Commit: 8937feadae08e69e0af27848e4921223ad60dafc
Author: Sergey Sharybin
Date:   Fri Jun 20 18:10:32 2014 +0600
https://developer.blender.org/rB8937feadae08e69e0af27848e4921223ad60dafc

GLSL tweaks for viewport render draw

- Was missing pixel scale
- Dither is now supported on GPU

===================================================================

M       source/blender/editors/render/render_internal.c

===================================================================

diff --git a/source/blender/editors/render/render_internal.c 
b/source/blender/editors/render/render_internal.c
index 1bf4806..eaaed0f 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1432,19 +1432,18 @@ void render_view3d_draw(RenderEngine *engine, const 
bContext *C)
                float scale_x = (float) ar->winx / rres.rectx;
                float scale_y = (float) ar->winy / rres.recty;
 
-               /* Dithering is not supported on GLSL yet */
-               force_fallback |= dither != 0.0f;
-
                /* If user decided not to use GLSL, fallback to 
glaDrawPixelsAuto */
                force_fallback |= (U.image_draw_method != 
IMAGE_DRAW_METHOD_GLSL);
 
                /* Try using GLSL display transform. */
                if (force_fallback == false) {
-                       if 
(IMB_colormanagement_setup_glsl_draw(&scene->view_settings, 
&scene->display_settings, 0.0f, true)) {
+                       if 
(IMB_colormanagement_setup_glsl_draw(&scene->view_settings, 
&scene->display_settings, dither, true)) {
                                glEnable(GL_BLEND);
                                glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+                               glPixelZoom(scale_x, scale_y);
                                glaDrawPixelsTex(rres.xof, rres.yof, 
rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,
                                                 GL_NEAREST, rres.rectf);
+                               glPixelZoom(1.0f, 1.0f);
                                glDisable(GL_BLEND);
 
                                IMB_colormanagement_finish_glsl_draw();

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