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Fix wayland capture on nvidia (#649)
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@ -162,6 +162,12 @@ public:
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}
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gl::ctx.BindTexture(GL_TEXTURE_2D, (*rgb_opt)->tex[0]);
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int w, h;
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gl::ctx.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
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gl::ctx.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &h);
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BOOST_LOG(debug) << "width and height: w "sv << w << ' h ' << h;
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gl::ctx.GetTextureSubImage((*rgb_opt)->tex[0], 0, 0, 0, 0, width, height, 1, GL_BGRA, GL_UNSIGNED_BYTE, img_out_base->height * img_out_base->row_pitch, img_out_base->data);
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gl::ctx.BindTexture(GL_TEXTURE_2D, 0);
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@ -366,4 +372,4 @@ std::vector<std::string> wl_display_names() {
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return display_names;
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}
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} // namespace platf
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} // namespace platf
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