+/**************************************************************************
+ *
+ * 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 __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 {
+
+
+static inline void
+dumpTextureImage(JSONWriter &json, Context &context, GLenum target, GLint level)
+{
+ GLint width, height = 1, depth = 1;
+ GLint format;
+
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_INTERNAL_FORMAT, &format);
+
+ width = 0;
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &width);
+
+ if (target != GL_TEXTURE_1D) {
+ height = 0;
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &height);
+ if (target == GL_TEXTURE_3D) {
+ depth = 0;
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_DEPTH, &depth);
+ }
+ }
+
+ if (width <= 0 || height <= 0 || depth <= 0) {
+ return;
+ } else {
+ 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();
+
+ // 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__", depth);
+
+ json.writeStringMember("__format__", enumToString(format));
+
+ // 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__", 4);
+
+ GLubyte *pixels = new GLubyte[depth*width*height*4];
+
+ context.resetPixelPackState();
+
+ glGetTexImage(target, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ context.restorePixelPackState();
+
+ json.beginMember("__data__");
+ char *pngBuffer;
+ int pngBufferSize;
+ image::writePixelsToBuffer(pixels, width, height, 4, 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 {
+ GLint width = 0, height = 0;
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &width);
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &height);
+ if (!width || !height) {
+ break;
+ }
+
+ if (target == GL_TEXTURE_CUBE_MAP) {
+ for (int face = 0; face < 6; ++face) {
+ dumpTextureImage(json, context, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
+ }
+ } else {
+ dumpTextureImage(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);
+ 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(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) {
+ 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
+getTextureLevelSize(GLint texture, GLint level, GLint *width, GLint *height)
+{
+ *width = 0;
+ *height = 0;
+
+ GLenum target;
+ GLint bound_texture = 0;
+ if (!bindTexture(texture, target, bound_texture)) {
+ return false;
+ }
+
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, width);
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, height);
+
+ glBindTexture(target, bound_texture);
+
+ return *width > 0 && *height > 0;
+}
+
+
+static GLenum
+getTextureLevelFormat(GLint texture, GLint level)
+{
+ GLenum target;
+ GLint bound_texture = 0;
+ if (!bindTexture(texture, target, bound_texture)) {
+ return GL_NONE;
+ }
+
+ GLint format = GL_NONE;
+ glGetTexLevelParameteriv(target, level, GL_TEXTURE_INTERNAL_FORMAT, &format);
+
+ glBindTexture(target, bound_texture);
+
+ return format;
+}
+
+
+
+static bool
+getRenderbufferSize(GLint renderbuffer, GLint *width, GLint *height)
+{
+ GLint bound_renderbuffer = 0;
+ glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound_renderbuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
+
+ *width = 0;
+ *height = 0;
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, width);
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, height);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, bound_renderbuffer);
+
+ return *width > 0 && *height > 0;
+}
+
+
+static GLenum
+getRenderbufferFormat(GLint renderbuffer)
+{
+ GLint bound_renderbuffer = 0;
+ glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound_renderbuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
+
+ GLint format = GL_NONE;
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &format);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, bound_renderbuffer);
+
+ return format;
+}
+
+
+static bool
+getFramebufferAttachmentSize(GLenum target, GLenum attachment, GLint *width, GLint *height)
+{
+ 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 getRenderbufferSize(object_name, width, height);
+ } else if (object_type == GL_TEXTURE) {
+ GLint texture_level = 0;
+ glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL,
+ &texture_level);
+ return getTextureLevelSize(object_name, texture_level, width, height);
+ } else {
+ std::cerr << "warning: unexpected GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = " << object_type << "\n";
+ return false;
+ }
+}
+
+
+
+static GLint
+getFramebufferAttachmentFormat(GLenum target, GLenum attachment)
+{
+ GLint object_type = GL_NONE;
+ glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE,
+ &object_type);
+ if (object_type == GL_NONE) {
+ return GL_NONE;
+ }
+
+ GLint object_name = 0;
+ glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
+ &object_name);
+ if (object_name == 0) {
+ return GL_NONE;
+ }
+
+ if (object_type == GL_RENDERBUFFER) {
+ return getRenderbufferFormat(object_name);
+ } else if (object_type == GL_TEXTURE) {
+ GLint texture_level = 0;
+ glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL,
+ &texture_level);
+ return getTextureLevelFormat(object_name, texture_level);
+ } else {
+ std::cerr << "warning: unexpected GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = " << object_type << "\n";
+ return GL_NONE;
+ }
+}
+
+
+
+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;
+ GLint width, height;
+ if (draw_framebuffer) {
+ if (context.ARB_draw_buffers) {
+ glGetIntegerv(GL_DRAW_BUFFER0, &draw_buffer);
+ if (draw_buffer == GL_NONE) {
+ return NULL;
+ }
+ }
+
+ if (!getFramebufferAttachmentSize(framebuffer_target, draw_buffer, &width, &height)) {
+ return NULL;
+ }
+ } else {
+ if (!context.ES) {
+ glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
+ if (draw_buffer == GL_NONE) {
+ return NULL;
+ }
+ }
+
+ if (!getDrawableBounds(&width, &height)) {
+ return NULL;
+ }
+ }
+
+ 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;
+ 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, width, 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(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;
+
+ if (stencilRb == depthRb && stencilRb) {
+ //combined depth and stencil buffer
+ 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);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ 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,
+ GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ ++*numRbs;
+ } else {
+ if (depthRb) {
+ 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);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ 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, w, h, 0, 0, w, h,
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ ++*numRbs;
+ }
+ if (stencilRb) {
+ 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);
+
+ glGenRenderbuffers(1, &rbs[*numRbs]);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbs[*numRbs]);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ 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, w, h, 0, 0, w, h,
+ 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, GLenum target, GLenum attachment, GLenum format)
+{
+ GLint width = 0, height = 0;
+ if (!getFramebufferAttachmentSize(target, attachment, &width, &height)) {
+ return;
+ }
+
+ GLint internalFormat = getFramebufferAttachmentFormat(target, attachment);
+
+ json.beginMember(enumToString(attachment));
+ dumpReadBufferImage(json, width, height, format, 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, target, attachment, format);
+ }
+ }
+
+ glReadBuffer(read_buffer);
+
+ 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);
+}
+
+
+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(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 */