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authorAdrian Kummerlaender2019-02-25 22:08:53 +0100
committerAdrian Kummerlaender2019-02-25 22:08:58 +0100
commit84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch)
treea94d35ceff5bed3f6389e274afe557ec6536754a /src/timer.cc
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/timer.cc')
-rw-r--r--src/timer.cc7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/timer.cc b/src/timer.cc
index c46017c..162b3fe 100644
--- a/src/timer.cc
+++ b/src/timer.cc
@@ -13,4 +13,11 @@ double millisecondsSince(
).count();
}
+double secondsSince(
+ std::chrono::time_point<std::chrono::high_resolution_clock>& pit) {
+ return std::chrono::duration_cast<std::chrono::seconds>(
+ now() - pit
+ ).count();
+}
+
}