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	render/gles2: fix y-inverted output when rendering to buffer
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					 1 changed files with 63 additions and 18 deletions
				
			
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					@ -214,8 +214,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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	push_gles2_debug(renderer);
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						push_gles2_debug(renderer);
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	if (box != NULL) {
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						if (box != NULL) {
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		struct wlr_box gl_box;
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							struct wlr_box gl_box;
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							if (renderer->current_buffer != NULL) {
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								memcpy(&gl_box, box, sizeof(gl_box));
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							} else {
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			wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
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								wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
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				renderer->viewport_width, renderer->viewport_height);
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									renderer->viewport_width, renderer->viewport_height);
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							}
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		glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height);
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							glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height);
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		glEnable(GL_SCISSOR_TEST);
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							glEnable(GL_SCISSOR_TEST);
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					@ -225,6 +229,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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	pop_gles2_debug(renderer);
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						pop_gles2_debug(renderer);
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}
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					}
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					static const float flip_180[9] = {
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						1.0f, 0.0f, 0.0f,
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						0.0f, -1.0f, 0.0f,
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						0.0f, 0.0f, 1.0f,
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					};
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static bool gles2_render_subtexture_with_matrix(
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					static bool gles2_render_subtexture_with_matrix(
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		struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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							struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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		const struct wlr_fbox *box, const float matrix[static 9],
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							const struct wlr_fbox *box, const float matrix[static 9],
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					@ -257,10 +267,15 @@ static bool gles2_render_subtexture_with_matrix(
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		abort();
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							abort();
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	}
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						}
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						float gl_matrix[9];
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						if (renderer->current_buffer != NULL) {
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							wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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						} else {
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							memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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						}
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	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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	// to GL_FALSE
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						// to GL_FALSE
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	float transposition[9];
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						wlr_matrix_transpose(gl_matrix, gl_matrix);
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	wlr_matrix_transpose(transposition, matrix);
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	push_gles2_debug(renderer);
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						push_gles2_debug(renderer);
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					@ -271,7 +286,7 @@ static bool gles2_render_subtexture_with_matrix(
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	glUseProgram(shader->program);
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						glUseProgram(shader->program);
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	glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition);
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						glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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	glUniform1i(shader->invert_y, texture->inverted_y);
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						glUniform1i(shader->invert_y, texture->inverted_y);
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	glUniform1i(shader->tex, 0);
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						glUniform1i(shader->tex, 0);
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	glUniform1f(shader->alpha, alpha);
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						glUniform1f(shader->alpha, alpha);
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					@ -309,15 +324,20 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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	struct wlr_gles2_renderer *renderer =
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						struct wlr_gles2_renderer *renderer =
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		gles2_get_renderer_in_context(wlr_renderer);
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							gles2_get_renderer_in_context(wlr_renderer);
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						float gl_matrix[9];
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						if (renderer->current_buffer != NULL) {
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							wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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						} else {
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							memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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						}
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	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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	// to GL_FALSE
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						// to GL_FALSE
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	float transposition[9];
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						wlr_matrix_transpose(gl_matrix, gl_matrix);
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	wlr_matrix_transpose(transposition, matrix);
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	push_gles2_debug(renderer);
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						push_gles2_debug(renderer);
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	glUseProgram(renderer->shaders.quad.program);
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						glUseProgram(renderer->shaders.quad.program);
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	glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
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						glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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	glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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						glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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	glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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						glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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					@ -337,10 +357,15 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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	struct wlr_gles2_renderer *renderer =
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						struct wlr_gles2_renderer *renderer =
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		gles2_get_renderer_in_context(wlr_renderer);
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							gles2_get_renderer_in_context(wlr_renderer);
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						float gl_matrix[9];
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						if (renderer->current_buffer != NULL) {
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							wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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						} else {
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							memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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						}
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	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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	// to GL_FALSE
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						// to GL_FALSE
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	float transposition[9];
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						wlr_matrix_transpose(gl_matrix, gl_matrix);
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	wlr_matrix_transpose(transposition, matrix);
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	static const GLfloat texcoord[] = {
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						static const GLfloat texcoord[] = {
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		1, 0, // top right
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							1, 0, // top right
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					@ -352,7 +377,7 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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	push_gles2_debug(renderer);
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						push_gles2_debug(renderer);
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	glUseProgram(renderer->shaders.ellipse.program);
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						glUseProgram(renderer->shaders.ellipse.program);
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	glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
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						glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix);
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	glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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						glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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	glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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						glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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					@ -472,16 +497,32 @@ static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer,
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	if (pack_stride == stride && dst_x == 0 && flags != NULL) {
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						if (pack_stride == stride && dst_x == 0 && flags != NULL) {
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		// Under these particular conditions, we can read the pixels with only
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							// Under these particular conditions, we can read the pixels with only
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		// one glReadPixels call
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							// one glReadPixels call
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		glReadPixels(src_x, renderer->viewport_height - height - src_y,
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			width, height, fmt->gl_format, fmt->gl_type, p);
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							uint32_t y = src_y;
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							if (renderer->current_buffer == NULL) {
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								y = renderer->viewport_height - height - src_y;
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							}
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							glReadPixels(src_x, y, width, height, fmt->gl_format, fmt->gl_type, p);
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							if (renderer->current_buffer != NULL) {
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								*flags = 0;
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							} else {
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			*flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
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								*flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
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							}
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	} else {
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						} else {
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		// Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read
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							// Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read
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		// the lines out row by row
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							// the lines out row by row
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		for (size_t i = 0; i < height; ++i) {
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							for (size_t i = 0; i < height; ++i) {
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			glReadPixels(src_x, renderer->viewport_height - src_y - i - 1, width, 1, fmt->gl_format,
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								uint32_t y = src_y + i;
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								if (renderer->current_buffer == NULL) {
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									y = renderer->viewport_height - src_y - i - 1;
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								}
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								glReadPixels(src_x, y, width, 1, fmt->gl_format,
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				fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
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									fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
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		}
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							}
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		if (flags != NULL) {
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							if (flags != NULL) {
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			*flags = 0;
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								*flags = 0;
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		}
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							}
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					@ -510,6 +551,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
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		goto restore_context_out;
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							goto restore_context_out;
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	}
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						}
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						// TODO: get inverted_y right when current_buffer != NULL
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	// This is to take into account y-inversion on both buffers rather than
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						// This is to take into account y-inversion on both buffers rather than
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	// just the source buffer.
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						// just the source buffer.
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	bool src_inverted_y =
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						bool src_inverted_y =
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					@ -517,9 +559,12 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
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	bool dst_inverted_y =
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						bool dst_inverted_y =
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		!!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT);
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							!!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT);
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	struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex);
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						struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex);
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						gles2_src_tex->inverted_y = src_inverted_y ^ dst_inverted_y;
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						if (renderer->current_buffer == NULL) {
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		// The result is negated because wlr_matrix_projection y-inverts the
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							// The result is negated because wlr_matrix_projection y-inverts the
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		// texture.
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							// texture.
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	gles2_src_tex->inverted_y = !(src_inverted_y ^ dst_inverted_y);
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							gles2_src_tex->inverted_y = !gles2_src_tex->inverted_y;
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						}
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	if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) {
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						if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) {
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		goto texture_destroy_out;
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							goto texture_destroy_out;
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