GPU: Debug: Trim shader stats from output log

We don't make use of it anyway.
This commit is contained in:
Clément Foucault 2020-10-23 19:31:57 +02:00
parent a4f883268b
commit 70cc0d7121
Notes: blender-bot 2023-02-14 08:45:12 +01:00
Referenced by issue #82030, Crash when rendering animation with Eevee, motion blur and modifiers
1 changed files with 8 additions and 3 deletions

View File

@ -48,6 +48,8 @@ static CLG_LogRef LOG = {"gpu.debug"};
/* Avoid too much NVidia buffer info in the output log. */
#define TRIM_NVIDIA_BUFFER_INFO 1
/* Avoid unneeded shader statistics. */
#define TRIM_SHADER_STATS_INFO 1
namespace blender::gpu::debug {
@ -81,12 +83,15 @@ static void APIENTRY debug_callback(GLenum UNUSED(source),
if (TRIM_NVIDIA_BUFFER_INFO &&
GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
STREQLEN("Buffer detailed info", message, 20)) {
/** Supress buffer infos flooding the output. */
STRPREFIX(message, "Buffer detailed info")) {
/** Suppress buffer infos flooding the output. */
return;
}
const char format[] = "GPUDebug: %s%s%s\033[0m\n";
if (TRIM_SHADER_STATS_INFO && STRPREFIX(message, "Shader Stats")) {
/** Suppress buffer infos flooding the output. */
return;
}
const bool use_color = CLG_color_support_get(&LOG);