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Add cvar to skip some shader build logs
1 parent 990e128 commit ed4ffa8

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src/engine/renderer/gl_shader.cpp

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -37,6 +37,10 @@ static Cvar::Cvar<std::string> shaderpath(
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static Cvar::Cvar<bool> r_glslCache(
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"r_glslCache", "cache compiled GLSL shader binaries in the homepath", Cvar::NONE, true);
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40+
static Cvar::Cvar<bool> r_logUnmarkedGLSLBuilds(
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"r_logUnmarkedGLSLBuilds", "Log building information for GLSL shaders that are built after the map is loaded",
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Cvar::NONE, true );
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extern std::unordered_map<std::string, std::string> shadermap;
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// shaderKind's value will be determined later based on command line setting or absence of.
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ShaderKind shaderKind = ShaderKind::Unknown;
@@ -1123,7 +1127,7 @@ bool GLShaderManager::BuildPermutation( GLShader* shader, int macroIndex, int de
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Log::Debug( "Built in: %i ms", Sys::Milliseconds() - start );
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1126-
if ( buildOneShader ) {
1130+
if ( buildOneShader && r_logUnmarkedGLSLBuilds.Get() ) {
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Log::Notice( "Built a glsl shader program in %i ms (compile: %u in %i ms, link: %u in %i ms;"
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" cache: loaded %u in %i ms, saved %u in %i ms)",
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Sys::Milliseconds() - start,
@@ -1174,7 +1178,6 @@ void GLShaderManager::BuildAll( const bool buildOnlyMarked ) {
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_shaderBuildQueue.pop();
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}
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1177-
// doesn't include deform vertex shaders, those are built elsewhere!
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Log::Notice( "Built %u glsl shader programs in %i ms (compile: %u in %i ms, link: %u in %i ms, init: %u in %i ms;"
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" cache: loaded %u in %i ms, saved %u in %i ms)",
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count, Sys::Milliseconds() - startTime,

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