renderer: make lock fail textures dynamically loaded
this should reduce idle vram usage by a whopping 16MB, but also might fix the tty unknown issue.
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3 changed files with 41 additions and 13 deletions
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@ -249,6 +249,8 @@ class CHyprOpenGLImpl {
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
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void useProgram(GLuint prog);
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void ensureLockTexturesRendered(bool load);
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bool m_shadersInitialized = false;
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SP<SPreparedShaders> m_shaders;
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@ -329,7 +331,7 @@ class CHyprOpenGLImpl {
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SP<CTexture> m_backgroundTexture;
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SP<CTexture> m_lockDeadTexture;
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SP<CTexture> m_lockDead2Texture;
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SP<CTexture> m_lockTtyTextTexture; // TODO: don't always load lock
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SP<CTexture> m_lockTtyTextTexture;
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void logShaderError(const GLuint&, bool program = false, bool silent = false);
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void createBGTextureForMonitor(PHLMONITOR);
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