eglfs: Fix quad coordinates
Prevent artifacts on raster windows by properly mapping the coordinates to [-1,1]. Task-number: QTBUG-36370 Change-Id: I95d0d03952f597ef4ce6a950c6533a3af2df964a Reviewed-by: Andy Nichols <andy.nichols@digia.com>
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@ -144,10 +144,11 @@ void QEGLCompositor::render(QEGLPlatformWindow *window, uint texture, bool raste
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QPoint tl = r.topLeft();
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QPoint br = r.bottomRight();
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// Map to [-1,1]
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GLfloat x1 = (tl.x() / sr.width()) * 2 - 1;
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GLfloat x2 = (br.x() / sr.width()) * 2 - 1;
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GLfloat y1 = ((sr.height() - tl.y()) / sr.height()) * 2 - 1;
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GLfloat y2 = ((sr.height() - br.y()) / sr.height()) * 2 - 1;
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GLfloat x2 = ((br.x() + 1) / sr.width()) * 2 - 1;
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GLfloat y2 = ((sr.height() - (br.y() + 1)) / sr.height()) * 2 - 1;
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if (!raster)
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qSwap(y1, y2);
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