screencasting: generate the composed textures with the proper size
Don't neglect the scale of the buffer for windows that we are rendering on the spot. Otherwise we will be offering a smaller size to what we are generally using. More importantly, the ScreencastManager expects the buffers scaled. This causes glitches when the stream starts otherwise as the first frame triggers a resize. CCBUG: 428594
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1 changed files with 2 additions and 2 deletions
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@ -1521,8 +1521,8 @@ QSharedPointer<GLTexture> OpenGLWindow::windowTexture()
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return QSharedPointer<GLTexture>(new GLTexture(*frame->texture()));
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} else {
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auto effectWindow = window()->effectWindow();
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const QRect geo = window()->clientGeometry();
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QSharedPointer<GLTexture> texture(new GLTexture(GL_RGBA8, geo.size()));
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const QRect geo = window()->bufferGeometry();
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QSharedPointer<GLTexture> texture(new GLTexture(GL_RGBA8, geo.size() * window()->bufferScale()));
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QScopedPointer<GLRenderTarget> framebuffer(new KWin::GLRenderTarget(*texture));
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GLRenderTarget::pushRenderTarget(framebuffer.data());
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