glamor: Fix some screen_xy offsets to be the right way around.
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@ -111,7 +111,7 @@ glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
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continue;
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src = bits + (y1 - y) * src_stride + (x1 - x) * (bpp / 8);
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glRasterPos2i(x1 + pixmap->screen_x, y1 + pixmap->screen_y);
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glRasterPos2i(x1 - pixmap->screen_x, y1 - pixmap->screen_y);
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glDrawPixels(x2 - x1,
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y2 - y1,
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format, type,
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@ -92,10 +92,10 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int x2 = x + width;
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int y1 = y;
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int y2 = y + height;
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int tile_x1 = tile_x + tile->screen_x;
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int tile_x2 = tile_x + tile->screen_x + width;
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int tile_y1 = tile_y + tile->screen_y;
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int tile_y2 = tile_y + tile->screen_y + height;
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int tile_x1 = tile_x - tile->screen_x;
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int tile_x2 = tile_x - tile->screen_x + width;
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int tile_y1 = tile_y - tile->screen_y;
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int tile_y2 = tile_y - tile->screen_y + height;
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glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile);
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if (glamor_priv->tile_prog == 0) {
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@ -121,9 +121,6 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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tile_x += tile->screen_x;
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tile_y += tile->screen_y;
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glBegin(GL_TRIANGLE_FAN);
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glMultiTexCoord2f(0, tile_x1, tile_y1);
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glVertex2f(x1, y1);
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