From 7f15306f78362f7aec86ecb0ce60a5839cc4b0a5 Mon Sep 17 00:00:00 2001
From: Markus Wick <markus@selfnet.de>
Date: Wed, 5 Sep 2018 20:19:12 +0200
Subject: [PATCH] gl_rasterizer: Skip TODO log.

This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.

Let's just stop printing this kind of redundant information.
---
 src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index 1965ab7d54..f6b2c5a861 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -690,7 +690,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
     const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
 
     // TODO(bunnei): This is hard corded to use just the first render buffer
-    LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!");
+    LOG_TRACE(Render_OpenGL, "hard-coded for render target 0!");
 
     // get color and depth surfaces
     SurfaceParams color_params{};