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https://repo.dec05eba.com/gpu-screen-recorder
synced 2026-03-31 09:07:13 +09:00
Fix nvidia capture after switch to opengl es
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@@ -263,6 +263,7 @@ struct gsr_egl {
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void (*glGetTexLevelParameteriv)(unsigned int target, int level, unsigned int pname, int *params);
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void (*glTexImage2D)(unsigned int target, int level, int internalFormat, int width, int height, int border, unsigned int format, unsigned int type, const void *pixels);
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void (*glTexSubImage2D)(unsigned int target, int level, int xoffset, int yoffset, int width, int height, unsigned format, unsigned type, const void *pixels);
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void (*glTexStorage2D)(unsigned int target, int levels, unsigned int internalformat, int width, int height);
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void (*glGetTexImage)(unsigned int target, int level, unsigned int format, unsigned int type, void *pixels);
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void (*glGenFramebuffers)(int n, unsigned int *framebuffers);
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void (*glBindFramebuffer)(unsigned int target, unsigned int framebuffer);
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@@ -277,6 +277,7 @@ static bool gsr_egl_load_gl(gsr_egl *self, void *library) {
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{ (void**)&self->glGetTexLevelParameteriv, "glGetTexLevelParameteriv" },
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{ (void**)&self->glTexImage2D, "glTexImage2D" },
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{ (void**)&self->glTexSubImage2D, "glTexSubImage2D" },
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{ (void**)&self->glTexStorage2D, "glTexStorage2D" },
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{ (void**)&self->glGetTexImage, "glGetTexImage" },
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{ (void**)&self->glGenFramebuffers, "glGenFramebuffers" },
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{ (void**)&self->glBindFramebuffer, "glBindFramebuffer" },
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@@ -663,7 +663,6 @@ static void open_video_software(AVCodecContext *codec_context, const args_parser
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av_dict_set(&options, "preset", "veryfast", 0);
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av_dict_set(&options, "tune", "film", 0);
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av_dict_set(&options, "profile", "high", 0);
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if(codec_context->codec_id == AV_CODEC_ID_H264) {
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av_dict_set(&options, "coder", "cabac", 0); // TODO: cavlc is faster than cabac but worse compression. Which to use?
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@@ -2311,7 +2310,6 @@ static void capture_image_to_file(args_parser &arg_parser, gsr_egl *egl, gsr_ima
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color_conversion_params.destination_textures[0] = image_writer.texture;
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color_conversion_params.num_destination_textures = 1;
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color_conversion_params.destination_color = GSR_DESTINATION_COLOR_RGB8;
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color_conversion_params.force_graphics_shader = true;
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gsr_color_conversion color_conversion;
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if(gsr_color_conversion_init(&color_conversion, &color_conversion_params) != 0) {
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@@ -3209,7 +3207,6 @@ int main(int argc, char **argv) {
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color_conversion_params.color_range = arg_parser.color_range;
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color_conversion_params.egl = &egl;
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color_conversion_params.load_external_image_shader = gsr_capture_uses_external_image(capture);
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color_conversion_params.force_graphics_shader = arg_parser.video_encoder == GSR_VIDEO_ENCODER_HW_CPU;
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gsr_video_encoder_get_textures(video_encoder, color_conversion_params.destination_textures, &color_conversion_params.num_destination_textures, &color_conversion_params.destination_color);
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gsr_color_conversion color_conversion;
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@@ -601,7 +601,8 @@ unsigned int gl_create_texture(gsr_egl *egl, int width, int height, int internal
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unsigned int texture_id = 0;
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egl->glGenTextures(1, &texture_id);
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egl->glBindTexture(GL_TEXTURE_2D, texture_id);
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egl->glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
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//egl->glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
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egl->glTexStorage2D(GL_TEXTURE_2D, 1, internal_format, width, height);
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egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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egl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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