}
void egl_texture_blend(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip,
- int x, int y)
+ int x, int y, double scale_x, double scale_y)
{
glBindFramebuffer(GL_FRAMEBUFFER_EXT, dst->framebuffer);
+ int w = scale_x * src->width;
+ int h = scale_y * src->height;
if (flip) {
- glViewport(x, y, src->width, src->height);
+ glViewport(x, y, w, h);
} else {
- glViewport(x, dst->height - src->height - y,
- src->width, src->height);
+ glViewport(x, dst->height - h - y, w, h);
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, src->texture);