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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
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@@ -249,7 +249,7 @@ static int glslc_shader_compile(FFVulkanContext *s, FFVkSPIRVCompiler *ctx,
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ff_vk_shader_print(s, shd, AV_LOG_WARNING);
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av_log(s, AV_LOG_WARNING, "%s\n", messages);
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} else {
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ff_vk_shader_print(s, shd, AV_LOG_TRACE);
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ff_vk_shader_print(s, shd, AV_LOG_DEBUG);
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}
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glslang_shader_delete(glslc_shader);
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@@ -85,7 +85,7 @@ static int shdc_shader_compile(FFVulkanContext *s, FFVkSPIRVCompiler *ctx,
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if (ret != shaderc_compilation_status_success && !err)
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err = 1;
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loglevel = err ? AV_LOG_ERROR : warn ? AV_LOG_WARNING : AV_LOG_TRACE;
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loglevel = err ? AV_LOG_ERROR : warn ? AV_LOG_WARNING : AV_LOG_DEBUG;
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ff_vk_shader_print(s, shd, loglevel);
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if (message && (err || warn))
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