Просмотр исходного кода

gl_rasterizer: Skip TODO log.

This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.

Let's just stop printing this kind of redundant information.
Markus Wick 7 лет назад
Родитель
Сommit
7f15306f78
1 измененных файлов с 1 добавлено и 1 удалено
  1. 1 1
      src/video_core/renderer_opengl/gl_rasterizer_cache.cpp

+ 1 - 1
src/video_core/renderer_opengl/gl_rasterizer_cache.cpp

@@ -690,7 +690,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
     const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
     const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
 
 
     // TODO(bunnei): This is hard corded to use just the first render buffer
     // TODO(bunnei): This is hard corded to use just the first render buffer
-    LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!");
+    LOG_TRACE(Render_OpenGL, "hard-coded for render target 0!");
 
 
     // get color and depth surfaces
     // get color and depth surfaces
     SurfaceParams color_params{};
     SurfaceParams color_params{};