st/mesa: fix incorrect glDrawPixels into FBO

We weren't inverting the textured quad when drawing into an fbo.

(cherry picked from commit 8d3f629a13afb0d6acafc7a007972fdc5efe6847)
This commit is contained in:
Brian Paul
2010-03-10 10:41:22 -07:00
parent 766d90f1a2
commit c78ac7fcfa

View File

@@ -405,7 +405,7 @@ make_texture(struct st_context *st,
/**
* Draw quad with texcoords and optional color.
* Coords are window coords with y=0=bottom.
* Coords are gallium window coords with y=0=top.
* \param color may be null
* \param invertTex if true, flip texcoords vertically
*/
@@ -592,10 +592,15 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_fragment_sampler_textures(pipe, 1, &pt);
}
/* Compute window coords (y=0=bottom) with pixel zoom.
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.
*/
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
invertTex = !invertTex;
}
x0 = (GLfloat) x;
x1 = x + width * ctx->Pixel.ZoomX;
y0 = (GLfloat) y;