From 84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Mon, 25 Feb 2019 22:08:53 +0100 Subject: 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. --- src/glfw/window.cc | 1 + 1 file changed, 1 insertion(+) (limited to 'src/glfw') 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; } -- cgit v1.2.3