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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.
This commit is contained in:
Markus Wick 2018-09-05 20:19:12 +02:00
parent 527e362a83
commit 7f15306f78
1 changed files with 1 additions and 1 deletions

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@ -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{};