renderer: unload background texture if it's disabled

ref #9031
This commit is contained in:
vaxerski
2025-01-14 17:52:19 +01:00
parent f16f170433
commit 25add26881
3 changed files with 20 additions and 10 deletions

View File

@@ -223,6 +223,8 @@ class CHyprOpenGLImpl {
void setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});
void ensureBackgroundTexturePresence();
uint32_t getPreferredReadFormat(PHLMONITOR pMonitor);
std::vector<SDRMFormat> getDRMFormats();
EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
@@ -293,7 +295,7 @@ class CHyprOpenGLImpl {
CShader m_sFinalScreenShader;
CTimer m_tGlobalTimer;
SP<CTexture> m_pMissingAssetTexture, m_pBackgroundTexture, m_pLockDeadTexture, m_pLockDead2Texture, m_pLockTtyTextTexture;
SP<CTexture> m_pMissingAssetTexture, m_pBackgroundTexture, m_pLockDeadTexture, m_pLockDead2Texture, m_pLockTtyTextTexture; // TODO: don't always load lock
void logShaderError(const GLuint&, bool program = false);
GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);