From 7a8cc93a0546bc38c54343d640e63062c3b398b2 Mon Sep 17 00:00:00 2001 From: Gunnar Sletta Date: Thu, 26 Jun 2014 20:48:47 +0200 Subject: Use categorized logging for all things scenegraph. Change-Id: I865ee838b0fd6c257b7189f24130012b98206fd1 Reviewed-by: Shawn Rutledge --- src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp | 22 ++++------------------ 1 file changed, 4 insertions(+), 18 deletions(-) (limited to 'src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp') diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp index b3342be5ce..c064023010 100644 --- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp +++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp @@ -80,10 +80,7 @@ const bool debug_noalpha = qgetenv("QSG_RENDERER_DEBUG").contains("noalpha"); const bool debug_noopaque = qgetenv("QSG_RENDERER_DEBUG").contains("noopaque"); const bool debug_noclip = qgetenv("QSG_RENDERER_DEBUG").contains("noclip"); -#ifndef QSG_NO_RENDER_TIMING -static bool qsg_render_timing = !qgetenv("QSG_RENDER_TIMING").isEmpty(); static QElapsedTimer qsg_renderer_timer; -#endif #define QSGNODE_TRAVERSE(NODE) for (QSGNode *child = NODE->firstChild(); child; child = child->nextSibling()) #define SHADOWNODE_TRAVERSE(NODE) for (QList::const_iterator child = NODE->children.constBegin(); child != NODE->children.constEnd(); ++child) @@ -134,10 +131,8 @@ ShaderManager::Shader *ShaderManager::prepareMaterial(QSGMaterial *material) if (shader) return shader; -#ifndef QSG_NO_RENDER_TIMING - if (qsg_render_timing || QQuickProfiler::enabled) + if (QSG_LOG_TIME_COMPILATION().isDebugEnabled() || QQuickProfiler::enabled) qsg_renderer_timer.start(); -#endif QSGMaterialShader *s = material->createShader(); QOpenGLContext *ctx = QOpenGLContext::currentContext(); @@ -165,13 +160,10 @@ ShaderManager::Shader *ShaderManager::prepareMaterial(QSGMaterial *material) Q_ASSERT(shader->pos_order >= 0); Q_ASSERT(shader->id_zRange >= 0); -#ifndef QSG_NO_RENDER_TIMING - if (qsg_render_timing) - qDebug(" - compiling material: %dms", (int) qsg_renderer_timer.elapsed()); + qCDebug(QSG_LOG_TIME_COMPILATION, "shader compiled in %dms", (int) qsg_renderer_timer.elapsed()); Q_QUICK_SG_PROFILE1(QQuickProfiler::SceneGraphContextFrame, ( qsg_renderer_timer.nsecsElapsed())); -#endif rewrittenShaders[type] = shader; return shader; @@ -184,10 +176,8 @@ ShaderManager::Shader *ShaderManager::prepareMaterialNoRewrite(QSGMaterial *mate if (shader) return shader; -#ifndef QSG_NO_RENDER_TIMING - if (qsg_render_timing || QQuickProfiler::enabled) + if (QSG_LOG_TIME_COMPILATION().isDebugEnabled() || QQuickProfiler::enabled) qsg_renderer_timer.start(); -#endif QSGMaterialShader *s = static_cast(material->createShader()); context->compile(s, material); @@ -201,14 +191,10 @@ ShaderManager::Shader *ShaderManager::prepareMaterialNoRewrite(QSGMaterial *mate stockShaders[type] = shader; -#ifndef QSG_NO_RENDER_TIMING - if (qsg_render_timing) - qDebug(" - compiling material: %dms", (int) qsg_renderer_timer.elapsed()); + qCDebug(QSG_LOG_TIME_COMPILATION, "shader compiled in %dms (no rewrite)", (int) qsg_renderer_timer.elapsed()); Q_QUICK_SG_PROFILE1(QQuickProfiler::SceneGraphContextFrame, ( qsg_renderer_timer.nsecsElapsed())); -#endif - return shader; } -- cgit v1.2.3