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Reduce debug rendering noise
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parent
4e99889a4f
commit
2fb3bc13e4
1 changed files with 3 additions and 3 deletions
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@ -2484,7 +2484,7 @@ run_custom_end_shader(OSWindow *os_window, float sx, float sy, monotonic_t now)
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glUniform1i(group_loc, (GLint)g);
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glUniform4f(viewport_loc, vp_x, vp_y, vp_w, vp_h);
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glUniform1f(anim_progress_loc, anim_progress);
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debug_rendering("Custom shader draw group %u: anim_progress=%.4f viewport=(%.2f,%.2f,%.2f,%.2f)\n", g, anim_progress, vp_x, vp_y, vp_w, vp_h);
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// debug_rendering("Custom shader draw group %u: anim_progress=%.4f viewport=(%.2f,%.2f,%.2f,%.2f)\n", g, anim_progress, vp_x, vp_y, vp_w, vp_h);
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draw_quad(false, 0);
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if (is_last) last_group_rendered = true;
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}
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@ -2516,13 +2516,13 @@ stop_os_window_rendering(OSWindow *os_window, Tab *tab, Window *active_window, m
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float sx = global_state.layers_render_texture.width > 0 ? (float)os_window->viewport_width / (float)global_state.layers_render_texture.width : 1.f;
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float sy = global_state.layers_render_texture.height > 0 ? (float)os_window->viewport_height / (float)global_state.layers_render_texture.height : 1.f;
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if (custom_shaders.end.active && os_window->has_active_custom_shaders) {
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debug_rendering("Custom end shader running (groups=%zu)\n", custom_shaders.end.num_groups);
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// debug_rendering("Custom end shader running (groups=%zu)\n", custom_shaders.end.num_groups);
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restore_viewport();
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if (os_window->live_resize.in_progress)
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save_viewport_using_top_left_origin(0, 0, os_window->viewport_width, os_window->viewport_height, os_window->live_resize.height);
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run_custom_end_shader(os_window, sx, sy, now);
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} else {
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debug_rendering("Custom shaders inactive, falling back to blit\n");
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// debug_rendering("Custom shaders inactive, falling back to blit\n");
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set_framebuffer_to_use_for_output(0);
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bind_framebuffer_for_output(0);
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bind_program(BLIT_PROGRAM);
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