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author | Adrian Kummerlaender | 2019-02-25 22:08:53 +0100 |
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committer | Adrian Kummerlaender | 2019-02-25 22:08:58 +0100 |
commit | 84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch) | |
tree | a94d35ceff5bed3f6389e274afe557ec6536754a /src/buffer/vertex | |
parent | 9ed8efcc53f54dce8ec34279e47df851693854ec (diff) | |
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Add LUPS reporting and fix glaring oversight
The GLFW window rendering loop used to dispatch the compute shaders was
restricted to 60 FPS. I did not notice this because I never actually
measured the computed lattice updates per seconds in addition to trying
to push the GPU to its limits. Turns out the lattice sizes I commonly
use can be updated 500 times per second comfortably… Now this looks more
like the performance gains promised by GPU computation.
Diffstat (limited to 'src/buffer/vertex')
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