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[read-pixels] don't flip data when reading from offscreen draw buffers
Since we do all offscreen rendering upside down (so that we can have the origin for texture coordinates be the top left of textures for the cases where offscreen draw buffers are bound to textures) we don't need to flip data read back from an offscreen framebuffer before we we return it to the user.
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@ -793,6 +793,7 @@ cogl_read_pixels (int x,
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CoglPixelFormat format,
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guint8 *pixels)
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{
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CoglHandle draw_buffer;
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int draw_buffer_height;
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int rowstride = width * 4;
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guint8 *temprow;
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@ -804,7 +805,8 @@ cogl_read_pixels (int x,
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temprow = g_alloca (rowstride * sizeof (guint8));
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draw_buffer_height = _cogl_draw_buffer_get_height (_cogl_get_draw_buffer ());
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draw_buffer = _cogl_get_draw_buffer ();
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draw_buffer_height = _cogl_draw_buffer_get_height (draw_buffer);
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/* The y co-ordinate should be given in OpenGL's coordinate system
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so 0 is the bottom row */
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@ -825,6 +827,11 @@ cogl_read_pixels (int x,
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glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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/* NB: All offscreen rendering is done upside down so there is no need
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* to flip in this case... */
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if (cogl_is_offscreen (draw_buffer))
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return;
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/* TODO: consider using the GL_MESA_pack_invert extension in the future
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* to avoid this flip... */
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