This commit is contained in:
dec05eba
2025-04-09 00:45:14 +02:00
parent db04b2e55e
commit 4e866a18fc
2 changed files with 4 additions and 2 deletions

4
TODO
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@@ -262,4 +262,6 @@ Add option to save replay buffer on disk instead of ram.
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. 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.
Maybe remove external shader code and make a simple external to internal texture converter (compute shader), to reduce texture sampling. Maybe this is faster? Maybe remove external shader code and make a simple external to internal texture converter (compute shader), to reduce texture sampling. Maybe this is faster?
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
if(info_length > 1 && print_compile_errors) { if(info_length > 1 && print_compile_errors) {
char info_log[4096]; char info_log[4096];
egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log); egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log);
fprintf(stderr, "gsr error: loader shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source); fprintf(stderr, "gsr error: load_shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source);
} }
egl->glDeleteShader(shader_id); egl->glDeleteShader(shader_id);