Place shader logging behind prop to declutter logs.
diff --git a/rsShaderCache.cpp b/rsShaderCache.cpp
index 4b16677..8e2af34 100644
--- a/rsShaderCache.cpp
+++ b/rsShaderCache.cpp
@@ -41,13 +41,13 @@
free(mEntries);
}
-bool ShaderCache::lookup(ProgramVertex *vtx, ProgramFragment *frag)
+bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag)
{
if (!vtx->getShaderID()) {
- vtx->loadShader();
+ vtx->loadShader(rsc);
}
if (!frag->getShaderID()) {
- frag->loadShader();
+ frag->loadShader(rsc);
}
//LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
@@ -115,15 +115,21 @@
}
for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) {
e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct));
- LOGV("vtx A, %s = %d\n", vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
+ if (rsc->props.mLogShaders) {
+ LOGV("vtx A, %s = %d\n", vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
+ }
}
for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct));
- LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
+ if (rsc->props.mLogShaders) {
+ LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
+ }
}
for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct));
- LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);
+ if (rsc->props.mLogShaders) {
+ LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);
+ }
}
}