;
+ break;
+ case GL_TEXTURE_3D_OES:
+ glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_OES, &maxSize);
+ desc.width = bisectTextureLevelSizeOES(target, level, 0, maxSize);
+ desc.width = bisectTextureLevelSizeOES(target, level, 1, maxSize);
+ desc.depth = bisectTextureLevelSizeOES(target, level, 2, maxSize);
+ break;
+ default:
+ return false;
+ }
+
+ if (0) {
+ std::cerr
+ << enumToString(target) << " "
+ << level << " "
+ << desc.width << "x" << desc.height << "x" << desc.depth
+ << "\n";
+ }
+
+ return desc.valid();
+}
+
+
static inline bool
getActiveTextureLevelDesc(Context &context, GLenum target, GLint level, ImageDesc &desc)
{
if (context.ES) {
- // XXX: OpenGL ES does not support glGetTexLevelParameteriv
- return false;
+ return getActiveTextureLevelDescOES(context, target, level, desc);
}
glGetTexLevelParameteriv(target, level, GL_TEXTURE_INTERNAL_FORMAT, &desc.internalFormat);
}
+/**
+ * OpenGL ES does not support glGetTexImage. Obtain the pixels by attaching the
+ * texture to a framebuffer.
+ */
+static inline void
+getTexImageOES(GLenum target, GLint level, ImageDesc &desc, GLubyte *pixels)
+{
+ memset(pixels, 0x80, desc.height * desc.width * 4);
+
+ GLenum texture_binding = GL_NONE;
+ switch (target) {
+ case GL_TEXTURE_2D:
+ texture_binding = GL_TEXTURE_BINDING_2D;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ texture_binding = GL_TEXTURE_BINDING_CUBE_MAP;
+ break;
+ case GL_TEXTURE_3D_OES:
+ texture_binding = GL_TEXTURE_BINDING_3D_OES;
+ default:
+ return;
+ }
+
+ GLint texture = 0;
+ glGetIntegerv(texture_binding, &texture);
+ if (!texture) {
+ return;
+ }
+
+ GLint prev_fbo = 0;
+ GLuint fbo = 0;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prev_fbo);
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ GLenum status;
+
+ switch (target) {
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level);
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ std::cerr << __FUNCTION__ << ": " << enumToString(status) << "\n";
+ }
+ glReadPixels(0, 0, desc.width, desc.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ break;
+ case GL_TEXTURE_3D_OES:
+ for (int i = 0; i < desc.depth; i++) {
+ glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture, level, i);
+ glReadPixels(0, 0, desc.width, desc.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels + 4 * i * desc.width * desc.height);
+ }
+ break;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, prev_fbo);
+
+ glDeleteFramebuffers(1, &fbo);
+}
+
+
+static inline GLboolean
+isDepthFormat(GLenum internalFormat)
+{
+ switch (internalFormat) {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16:
+ case GL_DEPTH_COMPONENT24:
+ case GL_DEPTH_COMPONENT32:
+ case GL_DEPTH_COMPONENT32F:
+ case GL_DEPTH_COMPONENT32F_NV:
+ case GL_DEPTH_STENCIL:
+ case GL_DEPTH24_STENCIL8:
+ case GL_DEPTH32F_STENCIL8:
+ case GL_DEPTH32F_STENCIL8_NV:
+ return GL_TRUE;
+ }
+ return GL_FALSE;
+}
+
+
static inline void
dumpActiveTextureLevel(JSONWriter &json, Context &context, GLenum target, GLint level)
{
json.beginObject();
+ GLuint channels;
+ GLenum format;
+ if (!context.ES && isDepthFormat(desc.internalFormat)) {
+ format = GL_DEPTH_COMPONENT;
+ channels = 1;
+ } else {
+ format = GL_RGBA;
+ channels = 4;
+ }
+
// Tell the GUI this is no ordinary object, but an image
json.writeStringMember("__class__", "image");
// texture internal format
json.writeStringMember("__type__", "uint8");
json.writeBoolMember("__normalized__", true);
- json.writeNumberMember("__channels__", 4);
+ json.writeNumberMember("__channels__", channels);
- GLubyte *pixels = new GLubyte[desc.depth*desc.width*desc.height*4];
+ GLubyte *pixels = new GLubyte[desc.depth*desc.width*desc.height*channels];
context.resetPixelPackState();
- glGetTexImage(target, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ if (context.ES) {
+ getTexImageOES(target, level, desc, pixels);
+ } else {
+ glGetTexImage(target, level, format, GL_UNSIGNED_BYTE, pixels);
+ }
context.restorePixelPackState();
json.beginMember("__data__");
char *pngBuffer;
int pngBufferSize;
- image::writePixelsToBuffer(pixels, desc.width, desc.height, 4, true, &pngBuffer, &pngBufferSize);
+ image::writePixelsToBuffer(pixels, desc.width, desc.height, channels, true, &pngBuffer, &pngBufferSize);
json.writeBase64(pngBuffer, pngBufferSize);
free(pngBuffer);
json.endMember(); // __data__
json.beginObject();
GLint active_texture = GL_TEXTURE0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
+
GLint max_texture_coords = 0;
glGetIntegerv(GL_MAX_TEXTURE_COORDS, &max_texture_coords);
GLint max_combined_texture_image_units = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_texture_image_units);
GLint max_units = std::max(max_combined_texture_image_units, max_texture_coords);
+
+ /*
+ * At least the Android software GL implementation doesn't return the
+ * proper value for this, but rather returns 0. The GL(ES) specification
+ * mandates a minimum value of 2, so use this as a fall-back value.
+ */
+ max_units = std::min(max_units, 2);
+
for (GLint unit = 0; unit < max_units; ++unit) {
GLenum texture = GL_TEXTURE0 + unit;
glActiveTexture(texture);
static bool
getDrawableBounds(GLint *width, GLint *height) {
-#if defined(TRACE_EGL)
+#if defined(__linux__)
+ if (dlsym(RTLD_DEFAULT, "eglGetCurrentContext")) {
+ EGLContext currentContext = eglGetCurrentContext();
+ if (currentContext == EGL_NO_CONTEXT) {
+ return false;
+ }
- EGLContext currentContext = eglGetCurrentContext();
- if (currentContext == EGL_NO_CONTEXT) {
- return false;
- }
+ EGLSurface currentSurface = eglGetCurrentSurface(EGL_DRAW);
+ if (currentSurface == EGL_NO_SURFACE) {
+ return false;
+ }
- EGLSurface currentSurface = eglGetCurrentSurface(EGL_DRAW);
- if (currentSurface == EGL_NO_SURFACE) {
- return false;
- }
+ EGLDisplay currentDisplay = eglGetCurrentDisplay();
+ if (currentDisplay == EGL_NO_DISPLAY) {
+ 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;
+ }
- if (!eglQuerySurface(currentDisplay, currentSurface, EGL_WIDTH, width) ||
- !eglQuerySurface(currentDisplay, currentSurface, EGL_HEIGHT, height)) {
- return false;
+ return true;
}
+#endif
- return true;
-
-#elif defined(_WIN32)
+#if defined(_WIN32)
HDC hDC = wglGetCurrentDC();
if (!hDC) {
static bool
-getRenderbufferDesc(Context &context, GLint renderbuffer, ImageDesc &desc)
+getBoundRenderbufferDesc(Context &context, ImageDesc &desc)
{
- GLint bound_renderbuffer = 0;
- glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound_renderbuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
-
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &desc.width);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &desc.height);
desc.depth = 1;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &desc.internalFormat);
+
+ return desc.valid();
+}
+
+
+static bool
+getRenderbufferDesc(Context &context, GLint renderbuffer, ImageDesc &desc)
+{
+ GLint bound_renderbuffer = 0;
+ glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound_renderbuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
+
+ getBoundRenderbufferDesc(context, desc);
glBindRenderbuffer(GL_RENDERBUFFER, bound_renderbuffer);
static inline GLuint
-downsampledFramebuffer(GLuint oldFbo, GLint drawbuffer,
+downsampledFramebuffer(Context &context,
+ GLuint oldFbo, GLint drawbuffer,
GLint colorRb, GLint depthRb, GLint stencilRb,
GLuint *rbs, GLint *numRbs)
{
GLuint fbo;
- GLint format;
- GLint w, h;
+
*numRbs = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, colorRb);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_WIDTH, &w);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_HEIGHT, &h);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
-
- glGenRenderbuffers(1, &rbs[*numRbs]);
- glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
- glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffer,
- GL_RENDERBUFFER, rbs[*numRbs]);
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glDrawBuffer(drawbuffer);
- glReadBuffer(drawbuffer);
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- ++*numRbs;
+ {
+ // color buffer
+ ImageDesc desc;
+ glBindRenderbuffer(GL_RENDERBUFFER, colorRb);
+ getBoundRenderbufferDesc(context, desc);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffer,
+ GL_RENDERBUFFER, rbs[*numRbs]);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glDrawBuffer(drawbuffer);
+ glReadBuffer(drawbuffer);
+ glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ ++*numRbs;
+ }
if (stencilRb == depthRb && stencilRb) {
//combined depth and stencil buffer
+ ImageDesc desc;
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_WIDTH, &w);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_HEIGHT, &h);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+ getBoundRenderbufferDesc(context, desc);
glGenRenderbuffers(1, &rbs[*numRbs]);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
- glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, rbs[*numRbs]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
++*numRbs;
} else {
if (depthRb) {
+ ImageDesc desc;
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_WIDTH, &w);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_HEIGHT, &h);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+ getBoundRenderbufferDesc(context, desc);
glGenRenderbuffers(1, &rbs[*numRbs]);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
- glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, rbs[*numRbs]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glDrawBuffer(GL_DEPTH_ATTACHMENT);
glReadBuffer(GL_DEPTH_ATTACHMENT);
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
++*numRbs;
}
if (stencilRb) {
+ ImageDesc desc;
glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_WIDTH, &w);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_HEIGHT, &h);
- glGetRenderbufferParameteriv(GL_RENDERBUFFER,
- GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+ getBoundRenderbufferDesc(context, desc);
glGenRenderbuffers(1, &rbs[*numRbs]);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
- glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, rbs[*numRbs]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glDrawBuffer(GL_STENCIL_ATTACHMENT);
glReadBuffer(GL_STENCIL_ATTACHMENT);
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h,
+ glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
GL_STENCIL_BUFFER_BIT, GL_NEAREST);
++*numRbs;
}
if (multisample) {
// glReadPixels doesnt support multisampled buffers so we need
// to blit the fbo to a temporary one
- fboCopy = downsampledFramebuffer(boundDrawFbo, draw_buffer0,
+ fboCopy = downsampledFramebuffer(context,
+ boundDrawFbo, draw_buffer0,
colorRb, depthRb, stencilRb,
rbs, &numRbs);
}