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2
TODO
2
TODO
@@ -263,3 +263,5 @@ Add option to save replay buffer on disk instead of ram.
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nvfbc capture cursor with cursor.h instead and composite that on top. This allows us to also always get a cursor in direct capture mode. This could possible give better performance as well.
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nvfbc capture cursor with cursor.h instead and composite that on top. This allows us to also always get a cursor in direct capture mode. This could possible give better performance as well.
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Maybe remove external shader code and make a simple external to internal texture converter (compute shader), to reduce texture sampling. Maybe this is faster?
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Maybe remove external shader code and make a simple external to internal texture converter (compute shader), to reduce texture sampling. Maybe this is faster?
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Fix opengl context broken after suspend on nvidia by using this: https://registry.khronos.org/OpenGL/extensions/NV/NV_robustness_video_memory_purge.txt requires glx context creation flags and GetGraphicsResetStatusARB() == PURGED_CONTEXT_RESET_NV check to recreate all graphics.
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@@ -28,7 +28,7 @@ static unsigned int load_shader(gsr_egl *egl, unsigned int type, const char *sou
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if(info_length > 1 && print_compile_errors) {
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if(info_length > 1 && print_compile_errors) {
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char info_log[4096];
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char info_log[4096];
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egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log);
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egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log);
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fprintf(stderr, "gsr error: loader shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source);
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fprintf(stderr, "gsr error: load_shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source);
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}
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}
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egl->glDeleteShader(shader_id);
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egl->glDeleteShader(shader_id);
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