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| author | Adrian Kummerlaender | 2019-02-25 22:08:53 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2019-02-25 22:08:58 +0100 | 
| commit | 84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch) | |
| tree | a94d35ceff5bed3f6389e274afe557ec6536754a /src/glfw | |
| 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/glfw')
| -rw-r--r-- | src/glfw/window.cc | 1 | 
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;  		}  | 
