Optimize compute shaders

This commit is contained in:
dec05eba
2025-04-04 01:15:07 +02:00
parent 33467cb7f4
commit 12dd2cd3e1
9 changed files with 120 additions and 65 deletions

View File

@@ -259,7 +259,7 @@ static int gsr_capture_xcomposite_capture(gsr_capture *cap, gsr_capture_metadata
gsr_color_conversion_draw(color_conversion, window_texture_get_opengl_texture_id(&self->window_texture),
target_pos, output_size,
(vec2i){0, 0}, self->texture_size, self->texture_size,
GSR_ROT_0, false, GSR_SOURCE_COLOR_RGB);
GSR_ROT_0, GSR_SOURCE_COLOR_RGB, false, false);
if(self->params.record_cursor && self->cursor.visible) {
const vec2d scale = {
@@ -280,7 +280,7 @@ static int gsr_capture_xcomposite_capture(gsr_capture *cap, gsr_capture_metadata
gsr_color_conversion_draw(color_conversion, self->cursor.texture_id,
cursor_pos, (vec2i){self->cursor.size.x * scale.x, self->cursor.size.y * scale.y},
(vec2i){0, 0}, self->cursor.size, self->cursor.size,
GSR_ROT_0, false, GSR_SOURCE_COLOR_RGB);
GSR_ROT_0, GSR_SOURCE_COLOR_RGB, false, true);
}
//self->params.egl->glFlush();