drm: Properly specify the yInversion of the shadow buffer

Otherwise when we render it, we do so upside down and screen sharing
looks broken.
This only happens when the shadow buffer is in use, so it's not all that
common.
This commit is contained in:
Aleix Pol 2022-03-08 16:19:43 +01:00
parent eb933bfe0b
commit badf492941

View file

@ -40,6 +40,7 @@ ShadowBuffer::ShadowBuffer(const QSize &size, const GbmFormat &format)
{
m_texture.reset(new GLTexture(internalFormat(format), size));
m_texture->setFilter(GL_NEAREST);
m_texture->setYInverted(true);
m_renderTarget.reset(new GLRenderTarget(m_texture.data()));
if (!m_renderTarget->valid()) {