]> git.cworth.org Git - apitrace/blobdiff - retrace/glstate_images.cpp
glretrace: Dump depth buffers as floating point images.
[apitrace] / retrace / glstate_images.cpp
index e534a654320ef55bafbe1adda4d847df0af3e6da..37c0ae1da66907acdc4c4e50e4ee7714c5201301 100644 (file)
@@ -24,6 +24,7 @@
  **************************************************************************/
 
 
+#include <assert.h>
 #include <string.h>
 
 #include <algorithm>
@@ -58,11 +59,6 @@ OSStatus CGSGetSurfaceBounds(CGSConnectionID, CGWindowID, CGSSurfaceID, CGRect *
 #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 {
 
 
@@ -71,6 +67,7 @@ struct ImageDesc
     GLint width;
     GLint height;
     GLint depth;
+    GLint samples;
     GLint internalFormat;
 
     inline
@@ -78,9 +75,19 @@ struct ImageDesc
         width(0),
         height(0),
         depth(0),
+        samples(0),
         internalFormat(GL_NONE)
     {}
 
+    inline bool
+    operator == (const ImageDesc &other) const {
+        return width == other.width &&
+               height == other.height &&
+               depth == other.depth &&
+               samples == other.samples &&
+               internalFormat == other.internalFormat;
+    }
+
     inline bool
     valid(void) const {
         return width > 0 && height > 0 && depth > 0;
@@ -282,35 +289,58 @@ getActiveTextureLevelDesc(Context &context, GLenum target, GLint level, ImageDes
         }
     }
 
+    glGetTexLevelParameteriv(target, level, GL_TEXTURE_SAMPLES, &desc.samples);
+
     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)
+static GLenum
+getTextureBinding(GLenum target)
 {
-    memset(pixels, 0x80, desc.height * desc.width * 4);
-
-    GLenum texture_binding = GL_NONE;
     switch (target) {
+    case GL_TEXTURE_1D:
+        return GL_TEXTURE_BINDING_1D;
+    case GL_TEXTURE_1D_ARRAY:
+        return GL_TEXTURE_BINDING_1D_ARRAY;
     case GL_TEXTURE_2D:
-        texture_binding = GL_TEXTURE_BINDING_2D;
-        break;
+        return GL_TEXTURE_BINDING_2D;
+    case GL_TEXTURE_2D_MULTISAMPLE:
+        return GL_TEXTURE_BINDING_2D_MULTISAMPLE;
+    case GL_TEXTURE_2D_ARRAY:
+        return GL_TEXTURE_BINDING_2D_ARRAY;
+    case GL_TEXTURE_RECTANGLE:
+        return GL_TEXTURE_BINDING_RECTANGLE;
+    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:
-        texture_binding = GL_TEXTURE_BINDING_CUBE_MAP;
-        break;
-    case GL_TEXTURE_3D_OES:
-        texture_binding = GL_TEXTURE_BINDING_3D_OES;
+        return GL_TEXTURE_BINDING_CUBE_MAP;
+    case GL_TEXTURE_CUBE_MAP_ARRAY:
+        return GL_TEXTURE_BINDING_CUBE_MAP_ARRAY;
+    case GL_TEXTURE_3D:
+        return GL_TEXTURE_BINDING_3D;
     default:
+        assert(false);
+        return GL_NONE;
+    }
+}
+
+
+/**
+ * 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 = getTextureBinding(target);
+    if (texture_binding == GL_NONE) {
         return;
     }
 
@@ -357,23 +387,134 @@ getTexImageOES(GLenum target, GLint level, ImageDesc &desc, GLubyte *pixels)
 }
 
 
-static inline GLboolean
-isDepthFormat(GLenum internalFormat)
+struct InternalFormatDesc
+{
+    GLenum internalFormat;
+    GLenum format;
+};
+
+
+static const InternalFormatDesc
+internalFormatDescs[] = {
+
+    {1,        GL_RED},
+    {2,        GL_RG},
+    {3,        GL_RGB},
+    {4,        GL_RGBA},
+
+    {GL_RED,   GL_RED},
+    {GL_GREEN, GL_GREEN},
+    {GL_BLUE,  GL_BLUE},
+    {GL_ALPHA, GL_ALPHA},
+    {GL_RG,    GL_RG},
+    {GL_RGB,   GL_RGB},
+    {GL_BGR,   GL_RGB},
+    {GL_RGBA,  GL_RGBA},
+    {GL_BGRA,  GL_RGBA},
+    {GL_LUMINANCE,     GL_LUMINANCE},
+    {GL_LUMINANCE_ALPHA,       GL_LUMINANCE_ALPHA},
+    {GL_INTENSITY,     GL_INTENSITY},
+    {GL_RG8,   GL_RG},
+    {GL_RG16,  GL_RG},
+    {GL_RGB8,  GL_RGB},
+    {GL_RGB16, GL_RGB},
+    {GL_RGBA8, GL_RGBA},
+    {GL_RGBA16,        GL_RGBA},
+    {GL_RGB10_A2,      GL_RGBA},
+    {GL_LUMINANCE8,    GL_LUMINANCE},
+    {GL_LUMINANCE16,   GL_LUMINANCE},
+    {GL_ALPHA8,        GL_ALPHA},
+    {GL_ALPHA16,       GL_ALPHA},
+    {GL_LUMINANCE8_ALPHA8,     GL_LUMINANCE_ALPHA},
+    {GL_LUMINANCE16_ALPHA16,   GL_LUMINANCE_ALPHA},
+    {GL_INTENSITY8,    GL_INTENSITY},
+    {GL_INTENSITY16,   GL_INTENSITY},
+    
+    {GL_RED_INTEGER,   GL_RED_INTEGER},
+    {GL_GREEN_INTEGER, GL_GREEN_INTEGER},
+    {GL_BLUE_INTEGER,  GL_BLUE_INTEGER},
+    {GL_ALPHA_INTEGER, GL_ALPHA_INTEGER},
+    {GL_RG_INTEGER,    GL_RG_INTEGER},
+    {GL_RGB_INTEGER,   GL_RGB_INTEGER},
+    {GL_BGR_INTEGER,   GL_RGB_INTEGER},
+    {GL_RGBA_INTEGER,  GL_RGBA_INTEGER},
+    {GL_BGRA_INTEGER,  GL_RGBA_INTEGER},
+    {GL_LUMINANCE_INTEGER_EXT, GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA_INTEGER_EXT,   GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_R8I,   GL_RED_INTEGER},
+    {GL_R8UI,  GL_RED_INTEGER},
+    {GL_R16I,  GL_RED_INTEGER},
+    {GL_R16UI, GL_RED_INTEGER},
+    {GL_R32I,  GL_RED_INTEGER},
+    {GL_R32UI, GL_RED_INTEGER},
+    {GL_RG8I,  GL_RG_INTEGER},
+    {GL_RG8UI, GL_RG_INTEGER},
+    {GL_RG16I, GL_RG_INTEGER},
+    {GL_RG16UI,        GL_RG_INTEGER},
+    {GL_RG32I, GL_RG_INTEGER},
+    {GL_RG32UI,        GL_RG_INTEGER},
+    {GL_RGB8I, GL_RGB_INTEGER},
+    {GL_RGB8UI,        GL_RGB_INTEGER},
+    {GL_RGB16I,        GL_RGB_INTEGER},
+    {GL_RGB16UI,       GL_RGB_INTEGER},
+    {GL_RGB32I,        GL_RGB_INTEGER},
+    {GL_RGB32UI,       GL_RGB_INTEGER},
+    {GL_RGBA8I,        GL_RGBA_INTEGER},
+    {GL_RGBA8UI,       GL_RGBA_INTEGER},
+    {GL_RGBA16I,       GL_RGBA_INTEGER},
+    {GL_RGBA16UI,      GL_RGBA_INTEGER},
+    {GL_RGBA32I,       GL_RGBA_INTEGER},
+    {GL_RGBA32UI,      GL_RGBA_INTEGER},
+    {GL_RGB10_A2UI,    GL_RGBA_INTEGER},
+    {GL_LUMINANCE8I_EXT,       GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE8UI_EXT,      GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE16I_EXT,      GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE16UI_EXT,     GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE32I_EXT,      GL_LUMINANCE_INTEGER_EXT},
+    {GL_LUMINANCE32UI_EXT,     GL_LUMINANCE_INTEGER_EXT},
+    {GL_ALPHA8I_EXT,   GL_ALPHA_INTEGER_EXT},
+    {GL_ALPHA8UI_EXT,  GL_ALPHA_INTEGER_EXT},
+    {GL_ALPHA16I_EXT,  GL_ALPHA_INTEGER_EXT},
+    {GL_ALPHA16UI_EXT, GL_ALPHA_INTEGER_EXT},
+    {GL_ALPHA32I_EXT,  GL_ALPHA_INTEGER_EXT},
+    {GL_ALPHA32UI_EXT, GL_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA8I_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA8UI_EXT,        GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA16I_EXT,        GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA16UI_EXT,       GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA32I_EXT,        GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_LUMINANCE_ALPHA32UI_EXT,       GL_LUMINANCE_ALPHA_INTEGER_EXT},
+    {GL_INTENSITY8I_EXT,       GL_RED_INTEGER},
+    {GL_INTENSITY8UI_EXT,      GL_RED_INTEGER},
+    {GL_INTENSITY16I_EXT,      GL_RED_INTEGER},
+    {GL_INTENSITY16UI_EXT,     GL_RED_INTEGER},
+    {GL_INTENSITY32I_EXT,      GL_RED_INTEGER},
+    {GL_INTENSITY32UI_EXT,     GL_RED_INTEGER},
+    
+    {GL_DEPTH_COMPONENT,       GL_DEPTH_COMPONENT},
+    {GL_DEPTH_COMPONENT16,     GL_DEPTH_COMPONENT},
+    {GL_DEPTH_COMPONENT24,     GL_DEPTH_COMPONENT},
+    {GL_DEPTH_COMPONENT32,     GL_DEPTH_COMPONENT},
+    {GL_DEPTH_COMPONENT32F,    GL_DEPTH_COMPONENT},
+    {GL_DEPTH_COMPONENT32F_NV, GL_DEPTH_COMPONENT},
+    {GL_DEPTH_STENCIL,         GL_DEPTH_COMPONENT},
+    {GL_DEPTH24_STENCIL8,      GL_DEPTH_COMPONENT},
+    {GL_DEPTH32F_STENCIL8,     GL_DEPTH_COMPONENT},
+    {GL_DEPTH32F_STENCIL8_NV,  GL_DEPTH_COMPONENT},
+};
+
+
+static GLenum
+getFormat(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;
+    for (unsigned i = 0; i < sizeof internalFormatDescs / sizeof internalFormatDescs[0]; ++i) {
+        if (internalFormatDescs[i].internalFormat == internalFormat) {
+            return internalFormatDescs[i].format;
+        }
+    }
+    return GL_RGBA;
 }
 
 
@@ -386,7 +527,6 @@ dumpActiveTextureLevel(JSONWriter &json, Context &context, GLenum target, GLint
     }
 
     char label[512];
-
     GLint active_texture = GL_TEXTURE0;
     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
     snprintf(label, sizeof label, "%s, %s, level = %d",
@@ -394,55 +534,29 @@ dumpActiveTextureLevel(JSONWriter &json, Context &context, GLenum target, GLint
 
     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;
+    GLenum format = getFormat(desc.internalFormat);;
+    if (context.ES && format == GL_DEPTH_COMPONENT) {
+        format = GL_RED;
     }
+    GLuint channels = _gl_format_channels(format);;
 
-    // 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__", formatToString(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];
+    image::Image *image = new image::Image(desc.width, desc.height*desc.depth, channels, true);
 
     context.resetPixelPackState();
 
     if (context.ES) {
-        getTexImageOES(target, level, desc, pixels);
+        getTexImageOES(target, level, desc, image->pixels);
     } else {
-        glGetTexImage(target, level, format, GL_UNSIGNED_BYTE, pixels);
+        glGetTexImage(target, level, format, GL_UNSIGNED_BYTE, image->pixels);
     }
 
     context.restorePixelPackState();
 
-    json.beginMember("__data__");
-    char *pngBuffer;
-    int pngBufferSize;
-    image::writePixelsToBuffer(pixels, desc.width, desc.depth * desc.height, channels, true, &pngBuffer, &pngBufferSize);
-    json.writeBase64(pngBuffer, pngBufferSize);
-    free(pngBuffer);
-    json.endMember(); // __data__
+    json.writeImage(image, formatToString(desc.internalFormat), desc.depth);
 
-    delete [] pixels;
-    json.endObject();
+    delete image;
+
+    json.endMember(); // label
 }
 
 
@@ -519,26 +633,24 @@ getDrawableBounds(GLint *width, GLint *height) {
 #if defined(__linux__)
     if (dlsym(RTLD_DEFAULT, "eglGetCurrentContext")) {
         EGLContext currentContext = eglGetCurrentContext();
-        if (currentContext == EGL_NO_CONTEXT) {
-            return false;
-        }
+        if (currentContext != EGL_NO_CONTEXT) {
+            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;
         }
-
-        return true;
     }
 #endif
 
@@ -619,57 +731,55 @@ getDrawableBounds(GLint *width, GLint *height) {
 }
 
 
-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}
+struct TextureTargetBinding
+{
+    GLenum target;
+    GLenum binding;
 };
 
 
-static bool
-bindTexture(GLint texture, GLenum &target, GLint &bound_texture)
-{
+static const GLenum
+textureTargets[] = {
+    GL_TEXTURE_1D,
+    GL_TEXTURE_2D,
+    GL_TEXTURE_RECTANGLE,
+    GL_TEXTURE_CUBE_MAP,
+    GL_TEXTURE_3D,
+    GL_TEXTURE_2D_MULTISAMPLE,
+    GL_TEXTURE_1D_ARRAY,
+    GL_TEXTURE_2D_ARRAY,
+    GL_TEXTURE_CUBE_MAP_ARRAY,
+};
 
-    for (unsigned i = 0; i < sizeof(texture_bindings)/sizeof(texture_bindings[0]); ++i) {
-        target  = texture_bindings[i][0];
 
-        GLenum binding = texture_bindings[i][1];
+static GLenum
+getTextureTarget(GLint texture)
+{
+    if (!glIsTexture(texture)) {
+        return GL_NONE;
+    }
+
+    for (unsigned i = 0; i < sizeof(textureTargets)/sizeof(textureTargets[0]); ++i) {
+        GLenum target = textureTargets[i];
+        GLenum binding = getTextureBinding(target);
 
         while (glGetError() != GL_NO_ERROR)
             ;
 
+        GLint bound_texture = 0;
         glGetIntegerv(binding, &bound_texture);
         glBindTexture(target, texture);
 
-        if (glGetError() == GL_NO_ERROR) {
-            return true;
-        }
+        bool succeeded = glGetError() == GL_NO_ERROR;
 
         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;
+        if (succeeded) {
+            return target;
+        }
     }
 
-    getActiveTextureLevelDesc(context, target, level, desc);
-
-    glBindTexture(target, bound_texture);
-
-    return desc.valid();
+    return GL_NONE;
 }
 
 
@@ -680,6 +790,8 @@ getBoundRenderbufferDesc(Context &context, ImageDesc &desc)
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &desc.height);
     desc.depth = 1;
     
+    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &desc.samples);
+
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &desc.internalFormat);
     
     return desc.valid();
@@ -723,11 +835,32 @@ getFramebufferAttachmentDesc(Context &context, GLenum target, GLenum attachment,
     if (object_type == GL_RENDERBUFFER) {
         return getRenderbufferDesc(context, object_name, desc);
     } else if (object_type == GL_TEXTURE) {
+        GLint texture_face = 0;
+        glGetFramebufferAttachmentParameteriv(target, attachment,
+                                              GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE,
+                                              &texture_face);
+
         GLint texture_level = 0;
         glGetFramebufferAttachmentParameteriv(target, attachment,
                                               GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL,
                                               &texture_level);
-        return getTextureLevelDesc(context, object_name, texture_level, desc);
+
+        GLint bound_texture = 0;
+        if (texture_face != 0) {
+            glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &bound_texture);
+            glBindTexture(GL_TEXTURE_CUBE_MAP, object_name);
+            getActiveTextureLevelDesc(context, texture_face, texture_level, desc);
+            glBindTexture(GL_TEXTURE_CUBE_MAP, bound_texture);
+        } else {
+            GLenum texture_target = getTextureTarget(object_name);
+            GLenum texture_binding = getTextureBinding(texture_target);
+            glGetIntegerv(texture_binding, &bound_texture);
+            glBindTexture(texture_target, object_name);
+            getActiveTextureLevelDesc(context, texture_target, texture_level, desc);
+            glBindTexture(texture_target, bound_texture);
+        }
+
+        return desc.valid();
     } else {
         std::cerr << "warning: unexpected GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = " << object_type << "\n";
         return false;
@@ -767,13 +900,22 @@ getDrawBufferImage() {
             if (draw_buffer == GL_NONE) {
                 return NULL;
             }
+        } else {
+            // GL_COLOR_ATTACHMENT0 is implied
+            draw_buffer = GL_COLOR_ATTACHMENT0;
         }
 
         if (!getFramebufferAttachmentDesc(context, framebuffer_target, draw_buffer, desc)) {
             return NULL;
         }
     } else {
-        if (!context.ES) {
+        if (context.ES) {
+            // XXX: Draw buffer is always FRONT for single buffer context, BACK
+            // for double buffered contexts. There is no way to know which (as
+            // GL_DOUBLEBUFFER state is also unavailable), so always assume
+            // double-buffering.
+            draw_buffer = GL_BACK;
+        } else {
             glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
             if (draw_buffer == GL_NONE) {
                 return NULL;
@@ -788,15 +930,15 @@ getDrawBufferImage() {
     }
 
     GLenum type = GL_UNSIGNED_BYTE;
+    image::ChannelType channelType = image::TYPE_UNORM8;
 
-#if DEPTH_AS_RGBA
     if (format == GL_DEPTH_COMPONENT) {
-        type = GL_UNSIGNED_INT;
-        channels = 4;
+        type = GL_FLOAT;
+        channels = 1;
+        channelType = image::TYPE_FLOAT;
     }
-#endif
 
-    image::Image *image = new image::Image(desc.width, desc.height, channels, true);
+    image::Image *image = new image::Image(desc.width, desc.height, channels, true, channelType);
     if (!image) {
         return NULL;
     }
@@ -854,60 +996,47 @@ dumpReadBufferImage(JSONWriter &json, GLint width, GLint height, GLenum 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__", formatToString(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;
+    image::ChannelType channelType = image::TYPE_UNORM8;
 
-#if DEPTH_AS_RGBA
     if (format == GL_DEPTH_COMPONENT) {
-        type = GL_UNSIGNED_INT;
-        channels = 4;
+        type = GL_FLOAT;
+        channels = 1;
+        channelType = image::TYPE_FLOAT;
     }
-#endif
 
-    GLubyte *pixels = new GLubyte[width*height*channels];
+    image::Image *image = new image::Image(width, height, channels, true, channelType);
+
+    while (glGetError() != GL_NO_ERROR) {}
 
     // TODO: reset imaging state too
     context.resetPixelPackState();
 
-    glReadPixels(0, 0, width, height, format, type, pixels);
+    glReadPixels(0, 0, width, height, format, type, image->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();
+    GLenum error = glGetError();
+    if (error != GL_NO_ERROR) {
+        do {
+            std::cerr << "warning: " << enumToString(error) << " while reading framebuffer\n";
+            error = glGetError();
+        } while(error != GL_NO_ERROR);
+        json.writeNull();
+    } else {
+        json.writeImage(image, formatToString(internalFormat));
+    }
+
+    delete image;
 }
 
 
 static inline GLuint
 downsampledFramebuffer(Context &context,
                        GLuint oldFbo, GLint drawbuffer,
-                       GLint colorRb, GLint depthRb, GLint stencilRb,
+                       const ImageDesc &colorDesc,
+                       const ImageDesc &depthDesc,
+                       const ImageDesc &stencilDesc,
                        GLuint *rbs, GLint *numRbs)
 {
     GLuint fbo;
@@ -920,13 +1049,9 @@ downsampledFramebuffer(Context &context,
 
     {
         // 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);
+        glRenderbufferStorage(GL_RENDERBUFFER, colorDesc.internalFormat, colorDesc.width, colorDesc.height);
         glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffer,
                                   GL_RENDERBUFFER, rbs[*numRbs]);
 
@@ -934,38 +1059,31 @@ downsampledFramebuffer(Context &context,
         glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
         glDrawBuffer(drawbuffer);
         glReadBuffer(drawbuffer);
-        glBlitFramebuffer(0, 0, desc.width, desc.height, 0, 0, desc.width, desc.height,
+        glBlitFramebuffer(0, 0, colorDesc.width, colorDesc.height, 0, 0, colorDesc.width, colorDesc.height,
                           GL_COLOR_BUFFER_BIT, GL_NEAREST);
         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
         ++*numRbs;
     }
 
-    if (stencilRb == depthRb && stencilRb) {
+    if (stencilDesc == depthDesc &&
+        depthDesc.valid()) {
         //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);
+        glRenderbufferStorage(GL_RENDERBUFFER, depthDesc.internalFormat, depthDesc.width, depthDesc.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,
+        glBlitFramebuffer(0, 0, depthDesc.width, depthDesc.height, 0, 0, depthDesc.width, depthDesc.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);
-
+        if (depthDesc.valid()) {
             glGenRenderbuffers(1, &rbs[*numRbs]);
             glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
-            glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
+            glRenderbufferStorage(GL_RENDERBUFFER, depthDesc.internalFormat, depthDesc.width, depthDesc.height);
             glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                                       GL_DEPTH_ATTACHMENT,
                                       GL_RENDERBUFFER, rbs[*numRbs]);
@@ -973,18 +1091,14 @@ downsampledFramebuffer(Context &context,
             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,
+            glBlitFramebuffer(0, 0, depthDesc.width, depthDesc.height, 0, 0, depthDesc.width, depthDesc.height,
                               GL_DEPTH_BUFFER_BIT, GL_NEAREST);
             ++*numRbs;
         }
-        if (stencilRb) {
-            ImageDesc desc;
-            glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);
-            getBoundRenderbufferDesc(context, desc);
-
+        if (stencilDesc.valid()) {
             glGenRenderbuffers(1, &rbs[*numRbs]);
             glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
-            glRenderbufferStorage(GL_RENDERBUFFER, desc.internalFormat, desc.width, desc.height);
+            glRenderbufferStorage(GL_RENDERBUFFER, stencilDesc.internalFormat, stencilDesc.width, stencilDesc.height);
             glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                                       GL_STENCIL_ATTACHMENT,
                                       GL_RENDERBUFFER, rbs[*numRbs]);
@@ -992,7 +1106,7 @@ downsampledFramebuffer(Context &context,
             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,
+            glBlitFramebuffer(0, 0, stencilDesc.width, stencilDesc.height, 0, 0, stencilDesc.width, stencilDesc.height,
                               GL_STENCIL_BUFFER_BIT, GL_NEAREST);
             ++*numRbs;
         }
@@ -1016,16 +1130,21 @@ dumpDrawableImages(JSONWriter &json, Context &context)
 
     GLint draw_buffer = GL_NONE;
     if (context.ES) {
+        // XXX: Draw buffer is always FRONT for single buffer context, BACK for
+        // double buffered contexts. There is no way to know which (as
+        // GL_DOUBLEBUFFER state is also unavailable), so always assume
+        // double-buffering.
         draw_buffer = GL_BACK;
     } else {
         glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
-        glReadBuffer(draw_buffer);
     }
 
     if (draw_buffer != GL_NONE) {
+        // Read from current draw buffer
         GLint read_buffer = GL_NONE;
         if (!context.ES) {
             glGetIntegerv(GL_READ_BUFFER, &read_buffer);
+            glReadBuffer(draw_buffer);
         }
 
         GLint alpha_bits = 0;
@@ -1038,6 +1157,7 @@ dumpDrawableImages(JSONWriter &json, Context &context)
         dumpReadBufferImage(json, width, height, format);
         json.endMember();
 
+        // Restore original read buffer
         if (!context.ES) {
             glReadBuffer(read_buffer);
         }
@@ -1076,6 +1196,8 @@ dumpFramebufferAttachment(JSONWriter &json, Context &context, GLenum target, GLe
         return;
     }
 
+    assert(desc.samples == 0);
+
     json.beginMember(enumToString(attachment));
     dumpReadBufferImage(json, desc.width, desc.height, format, desc.internalFormat);
     json.endMember();
@@ -1142,7 +1264,6 @@ dumpFramebuffer(JSONWriter &json, Context &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;
@@ -1150,42 +1271,27 @@ dumpFramebuffer(JSONWriter &json, Context &context)
         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) {
+        ImageDesc colorDesc;
+        if (getFramebufferAttachmentDesc(context, GL_DRAW_FRAMEBUFFER, draw_buffer0, colorDesc)) {
+            if (colorDesc.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) {
+        ImageDesc depthDesc;
+        if (getFramebufferAttachmentDesc(context, GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthDesc)) {
+            if (depthDesc.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) {
+        ImageDesc stencilDesc;
+        if (getFramebufferAttachmentDesc(context, GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencilDesc)) {
+            if (stencilDesc.samples) {
                 multisample = true;
             }
         }
 
-        glBindRenderbuffer(GL_RENDERBUFFER, boundRb);
-
         GLuint rbs[3];
         GLint numRbs = 0;
         GLuint fboCopy = 0;
@@ -1195,14 +1301,16 @@ dumpFramebuffer(JSONWriter &json, Context &context)
             // to blit the fbo to a temporary one
             fboCopy = downsampledFramebuffer(context,
                                              boundDrawFbo, draw_buffer0,
-                                             colorRb, depthRb, stencilRb,
+                                             colorDesc, depthDesc, stencilDesc,
                                              rbs, &numRbs);
+        } else {
+            glBindFramebuffer(GL_READ_FRAMEBUFFER, boundDrawFbo);
         }
 
-        dumpFramebufferAttachments(json, context, GL_DRAW_FRAMEBUFFER);
+        dumpFramebufferAttachments(json, context, GL_READ_FRAMEBUFFER);
 
         if (multisample) {
-            glBindRenderbuffer(GL_RENDERBUFFER_BINDING, boundRb);
+            glBindRenderbuffer(GL_RENDERBUFFER, boundRb);
             glDeleteRenderbuffers(numRbs, rbs);
             glDeleteFramebuffers(1, &fboCopy);
         }