GPU: Debug: Trim shader stats from output log
We don't make use of it anyway.
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blender-bot
2023-02-14 08:45:12 +01:00
Referenced by issue #82030, Crash when rendering animation with Eevee, motion blur and modifiers
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@ -48,6 +48,8 @@ static CLG_LogRef LOG = {"gpu.debug"};
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/* Avoid too much NVidia buffer info in the output log. */
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#define TRIM_NVIDIA_BUFFER_INFO 1
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/* Avoid unneeded shader statistics. */
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#define TRIM_SHADER_STATS_INFO 1
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namespace blender::gpu::debug {
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@ -81,12 +83,15 @@ static void APIENTRY debug_callback(GLenum UNUSED(source),
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if (TRIM_NVIDIA_BUFFER_INFO &&
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GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
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STREQLEN("Buffer detailed info", message, 20)) {
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/** Supress buffer infos flooding the output. */
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STRPREFIX(message, "Buffer detailed info")) {
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/** Suppress buffer infos flooding the output. */
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return;
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}
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const char format[] = "GPUDebug: %s%s%s\033[0m\n";
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if (TRIM_SHADER_STATS_INFO && STRPREFIX(message, "Shader Stats")) {
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/** Suppress buffer infos flooding the output. */
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return;
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}
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const bool use_color = CLG_color_support_get(&LOG);
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