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authorAdrian Kummerlaender2019-02-25 22:08:53 +0100
committerAdrian Kummerlaender2019-02-25 22:08:58 +0100
commit84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch)
treea94d35ceff5bed3f6389e274afe557ec6536754a /src/glfw
parent9ed8efcc53f54dce8ec34279e47df851693854ec (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/glfw')
-rw-r--r--src/glfw/window.cc1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glfw/window.cc b/src/glfw/window.cc
index c0074ad..77be947 100644
--- a/src/glfw/window.cc
+++ b/src/glfw/window.cc
@@ -14,6 +14,7 @@ Window::Window(const std::string& title):
_handle(glfwCreateWindow(_width, _height, title.c_str(), NULL, NULL)) {
if ( _handle != nullptr ) {
glfwMakeContextCurrent(_handle);
+ glfwSwapInterval(0);
if ( glewInit() == GLEW_OK ) {
_good = true;
}