renderer: drastically optimize bg texture creation
stop loading 20MB images every time, dumbass
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33a5c8ce32
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57371b93a0
2 changed files with 86 additions and 58 deletions
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@ -274,6 +274,8 @@ class CHyprOpenGLImpl {
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CShader m_sFinalScreenShader;
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CTimer m_tGlobalTimer;
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SP<CTexture> m_pBackgroundTexture;
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void logShaderError(const GLuint&, bool program = false);
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false);
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@ -282,6 +284,7 @@ class CHyprOpenGLImpl {
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void initDRMFormats();
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void initEGL(bool gbm);
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EGLDeviceEXT eglDeviceFromDRMFD(int drmFD);
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void createBackgroundTexture(const std::string& path);
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//
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std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);
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