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Change frame timing logic to always match timestamp timeout
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TODO
3
TODO
@@ -306,3 +306,6 @@ Maybe remove shader compute code. It doesn't seem necessary anymore now that glS
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Add proper check if opengl functions are supported. dlsym for the symbol will return a no-op function if it's not supported, so it silently fails if used.
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Colors are offset to bottom left by 1 pixel or so on steam deck in landscape mode.
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When constant framerate is used (and for audio) multiple frames need to be encoded after resuming from suspend.
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The clock jumps forward by around 2-3 seconds (on my machine). Is there a way to make sure the clock doesn't jump forward?
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