vulkan_spirv: reduce shader print level from TRACE to DEBUG

The issue was that FFv1 concat'd a lot of separate files, each with
a license header, inflating the total shader size to over 3000 lines.

As all codec shaders were rewritten for compile-time SPIR-V, this became
unnencessarily restrictive.

Sponsored-by: Sovereign Tech Fund
This commit is contained in:
Lynne
2026-02-26 14:00:06 +01:00
parent 0c34fcf0a8
commit d80d5b4ee7
2 changed files with 2 additions and 2 deletions

View File

@@ -249,7 +249,7 @@ static int glslc_shader_compile(FFVulkanContext *s, FFVkSPIRVCompiler *ctx,
ff_vk_shader_print(s, shd, AV_LOG_WARNING);
av_log(s, AV_LOG_WARNING, "%s\n", messages);
} else {
ff_vk_shader_print(s, shd, AV_LOG_TRACE);
ff_vk_shader_print(s, shd, AV_LOG_DEBUG);
}
glslang_shader_delete(glslc_shader);

View File

@@ -85,7 +85,7 @@ static int shdc_shader_compile(FFVulkanContext *s, FFVkSPIRVCompiler *ctx,
if (ret != shaderc_compilation_status_success && !err)
err = 1;
loglevel = err ? AV_LOG_ERROR : warn ? AV_LOG_WARNING : AV_LOG_TRACE;
loglevel = err ? AV_LOG_ERROR : warn ? AV_LOG_WARNING : AV_LOG_DEBUG;
ff_vk_shader_print(s, shd, loglevel);
if (message && (err || warn))