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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/timer.h | |
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/timer.h')
-rw-r--r-- | src/timer.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/timer.h b/src/timer.h index aed1b61..0ce6d27 100644 --- a/src/timer.h +++ b/src/timer.h @@ -9,4 +9,7 @@ std::chrono::time_point<std::chrono::high_resolution_clock> now(); double millisecondsSince( std::chrono::time_point<std::chrono::high_resolution_clock>& pit); +double secondsSince( + std::chrono::time_point<std::chrono::high_resolution_clock>& pit); + } |