struct gl_renderbuffer *rb;
struct gl_pixelstore_attrib old_unpack;
GLstencil *stencil_pixels;
- int row;
+ int row, y1, y2;
GLint old_active_texture;
+ GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
if (format != GL_STENCIL_INDEX)
return GL_FALSE;
_mesa_free(stencil_pixels);
intel_meta_set_passthrough_transform(intel);
+
+ /* Since we're rendering to the framebuffer as if it was an FBO,
+ * if it's the window system we have to flip the coordinates.
+ */
+ if (rendering_to_fbo) {
+ y1 = y;
+ y2 = y + height * ctx->Pixel.ZoomY;
+ } else {
+ y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY);
+ y2 = irb->Base.Height - y;
+ }
vertices[0][0] = x;
- vertices[0][1] = y;
+ vertices[0][1] = y1;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
- vertices[1][1] = y;
+ vertices[1][1] = y1;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
- vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[2][1] = y2;
vertices[3][0] = x;
- vertices[3][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[3][1] = y2;
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_VERTEX_ARRAY);