Reduce debug rendering noise

This commit is contained in:
Kovid Goyal 2026-08-07 11:43:29 +05:30
parent 4e99889a4f
commit 2fb3bc13e4
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GPG key ID: 06BC317B515ACE7C

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