backends/drm: resize shadow texture with the output gbm swapchain
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@ -90,7 +90,7 @@ std::optional<OutputLayerBeginFrameInfo> EglGbmLayerSurface::startRendering(cons
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QRegion repaint = m_surface.damageJournal.accumulate(slot->age(), infiniteRegion());
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if (enableColormanagement) {
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if (!m_surface.shadowBuffer) {
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if (!m_surface.shadowBuffer || m_surface.shadowTexture->size() != m_surface.gbmSwapchain->size()) {
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m_surface.shadowTexture = GLTexture::allocate(GL_RGBA16F, m_surface.gbmSwapchain->size());
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if (!m_surface.shadowTexture) {
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return std::nullopt;
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