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