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authorMarkus Wick <markus@selfnet.de>2018-09-05 20:19:12 +0200
committerMarkus Wick <markus@selfnet.de>2018-09-05 20:20:20 +0200
commit7f15306f78362f7aec86ecb0ce60a5839cc4b0a5 (patch)
treee5f7d975752dc01733cdaf4c20a08714ffa46ef9 /src
parent527e362a839632ab2d9f7fae3147f53709469d32 (diff)
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.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index 1965ab7d5..f6b2c5a86 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{};