backends/drm: resize shadow texture with the output gbm swapchain

This commit is contained in:
Xaver Hugl 2023-08-02 11:35:05 +02:00 committed by Vlad Zahorodnii
parent 53279fd8d3
commit 8feeb9b023

View file

@ -90,7 +90,7 @@ std::optional<OutputLayerBeginFrameInfo> EglGbmLayerSurface::startRendering(cons
QRegion repaint = m_surface.damageJournal.accumulate(slot->age(), infiniteRegion());
if (enableColormanagement) {
if (!m_surface.shadowBuffer) {
if (!m_surface.shadowBuffer || m_surface.shadowTexture->size() != m_surface.gbmSwapchain->size()) {
m_surface.shadowTexture = GLTexture::allocate(GL_RGBA16F, m_surface.gbmSwapchain->size());
if (!m_surface.shadowTexture) {
return std::nullopt;