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Remove leftover debug logging from render hot paths
Strip per-frame/periodic logging from CharacterRenderer (batch dump, instance count) and M2Renderer (frame timing profiler) to avoid unnecessary string formatting and I/O in render loops.
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3 changed files with 0 additions and 56 deletions
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@ -1621,13 +1621,6 @@ glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, floa
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// --- Rendering ---
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void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera) {
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// Periodic instance count log (every ~10s at 30fps)
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if (!renderPassOverride_) {
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renderLogCounter_++;
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if (renderLogCounter_ % 300 == 1) {
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LOG_INFO("CharRenderer[WORLD]::render instances=", instances.size());
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}
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}
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if (instances.empty() || !opaquePipeline_) {
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return;
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}
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@ -1837,34 +1830,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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};
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// One-time debug dump of rendered batches per model
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static std::unordered_set<uint32_t> dumpedModels;
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if (dumpedModels.find(instance.modelId) == dumpedModels.end()) {
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dumpedModels.insert(instance.modelId);
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int bIdx = 0;
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int rendered = 0, skipped = 0;
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for (const auto& b : gpuModel.data.batches) {
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bool filtered = applyGeosetFilter &&
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(b.submeshId / 100 != 0) &&
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instance.activeGeosets.find(b.submeshId) == instance.activeGeosets.end();
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VkTexture* resolvedTex = resolveBatchTexture(instance, gpuModel, b);
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std::string texInfo = resolvedTex ? "VkTex" : "null";
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if (filtered) skipped++; else rendered++;
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LOG_DEBUG("Batch ", bIdx, ": submesh=", b.submeshId,
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" level=", b.submeshLevel,
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" idxStart=", b.indexStart, " idxCount=", b.indexCount,
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" tex=", texInfo,
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filtered ? " [SKIP]" : " [RENDER]");
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bIdx++;
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}
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LOG_DEBUG("Batch summary: ", rendered, " rendered, ", skipped, " skipped, ",
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gpuModel.textureIds.size(), " textures loaded, ",
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gpuModel.data.textureLookup.size(), " in lookup table");
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for (size_t t = 0; t < gpuModel.data.textures.size(); t++) {
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}
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}
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// Draw batches (submeshes) with per-batch textures
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for (const auto& batch : gpuModel.data.batches) {
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if (applyGeosetFilter) {
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