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/timer.cc | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'src/timer.cc') 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& pit) { + return std::chrono::duration_cast( + now() - pit + ).count(); +} + } -- cgit v1.2.3