diff options
Diffstat (limited to 'src/render/OpenGL.cpp')
| -rw-r--r-- | src/render/OpenGL.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 9883d8fc..590330a3 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -33,7 +33,7 @@ #include "../event/EventBus.hpp" #include "../managers/screenshare/ScreenshareManager.hpp" #include "../notification/NotificationOverlay.hpp" -#include "hyprerror/HyprError.hpp" +#include "errorOverlay/Overlay.hpp" #include "macros.hpp" #include "pass/TexPassElement.hpp" #include "pass/RectPassElement.hpp" @@ -916,16 +916,16 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { std::error_code ec; if (!std::filesystem::is_regular_file(absPath, ec)) { if (ec) - g_pHyprError->queueError("Screen shader parser: Failed to check screen shader path: " + ec.message()); + ErrorOverlay::overlay()->queueError("Screen shader parser: Failed to check screen shader path: " + ec.message()); else - g_pHyprError->queueError("Screen shader parser: Screen shader path is not a regular file"); + ErrorOverlay::overlay()->queueError("Screen shader parser: Screen shader path is not a regular file"); return; } std::ifstream infile(absPath); if (!infile.good()) { - g_pHyprError->queueError("Screen shader parser: Failed to open screen shader"); + ErrorOverlay::overlay()->queueError("Screen shader parser: Failed to open screen shader"); return; } @@ -952,9 +952,9 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { // The screen shader uses the uniform // Since the screen shader could change every frame, damage tracking *needs* to be disabled - g_pHyprError->queueError(std::format("Screen shader: Screen shader uses uniform '{}', which requires debug:damage_tracking to be switched off.\n" - "WARNING:(Disabling damage tracking will *massively* increase GPU utilization!", - name)); + ErrorOverlay::overlay()->queueError(std::format("Screen shader: Screen shader uses uniform '{}', which requires debug:damage_tracking to be switched off.\n" + "WARNING:(Disabling damage tracking will *massively* increase GPU utilization!", + name)); }; // Allow glitch shader to use time uniform whighout damage tracking |
