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authordec05eba <dec05eba@protonmail.com>2025-04-09 00:45:14 +0200
committerdec05eba <dec05eba@protonmail.com>2025-04-09 00:45:14 +0200
commit4e866a18fc6d752dab416768a279898104c8c487 (patch)
treeef26ef9926172fa859bc5913dd30a3edaa4ce40a
parentdb04b2e55e366fc60c0f0ff8e0caac991b2a6536 (diff)
m
-rw-r--r--TODO4
-rw-r--r--src/shader.c2
2 files changed, 4 insertions, 2 deletions
diff --git a/TODO b/TODO
index 04ee191..de404dd 100644
--- a/TODO
+++ b/TODO
@@ -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.
-Maybe remove external shader code and make a simple external to internal texture converter (compute shader), to reduce texture sampling. Maybe this is faster? \ No newline at end of file
+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.
diff --git a/src/shader.c b/src/shader.c
index 9b6de6b..ba4db80 100644
--- a/src/shader.c
+++ b/src/shader.c
@@ -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) {
char info_log[4096];
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);