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authordec05eba <dec05eba@protonmail.com>2023-05-12 03:49:29 +0200
committerdec05eba <dec05eba@protonmail.com>2023-05-12 03:49:29 +0200
commit99dbbd07ab9e8c9a899fd8ccb042b74f336dd026 (patch)
tree8a731ada9f5a44e982fc384bee9a6ca8960a4a32 /src/color_conversion.c
parent25af1c81d08d0512cf53746efaccd2e5f690aa94 (diff)
kms_vaapi: support multiple drm planes (fixes capture on some multi monitor systems)
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r--src/color_conversion.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
index e78d97d..84500fd 100644
--- a/src/color_conversion.c
+++ b/src/color_conversion.c
@@ -267,7 +267,7 @@ int gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_i
{
self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
- //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT);
+ //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
gsr_shader_use(&self->shaders[0]);
self->params.egl->glUniform1f(self->rotation_uniforms[0], rotation);