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.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/timer.h') 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 now(); double millisecondsSince( std::chrono::time_point& pit); +double secondsSince( + std::chrono::time_point& pit); + } -- cgit v1.2.3