From 7f15306f78362f7aec86ecb0ce60a5839cc4b0a5 Mon Sep 17 00:00:00 2001 From: Markus Wick Date: Wed, 5 Sep 2018 20:19:12 +0200 Subject: [PATCH] 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. --- src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index 1965ab7d54..f6b2c5a861 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/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; // 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 SurfaceParams color_params{};