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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.
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		| @@ -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{}; | ||||
|   | ||||
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	 Markus Wick
					Markus Wick