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	renderer_opengl: Use trace log in a few places.
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				@ -161,7 +161,7 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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    // assume every shader uses them all.
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    for (unsigned index = 0; index < 16; ++index) {
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        auto& attrib = regs.vertex_attrib_format[index];
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        LOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
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        LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
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                  index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
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                  attrib.offset.Value(), attrib.IsNormalized());
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@ -430,7 +430,7 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
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        break;
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    case GL_DEBUG_SEVERITY_NOTIFICATION:
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    case GL_DEBUG_SEVERITY_LOW:
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        LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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        LOG_TRACE(Render_OpenGL, format, str_source, str_type, id, message);
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        break;
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    }
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}
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