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.
This commit is contained in:
Kelsi 2026-02-23 04:18:35 -08:00
parent 98fb6b47da
commit e8c2344226
3 changed files with 0 additions and 56 deletions

View file

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