uterm: drm: fix y-invert bug
This fixes the last OpenGL user that still uses the wrong y-axis direction. See the gltex helpers for more information. Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
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@ -582,18 +582,18 @@ static int display_blit(struct uterm_display *disp,
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vertices[11] = -1.0;
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texpos[0] = 0.0;
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texpos[1] = 0.0;
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texpos[1] = 1.0;
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texpos[2] = 0.0;
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texpos[3] = 1.0;
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texpos[3] = 0.0;
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texpos[4] = 1.0;
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texpos[5] = 1.0;
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texpos[5] = 0.0;
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texpos[6] = 0.0;
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texpos[7] = 0.0;
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texpos[7] = 1.0;
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texpos[8] = 1.0;
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texpos[9] = 1.0;
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texpos[9] = 0.0;
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texpos[10] = 1.0;
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texpos[11] = 0.0;
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texpos[11] = 1.0;
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tmp = x + buf->width;
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if (tmp < x || x >= sw)
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@ -611,7 +611,7 @@ static int display_blit(struct uterm_display *disp,
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else
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height = buf->height;
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glViewport(x, y, width, height);
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glViewport(x, sh - y - height, width, height);
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glDisable(GL_BLEND);
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gl_shader_use(v3d->blit_shader);
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