GLfloat xoffset = dPriv ? (GLfloat) dPriv->x : 0;
GLfloat yoffset = dPriv ? (GLfloat) dPriv->y + dPriv->h : 0;
const GLfloat *v = ctx->Viewport._WindowMap.m;
+ const GLboolean render_to_fbo = (ctx->DrawBuffer ? (ctx->DrawBuffer->Name != 0) : 0);
+ GLfloat y_scale, y_bias;
+
+ if (render_to_fbo) {
+ y_scale = 1.0;
+ y_bias = 0;
+ } else {
+ y_scale = -1.0;
+ y_bias = yoffset;
+ }
GLfloat sx = v[MAT_SX];
GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X;
- GLfloat sy = -v[MAT_SY];
- GLfloat ty = (-v[MAT_TY]) + yoffset + SUBPIXEL_Y;
+ GLfloat sy = v[MAT_SY] * y_scale;
+ GLfloat ty = (v[MAT_TY] * y_scale) + y_bias + SUBPIXEL_Y;
GLfloat sz = v[MAT_SZ] * rmesa->radeon.state.depth.scale;
GLfloat tz = v[MAT_TZ] * rmesa->radeon.state.depth.scale;