From 4e866a18fc6d752dab416768a279898104c8c487 Mon Sep 17 00:00:00 2001 From: dec05eba Date: Wed, 9 Apr 2025 00:45:14 +0200 Subject: m --- TODO | 4 +++- src/shader.c | 2 +- 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); -- cgit v1.2.3-70-g09d2