gl_rasterizer: Skip TODO log.
This is called ~3k times per frame in SMO ingame. My laptop spends ~3ms per frame on allocating and freeing this string. Let's just stop printing this kind of redundant information.
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@ -690,7 +690,7 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool usin
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): This is hard corded to use just the first render buffer
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// TODO(bunnei): This is hard corded to use just the first render buffer
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LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!");
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LOG_TRACE(Render_OpenGL, "hard-coded for render target 0!");
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// get color and depth surfaces
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// get color and depth surfaces
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SurfaceParams color_params{};
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SurfaceParams color_params{};
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