]> git.cworth.org Git - apitrace/blobdiff - retrace/glstate_images.cpp
Move retracers to their own directory.
[apitrace] / retrace / glstate_images.cpp
diff --git a/retrace/glstate_images.cpp b/retrace/glstate_images.cpp
new file mode 100644 (file)
index 0000000..f16cba4
--- /dev/null
@@ -0,0 +1,1185 @@
+/**************************************************************************
+ *
+ * Copyright 2011 Jose Fonseca
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ *
+ **************************************************************************/
+
+
+#include <string.h>
+
+#include <algorithm>
+#include <iostream>
+
+#include "image.hpp"
+#include "json.hpp"
+#include "glproc.hpp"
+#include "glsize.hpp"
+#include "glstate.hpp"
+#include "glstate_internal.hpp"
+
+
+#ifdef __linux__
+#include <dlfcn.h>
+#endif
+
+#ifdef __APPLE__
+
+#include <Carbon/Carbon.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+OSStatus CGSGetSurfaceBounds(CGSConnectionID, CGWindowID, CGSSurfaceID, CGRect *);
+
+#ifdef __cplusplus
+}
+#endif
+
+#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 {
+
+
+struct ImageDesc
+{
+    GLint width;
+    GLint height;
+    GLint depth;
+    GLint internalFormat;
+
+    inline
+    ImageDesc() :
+        width(0),
+        height(0),
+        depth(0),
+        internalFormat(GL_NONE)
+    {}
+
+    inline bool
+    valid(void) const {
+        return width > 0 && height > 0 && depth > 0;
+    }
+};
+
+
+/**
+ * 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) {
+        return getActiveTextureLevelDescOES(context, target, level, desc);
+    }
+
+    glGetTexLevelParameteriv(target, level, GL_TEXTURE_INTERNAL_FORMAT, &desc.internalFormat);
+
+    desc.width = 0;
+    glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &desc.width);
+
+    if (target == GL_TEXTURE_1D) {
+        desc.height = 1;
+        desc.depth = 1;
+    } else {
+        desc.height = 0;
+        glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &desc.height);
+        if (target != GL_TEXTURE_3D) {
+            desc.depth = 1;
+        } else {
+            desc.depth = 0;
+            glGetTexLevelParameteriv(target, level, GL_TEXTURE_DEPTH, &desc.depth);
+        }
+    }
+
+    return desc.valid();
+}
+
+
+/**
+ * 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)
+{
+    ImageDesc desc;
+    if (!getActiveTextureLevelDesc(context, target, level, desc)) {
+        return;
+    }
+
+    char label[512];
+
+    GLint active_texture = GL_TEXTURE0;
+    glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
+    snprintf(label, sizeof label, "%s, %s, level = %d",
+             enumToString(active_texture), enumToString(target), level);
+
+    json.beginMember(label);
+
+    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");
+
+    json.writeNumberMember("__width__", desc.width);
+    json.writeNumberMember("__height__", desc.height);
+    json.writeNumberMember("__depth__", desc.depth);
+
+    json.writeStringMember("__format__", enumToString(desc.internalFormat));
+
+    // Hardcoded for now, but we could chose types more adequate to the
+    // texture internal format
+    json.writeStringMember("__type__", "uint8");
+    json.writeBoolMember("__normalized__", true);
+    json.writeNumberMember("__channels__", channels);
+
+    GLubyte *pixels = new GLubyte[desc.depth*desc.width*desc.height*channels];
+
+    context.resetPixelPackState();
+
+    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, channels, true, &pngBuffer, &pngBufferSize);
+    json.writeBase64(pngBuffer, pngBufferSize);
+    free(pngBuffer);
+    json.endMember(); // __data__
+
+    delete [] pixels;
+    json.endObject();
+}
+
+
+static inline void
+dumpTexture(JSONWriter &json, Context &context, GLenum target, GLenum binding)
+{
+    GLint texture_binding = 0;
+    glGetIntegerv(binding, &texture_binding);
+    if (!glIsEnabled(target) && !texture_binding) {
+        return;
+    }
+
+    GLint level = 0;
+    do {
+        ImageDesc desc;
+        if (!getActiveTextureLevelDesc(context, target, level, desc)) {
+            break;
+        }
+
+        if (target == GL_TEXTURE_CUBE_MAP) {
+            for (int face = 0; face < 6; ++face) {
+                dumpActiveTextureLevel(json, context, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
+            }
+        } else {
+            dumpActiveTextureLevel(json, context, target, level);
+        }
+
+        ++level;
+    } while(true);
+}
+
+
+void
+dumpTextures(JSONWriter &json, Context &context)
+{
+    json.beginMember("textures");
+    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);
+        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();
+    json.endMember(); // textures
+}
+
+
+static bool
+getDrawableBounds(GLint *width, GLint *height) {
+#if defined(__linux__)
+    if (dlsym(RTLD_DEFAULT, "eglGetCurrentContext")) {
+        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;
+    }
+#endif
+
+#if defined(_WIN32)
+
+    HDC hDC = wglGetCurrentDC();
+    if (!hDC) {
+        return false;
+    }
+
+    HWND hWnd = WindowFromDC(hDC);
+    RECT rect;
+
+    if (!GetClientRect(hWnd, &rect)) {
+       return false;
+    }
+
+    *width  = rect.right  - rect.left;
+    *height = rect.bottom - rect.top;
+    return true;
+
+#elif defined(__APPLE__)
+
+    CGLContextObj ctx = CGLGetCurrentContext();
+    if (ctx == NULL) {
+        return false;
+    }
+
+    CGSConnectionID cid;
+    CGSWindowID wid;
+    CGSSurfaceID sid;
+
+    if (CGLGetSurface(ctx, &cid, &wid, &sid) != kCGLNoError) {
+        return false;
+    }
+
+    CGRect rect;
+
+    if (CGSGetSurfaceBounds(cid, wid, sid, &rect) != 0) {
+        return false;
+    }
+
+    *width = rect.size.width;
+    *height = rect.size.height;
+    return true;
+
+#elif defined(HAVE_X11)
+
+    Display *display;
+    Drawable drawable;
+    Window root;
+    int x, y;
+    unsigned int w, h, bw, depth;
+
+    display = glXGetCurrentDisplay();
+    if (!display) {
+        return false;
+    }
+
+    drawable = glXGetCurrentDrawable();
+    if (drawable == None) {
+        return false;
+    }
+
+    if (!XGetGeometry(display, drawable, &root, &x, &y, &w, &h, &bw, &depth)) {
+        return false;
+    }
+
+    *width = w;
+    *height = h;
+    return true;
+
+#else
+
+    return false;
+
+#endif
+}
+
+
+static const GLenum texture_bindings[][2] = {
+    {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D},
+    {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D},
+    {GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D},
+    {GL_TEXTURE_RECTANGLE, GL_TEXTURE_BINDING_RECTANGLE},
+    {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP}
+};
+
+
+static bool
+bindTexture(GLint texture, GLenum &target, GLint &bound_texture)
+{
+
+    for (unsigned i = 0; i < sizeof(texture_bindings)/sizeof(texture_bindings[0]); ++i) {
+        target  = texture_bindings[i][0];
+
+        GLenum binding = texture_bindings[i][1];
+
+        while (glGetError() != GL_NO_ERROR)
+            ;
+
+        glGetIntegerv(binding, &bound_texture);
+        glBindTexture(target, texture);
+
+        if (glGetError() == GL_NO_ERROR) {
+            return true;
+        }
+
+        glBindTexture(target, bound_texture);
+    }
+
+    target = GL_NONE;
+
+    return false;
+}
+
+
+static bool
+getTextureLevelDesc(Context &context, GLint texture, GLint level, ImageDesc &desc)
+{
+    GLenum target;
+    GLint bound_texture = 0;
+    if (!bindTexture(texture, target, bound_texture)) {
+        return false;
+    }
+
+    getActiveTextureLevelDesc(context, target, level, desc);
+
+    glBindTexture(target, bound_texture);
+
+    return desc.valid();
+}
+
+
+static bool
+getBoundRenderbufferDesc(Context &context, ImageDesc &desc)
+{
+    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);
+    
+    return desc.valid();
+}
+
+
+static bool
+getFramebufferAttachmentDesc(Context &context, GLenum target, GLenum attachment, ImageDesc &desc)
+{
+    GLint object_type = GL_NONE;
+    glGetFramebufferAttachmentParameteriv(target, attachment,
+                                          GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE,
+                                          &object_type);
+    if (object_type == GL_NONE) {
+        return false;
+    }
+
+    GLint object_name = 0;
+    glGetFramebufferAttachmentParameteriv(target, attachment,
+                                          GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
+                                          &object_name);
+    if (object_name == 0) {
+        return false;
+    }
+
+    if (object_type == GL_RENDERBUFFER) {
+        return getRenderbufferDesc(context, object_name, desc);
+    } else if (object_type == GL_TEXTURE) {
+        GLint texture_level = 0;
+        glGetFramebufferAttachmentParameteriv(target, attachment,
+                                              GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL,
+                                              &texture_level);
+        return getTextureLevelDesc(context, object_name, texture_level, desc);
+    } else {
+        std::cerr << "warning: unexpected GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = " << object_type << "\n";
+        return false;
+    }
+}
+
+
+
+image::Image *
+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(framebuffer_binding, &draw_framebuffer);
+
+    GLint draw_buffer = GL_NONE;
+    ImageDesc desc;
+    if (draw_framebuffer) {
+        if (context.ARB_draw_buffers) {
+            glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer);
+            if (draw_buffer == GL_NONE) {
+                return NULL;
+            }
+        }
+
+        if (!getFramebufferAttachmentDesc(context, framebuffer_target, draw_buffer, desc)) {
+            return NULL;
+        }
+    } else {
+        if (!context.ES) {
+            glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
+            if (draw_buffer == GL_NONE) {
+                return NULL;
+            }
+        }
+
+        if (!getDrawableBounds(&desc.width, &desc.height)) {
+            return NULL;
+        }
+
+        desc.depth = 1;
+    }
+
+    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(desc.width, desc.height, channels, true);
+    if (!image) {
+        return NULL;
+    }
+
+    while (glGetError() != GL_NO_ERROR) {}
+
+    GLint read_framebuffer = 0;
+    GLint read_buffer = GL_NONE;
+    if (!context.ES) {
+        glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_framebuffer);
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw_framebuffer);
+
+        glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+        glReadBuffer(draw_buffer);
+    }
+
+    // TODO: reset imaging state too
+    context.resetPixelPackState();
+
+    glReadPixels(0, 0, desc.width, desc.height, format, type, image->pixels);
+
+    context.restorePixelPackState();
+
+    if (!context.ES) {
+        glReadBuffer(read_buffer);
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
+    }
+
+    GLenum error = glGetError();
+    if (error != GL_NO_ERROR) {
+        do {
+            std::cerr << "warning: " << enumToString(error) << " while getting snapshot\n";
+            error = glGetError();
+        } while(error != GL_NO_ERROR);
+        delete image;
+        return NULL;
+    }
+     
+    return image;
+}
+
+
+/**
+ * Dump the image of the currently bound read buffer.
+ */
+static inline void
+dumpReadBufferImage(JSONWriter &json, GLint width, GLint height, GLenum format,
+                    GLint internalFormat = GL_NONE)
+{
+    GLint channels = __gl_format_channels(format);
+
+    Context context;
+
+    json.beginObject();
+
+    // Tell the GUI this is no ordinary object, but an image
+    json.writeStringMember("__class__", "image");
+
+    json.writeNumberMember("__width__", width);
+    json.writeNumberMember("__height__", height);
+    json.writeNumberMember("__depth__", 1);
+
+    json.writeStringMember("__format__", enumToString(internalFormat));
+
+    // Hardcoded for now, but we could chose types more adequate to the
+    // texture internal format
+    json.writeStringMember("__type__", "uint8");
+    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
+    context.resetPixelPackState();
+
+    glReadPixels(0, 0, width, height, format, type, pixels);
+
+    context.restorePixelPackState();
+
+    json.beginMember("__data__");
+    char *pngBuffer;
+    int pngBufferSize;
+    image::writePixelsToBuffer(pixels, width, height, channels, true, &pngBuffer, &pngBufferSize);
+    //std::cerr <<" Before = "<<(width * height * channels * sizeof *pixels)
+    //          <<", after = "<<pngBufferSize << ", ratio = " << double(width * height * channels * sizeof *pixels)/pngBufferSize;
+    json.writeBase64(pngBuffer, pngBufferSize);
+    free(pngBuffer);
+    json.endMember(); // __data__
+
+    delete [] pixels;
+    json.endObject();
+}
+
+
+static inline GLuint
+downsampledFramebuffer(Context &context,
+                       GLuint oldFbo, GLint drawbuffer,
+                       GLint colorRb, GLint depthRb, GLint stencilRb,
+                       GLuint *rbs, GLint *numRbs)
+{
+    GLuint fbo;
+
+
+    *numRbs = 0;
+
+    glGenFramebuffers(1, &fbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    {
+        // 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);
+        getBoundRenderbufferDesc(context, desc);
+
+        glGenRenderbuffers(1, &rbs[*numRbs]);
+        glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+        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, 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);
+            getBoundRenderbufferDesc(context, desc);
+
+            glGenRenderbuffers(1, &rbs[*numRbs]);
+            glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+            glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+                                      GL_DEPTH_ATTACHMENT,
+                                      GL_RENDERBUFFER, rbs[*numRbs]);
+            glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+            glDrawBuffer(GL_DEPTH_ATTACHMENT);
+            glReadBuffer(GL_DEPTH_ATTACHMENT);
+            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);
+            getBoundRenderbufferDesc(context, desc);
+
+            glGenRenderbuffers(1, &rbs[*numRbs]);
+            glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+            glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
+            glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+                                      GL_STENCIL_ATTACHMENT,
+                                      GL_RENDERBUFFER, rbs[*numRbs]);
+            glBindFramebuffer(GL_READ_FRAMEBUFFER, oldFbo);
+            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+            glDrawBuffer(GL_STENCIL_ATTACHMENT);
+            glReadBuffer(GL_STENCIL_ATTACHMENT);
+            glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
+                              GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+            ++*numRbs;
+        }
+    }
+
+    return fbo;
+}
+
+
+/**
+ * Dump images of current draw drawable/window.
+ */
+static void
+dumpDrawableImages(JSONWriter &json, Context &context)
+{
+    GLint width, height;
+
+    if (!getDrawableBounds(&width, &height)) {
+        return;
+    }
+
+    GLint draw_buffer = GL_NONE;
+    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;
+        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();
+
+        if (!context.ES) {
+            glReadBuffer(read_buffer);
+        }
+    }
+
+    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();
+        }
+    }
+}
+
+
+/**
+ * Dump the specified framebuffer attachment.
+ *
+ * In the case of a color attachment, it assumes it is already bound for read.
+ */
+static void
+dumpFramebufferAttachment(JSONWriter &json, Context &context, GLenum target, GLenum attachment, GLenum format)
+{
+    ImageDesc desc;
+    if (!getFramebufferAttachmentDesc(context, target, attachment, desc)) {
+        return;
+    }
+
+    json.beginMember(enumToString(attachment));
+    dumpReadBufferImage(json, desc.width, desc.height, format, desc.internalFormat);
+    json.endMember();
+}
+
+
+static void
+dumpFramebufferAttachments(JSONWriter &json, Context &context, GLenum target)
+{
+    GLint read_framebuffer = 0;
+    glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_framebuffer);
+
+    GLint read_buffer = GL_NONE;
+    glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+
+    GLint max_draw_buffers = 1;
+    glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
+    GLint max_color_attachments = 0;
+    glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments);
+
+    for (GLint i = 0; i < max_draw_buffers; ++i) {
+        GLint draw_buffer = GL_NONE;
+        glGetIntegerv(GL_DRAW_BUFFER0 + i, &draw_buffer);
+        if (draw_buffer != GL_NONE) {
+            glReadBuffer(draw_buffer);
+            GLint attachment;
+            if (draw_buffer >= GL_COLOR_ATTACHMENT0 && draw_buffer < GL_COLOR_ATTACHMENT0 + max_color_attachments) {
+                attachment = draw_buffer;
+            } else {
+                std::cerr << "warning: unexpected GL_DRAW_BUFFER" << i << " = " << draw_buffer << "\n";
+                attachment = GL_COLOR_ATTACHMENT0;
+            }
+            GLint alpha_size = 0;
+            glGetFramebufferAttachmentParameteriv(target, attachment,
+                                                  GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE,
+                                                  &alpha_size);
+            GLenum format = alpha_size ? GL_RGBA : GL_RGB;
+            dumpFramebufferAttachment(json, context, target, attachment, format);
+        }
+    }
+
+    glReadBuffer(read_buffer);
+
+    if (!context.ES) {
+        dumpFramebufferAttachment(json, context, target, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT);
+        dumpFramebufferAttachment(json, context, target, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX);
+    }
+
+    glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
+}
+
+
+void
+dumpFramebuffer(JSONWriter &json, Context &context)
+{
+    json.beginMember("framebuffer");
+    json.beginObject();
+
+    GLint boundDrawFbo = 0, boundReadFbo = 0;
+    glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &boundDrawFbo);
+    glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &boundReadFbo);
+    if (!boundDrawFbo) {
+        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;
+        glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer0);
+        bool multisample = false;
+
+        GLint boundRb = 0;
+        glGetIntegerv(GL_RENDERBUFFER_BINDING, &boundRb);
+
+        GLint object_type;
+        glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, draw_buffer0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type);
+        if (object_type == GL_RENDERBUFFER) {
+            glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, draw_buffer0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &colorRb);
+            glBindRenderbuffer(GL_RENDERBUFFER, colorRb);
+            GLint samples = 0;
+            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
+            if (samples) {
+                multisample = true;
+            }
+        }
+
+        glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type);
+        if (object_type == GL_RENDERBUFFER) {
+            glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthRb);
+            glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
+            GLint samples = 0;
+            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
+            if (samples) {
+                multisample = true;
+            }
+        }
+
+        glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &object_type);
+        if (object_type == GL_RENDERBUFFER) {
+            glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &stencilRb);
+            glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);
+            GLint samples = 0;
+            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
+            if (samples) {
+                multisample = true;
+            }
+        }
+
+        glBindRenderbuffer(GL_RENDERBUFFER, boundRb);
+
+        GLuint rbs[3];
+        GLint numRbs = 0;
+        GLuint fboCopy = 0;
+
+        if (multisample) {
+            // glReadPixels doesnt support multisampled buffers so we need
+            // to blit the fbo to a temporary one
+            fboCopy = downsampledFramebuffer(context,
+                                             boundDrawFbo, draw_buffer0,
+                                             colorRb, depthRb, stencilRb,
+                                             rbs, &numRbs);
+        }
+
+        dumpFramebufferAttachments(json, context, GL_DRAW_FRAMEBUFFER);
+
+        if (multisample) {
+            glBindRenderbuffer(GL_RENDERBUFFER_BINDING, boundRb);
+            glDeleteRenderbuffers(numRbs, rbs);
+            glDeleteFramebuffers(1, &fboCopy);
+        }
+
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, boundReadFbo);
+        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, boundDrawFbo);
+    }
+
+    json.endObject();
+    json.endMember(); // framebuffer
+}
+
+
+} /* namespace glstate */