From badf492941824d1b0ad1ef2ea89d3e1d88670f5d Mon Sep 17 00:00:00 2001 From: Aleix Pol Date: Tue, 8 Mar 2022 16:19:43 +0100 Subject: [PATCH] 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. --- src/backends/drm/shadowbuffer.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/backends/drm/shadowbuffer.cpp b/src/backends/drm/shadowbuffer.cpp index 3be288d3b1..e1c9fb0062 100644 --- a/src/backends/drm/shadowbuffer.cpp +++ b/src/backends/drm/shadowbuffer.cpp @@ -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()) {