st/mesa: fix incorrect glDrawPixels into FBO
We weren't inverting the textured quad when drawing into an fbo. (cherry picked from commit 8d3f629a13afb0d6acafc7a007972fdc5efe6847)
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@@ -405,7 +405,7 @@ make_texture(struct st_context *st,
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/**
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* Draw quad with texcoords and optional color.
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* Coords are window coords with y=0=bottom.
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* Coords are gallium window coords with y=0=top.
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* \param color may be null
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* \param invertTex if true, flip texcoords vertically
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*/
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@@ -592,10 +592,15 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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pipe->set_fragment_sampler_textures(pipe, 1, &pt);
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}
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/* Compute window coords (y=0=bottom) with pixel zoom.
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/* Compute Gallium window coords (y=0=top) with pixel zoom.
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* Recall that these coords are transformed by the current
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* vertex shader and viewport transformation.
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*/
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if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
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y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
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invertTex = !invertTex;
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}
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x0 = (GLfloat) x;
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x1 = x + width * ctx->Pixel.ZoomX;
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y0 = (GLfloat) y;
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