Place shader logging behind prop to declutter logs.
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index bcda5fb..e6d1e36 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -125,13 +125,15 @@
{
}
-bool Program::loadShader(uint32_t type)
+bool Program::loadShader(Context *rsc, uint32_t type)
{
mShaderID = glCreateShader(type);
rsAssert(mShaderID);
- LOGV("Loading shader type %x, ID %i", type, mShaderID);
- LOGE(mShader.string());
+ if (rsc->props.mLogShaders) {
+ LOGV("Loading shader type %x, ID %i", type, mShaderID);
+ LOGV(mShader.string());
+ }
if (mShaderID) {
const char * ss = mShader.string();
@@ -156,7 +158,10 @@
}
}
}
- LOGV("--Shader load result %x ", glGetError());
+
+ if (rsc->props.mLogShaders) {
+ LOGV("--Shader load result %x ", glGetError());
+ }
return true;
}