Use glReadPixels() for the screen shooter

"Those who don't understand OpenGL are bound to reimplement it badly..."
Kristian Høgsberg 16 years ago
parent f13eb14711
commit c0b44328d2
  1. 2
      Makefile.in
  2. 24
      wayland-system-compositor.c

@ -47,7 +47,7 @@ terminal : LDLIBS += -lutil
$(clients) : CFLAGS += @CLIENT_CFLAGS@
$(clients) : LDLIBS += -L. -lwayland @CLIENT_LIBS@ -lrt
install : $(libs)
install : $(libs) $(compositors)
install -d @libdir@ @libdir@/pkgconfig ${udev_rules_dir}
install $(libs) @libdir@
install wayland-server.pc wayland.pc @libdir@/pkgconfig

@ -153,9 +153,8 @@ screenshooter_shoot(struct wl_client *client, struct screenshooter *shooter)
{
struct egl_compositor *ec = shooter->ec;
struct wlsc_output *output;
GLuint stride;
char buffer[256];
GdkPixbuf *pixbuf;
GdkPixbuf *pixbuf, *normal;
GError *error = NULL;
void *data;
int i;
@ -164,11 +163,25 @@ screenshooter_shoot(struct wl_client *client, struct screenshooter *shooter)
output = container_of(ec->output_list.next, struct wlsc_output, link);
while (&output->link != &ec->output_list) {
snprintf(buffer, sizeof buffer, "wayland-screenshot-%d.png", i++);
data = eglReadBuffer(ec->display, output->surface, GL_FRONT_LEFT, &stride);
data = malloc(output->width * output->height * 4);
if (data == NULL) {
fprintf(stderr, "couldn't allocate image buffer\n");
continue;
}
glReadBuffer(GL_FRONT);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, output->width, output->height,
GL_RGBA, GL_UNSIGNED_BYTE, data);
pixbuf = gdk_pixbuf_new_from_data(data, GDK_COLORSPACE_RGB, TRUE,
8, output->width, output->height, stride,
8, output->width, output->height, output->width * 4,
NULL, NULL);
gdk_pixbuf_save(pixbuf, buffer, "png", &error, NULL);
normal = gdk_pixbuf_flip(pixbuf, FALSE);
gdk_pixbuf_save(normal, buffer, "png", &error, NULL);
gdk_pixbuf_unref(normal);
gdk_pixbuf_unref(pixbuf);
free(data);
output = container_of(output->link.next,
struct wlsc_output, link);
@ -788,6 +801,7 @@ init_egl(struct egl_compositor *ec, struct udev_device *device)
EGL_DEPTH_SIZE, 0,
EGL_STENCIL_SIZE, 0,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_RED_SIZE, 8,
EGL_NONE
};

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