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renderer: better lockscreen dead behavior (#7574)
--------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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@@ -277,7 +277,7 @@ 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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SP<CTexture> m_pBackgroundTexture, m_pLockDeadTexture, m_pLockDead2Texture, m_pLockTtyTextTexture;
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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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@@ -287,7 +287,9 @@ 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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SP<CTexture> loadAsset(const std::string& file);
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SP<CTexture> renderText(const std::string& text, CColor col, int pt, bool italic = false);
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void initAssets();
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//
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std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);
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