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i965: fix glDrawPixels Z coordinate in intel_texture_drawpixels().
As for glBitmap, it needs to be an NDC coord in [-1,1].
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1 changed files with 8 additions and 4 deletions
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@ -71,6 +71,7 @@ intel_texture_drawpixels(GLcontext * ctx,
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GLuint texname;
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GLfloat vertices[4][4];
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GLfloat texcoords[4][2];
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GLfloat z;
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/* We're going to mess with texturing with no regard to existing texture
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* state, so if there is some set up we have to bail.
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@ -140,6 +141,9 @@ intel_texture_drawpixels(GLcontext * ctx,
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intel_meta_set_passthrough_transform(intel);
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/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
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z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
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/* Create the vertex buffer based on the current raster pos. The x and y
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* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
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* We also apply the depth. However, the W component is already multiplied
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@ -147,19 +151,19 @@ intel_texture_drawpixels(GLcontext * ctx,
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*/
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vertices[0][0] = x;
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vertices[0][1] = y;
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vertices[0][2] = ctx->Current.RasterPos[2];
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vertices[0][2] = z;
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vertices[0][3] = 1.0;
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vertices[1][0] = x + width * ctx->Pixel.ZoomX;
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vertices[1][1] = y;
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vertices[1][2] = ctx->Current.RasterPos[2];
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vertices[1][2] = z;
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vertices[1][3] = 1.0;
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vertices[2][0] = x + width * ctx->Pixel.ZoomX;
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vertices[2][1] = y + height * ctx->Pixel.ZoomY;
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vertices[2][2] = ctx->Current.RasterPos[2];
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vertices[2][2] = z;
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vertices[2][3] = 1.0;
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vertices[3][0] = x;
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vertices[3][1] = y + height * ctx->Pixel.ZoomY;
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vertices[3][2] = ctx->Current.RasterPos[2];
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vertices[3][2] = z;
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vertices[3][3] = 1.0;
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texcoords[0][0] = 0.0;
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