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authorwm4 <wm4@nowhere>2016-12-02 15:26:45 +0100
committerwm4 <wm4@nowhere>2016-12-02 15:26:45 +0100
commit09238a9bb536982e79b60a264b1d8a4fc0302975 (patch)
tree04591a027547a233e0e9bfecd05fa38f916000bb /video/out/opengl/utils.c
parentec74a79e1240eeda7b0bb195b484420052ea0ad8 (diff)
downloadmpv-09238a9bb536982e79b60a264b1d8a4fc0302975.tar.bz2
mpv-09238a9bb536982e79b60a264b1d8a4fc0302975.tar.xz
vo_opengl: don't rely on viewport to contain window dimensions
Apparently we don't always set the viewport to window dimensions anymore, e.g. if nothing is actually rendered. This means the viewport can contain old values. The window screenshot code uses the viewport values to guess the default framebuffer dimensions. With --force-window --idle --no-osc (which draws nothing and issues a glClear() command only), taking a screenshot would yield an image with the wrong size and possibly garbage in it. Fix this by explicitly passing the currently known window dimensions. Abusing the values stored in the viewport was questionable anyway.
Diffstat (limited to 'video/out/opengl/utils.c')
-rw-r--r--video/out/opengl/utils.c11
1 files changed, 4 insertions, 7 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c
index 6c879fd535..aa43728cb8 100644
--- a/video/out/opengl/utils.c
+++ b/video/out/opengl/utils.c
@@ -100,13 +100,11 @@ void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type,
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
-mp_image_t *gl_read_window_contents(GL *gl)
+mp_image_t *gl_read_window_contents(GL *gl, int w, int h)
{
if (gl->es)
return NULL; // ES can't read from front buffer
- GLint vp[4]; //x, y, w, h
- gl->GetIntegerv(GL_VIEWPORT, vp);
- mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, vp[2], vp[3]);
+ mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, w, h);
if (!image)
return NULL;
gl->BindFramebuffer(GL_FRAMEBUFFER, gl->main_fb);
@@ -114,9 +112,8 @@ mp_image_t *gl_read_window_contents(GL *gl)
gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
gl->ReadBuffer(obj);
//flip image while reading (and also avoid stride-related trouble)
- for (int y = 0; y < vp[3]; y++) {
- gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
- GL_RGB, GL_UNSIGNED_BYTE,
+ for (int y = 0; y < h; y++) {
+ gl->ReadPixels(0, h - y - 1, w, 1, GL_RGB, GL_UNSIGNED_BYTE,
image->planes[0] + y * image->stride[0]);
}
gl->PixelStorei(GL_PACK_ALIGNMENT, 4);