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authorMarius Vlad <marius.vlad@collabora.com>2022-11-03 16:17:50 +0200
committerMarius Vlad <marius.vlad@collabora.com>2022-11-07 11:54:15 +0200
commit75b6758fd24221e3def47c2f9c0ccca17e6f5e28 (patch)
tree1a59e1c355d5fa54684b85a687c1cc23fa3fed9b /clients
parent9b455e24a2fb3fc77dc010954f0c2aa34e11afc2 (diff)
downloadweston-75b6758fd24221e3def47c2f9c0ccca17e6f5e28.tar.gz
simple-dmabuf-feedback: Correct the rectangle orientation
Similar to changes in simple-dmabuf-egl, this perform a x-axis reflection as it has the same NDC values as simple-dmabuf-egl and we get an inverted image. We do it straight in the shader this time. Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Diffstat (limited to 'clients')
-rw-r--r--clients/simple-dmabuf-feedback.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/clients/simple-dmabuf-feedback.c b/clients/simple-dmabuf-feedback.c
index f0d6febf..bc777842 100644
--- a/clients/simple-dmabuf-feedback.c
+++ b/clients/simple-dmabuf-feedback.c
@@ -68,7 +68,10 @@ static const char *vert_shader_text =
"attribute vec4 color;\n"
"varying vec4 v_color;\n"
"void main() {\n"
- " gl_Position = pos;\n"
+ " // We need to render upside-down, because rendering through an\n"
+ " // FBO causes the bottom of the image to be written to the top\n"
+ " // pixel row of the buffer, y-flipping the image.\n"
+ " gl_Position = vec4(1.0, -1.0f, 1.0f, 1.0f) * pos;\n"
" v_color = color;\n"
"}\n";