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authordec05eba <dec05eba@protonmail.com>2025-10-24 11:44:18 +0200
committerdec05eba <dec05eba@protonmail.com>2025-10-24 11:51:10 +0200
commit7d4a4068ff270d57ea853051d5bd55a6f6f06ee0 (patch)
treec3a491f5338ee03dd93c4b13901c3d1a7467f260 /TODO
parent57ac400eabaa5f8ebc754ba73478611ac069b8ff (diff)
Add -fallback-cpu-encoding option to use cpu encoding (x264) if gpu encoding is not available on the system
Diffstat (limited to 'TODO')
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1 files changed, 0 insertions, 3 deletions
diff --git a/TODO b/TODO
index 42929f2..3b02bfe 100644
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@@ -30,9 +30,6 @@ Window capture doesn't work properly in _control_ game after going from pause me
Monitor capture on steam deck is slightly below the game fps, but only when capturing on the steam deck screen. If capturing on another monitor, there is no issue.
Is this related to the dma buf rotation issue? different modifier being slow? does this always happen?
-Fallback to vaapi copy in kms if opengl version fails. This can happen on steam deck for some reason (driver bug?). Also vaapi copy uses less gpu since it uses video codec unit to copy.
-Test if vaapi copy version uses less memory than opengl version.
-
Intel is a bit weird with monitor capture and multiple monitors. If one of the monitors is rotated then all the kms will be rotated as well.
Is that only the case when the primary monitor is rotated? Also the primary monitor becomes position 0, 0 so crtc (x11 randr) position doesn't match the drm pos. Maybe get monitor position and size from drm instead.
How about if multiple monitors are rotated?