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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "ScreenshotSurfaceGL.h"
#include "ServiceBroker.h"
#include "guilib/GUIComponent.h"
#include "guilib/GUIWindowManager.h"
#include "utils/Screenshot.h"
#include "windowing/GraphicContext.h"
#include <mutex>
#include <vector>
#include "system_gl.h"
void CScreenshotSurfaceGL::Register()
{
CScreenShot::Register(CScreenshotSurfaceGL::CreateSurface);
}
std::unique_ptr<IScreenshotSurface> CScreenshotSurfaceGL::CreateSurface()
{
return std::unique_ptr<CScreenshotSurfaceGL>(new CScreenshotSurfaceGL());
}
bool CScreenshotSurfaceGL::Capture()
{
CWinSystemBase* winsystem = CServiceBroker::GetWinSystem();
if (!winsystem)
return false;
CGUIComponent* gui = CServiceBroker::GetGUI();
if (!gui)
return false;
std::unique_lock<CCriticalSection> lock(winsystem->GetGfxContext());
gui->GetWindowManager().Render();
glReadBuffer(GL_BACK);
// get current viewport
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
m_width = viewport[2] - viewport[0];
m_height = viewport[3] - viewport[1];
m_stride = m_width * 4;
std::vector<uint8_t> surface(m_stride * m_height);
// read pixels from the backbuffer
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_BGRA, GL_UNSIGNED_BYTE, static_cast<GLvoid*>(surface.data()));
// make a new buffer and copy the read image to it with the Y axis inverted
m_buffer = new unsigned char[m_stride * m_height];
for (int y = 0; y < m_height; y++)
memcpy(m_buffer + y * m_stride, surface.data() + (m_height - y - 1) * m_stride, m_stride);
return m_buffer != nullptr;
}
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