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authorVaxry <vaxry@vaxry.net>2025-06-19 13:46:42 +0200
committerVaxry <vaxry@vaxry.net>2025-06-19 13:46:42 +0200
commit54ccf9c6b37a8aadde7b8e1fc737668f4966db61 (patch)
tree5faa751d0317d1f294005a791426003db5216cea /src/render/OpenGL.hpp
parente999ad664da97d066e30e1d2749061eb57b0e19a (diff)
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.
Diffstat (limited to 'src/render/OpenGL.hpp')
-rw-r--r--src/render/OpenGL.hpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 92d9b7d3..fc091f36 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -249,6 +249,8 @@ class CHyprOpenGLImpl {
GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
void useProgram(GLuint prog);
+ void ensureLockTexturesRendered(bool load);
+
bool m_shadersInitialized = false;
SP<SPreparedShaders> m_shaders;
@@ -329,7 +331,7 @@ class CHyprOpenGLImpl {
SP<CTexture> m_backgroundTexture;
SP<CTexture> m_lockDeadTexture;
SP<CTexture> m_lockDead2Texture;
- SP<CTexture> m_lockTtyTextTexture; // TODO: don't always load lock
+ SP<CTexture> m_lockTtyTextTexture;
void logShaderError(const GLuint&, bool program = false, bool silent = false);
void createBGTextureForMonitor(PHLMONITOR);