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opengl: publicize shader creation/usage functions (#10378)
Allows plugins to create and use shaders again
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04124988e8
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@ -240,6 +240,11 @@ class CHyprOpenGLImpl {
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EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
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bool initShaders();
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false, bool silent = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
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void useProgram(GLuint prog);
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bool m_shadersInitialized = false;
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SP<SPreparedShaders> m_shaders;
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@ -321,15 +326,12 @@ class CHyprOpenGLImpl {
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SP<CTexture> m_lockTtyTextTexture; // TODO: don't always load lock
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void logShaderError(const GLuint&, bool program = false, bool silent = false);
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false, bool silent = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
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void createBGTextureForMonitor(PHLMONITOR);
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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 initAssets();
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void initMissingAssetTexture();
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void useProgram(GLuint prog);
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//
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std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);
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