adding basic timing
This commit is contained in:
@@ -11,6 +11,19 @@
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"buildCommandArgs": "",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"ctestCommandArgs": "",
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"cmakeExecutable": "C:/Program Files/CMake/bin/cmake.exe"
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"cmakeExecutable": "C:/Program Files/CMake/bin/cmake.exe"
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},
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{
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"name": "Release",
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"generator": "Ninja",
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"configurationType": "RelWithDebInfo",
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"buildRoot": "${projectDir}\\bin\\${name}",
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"installRoot": "${projectDir}\\out\\install\\${name}",
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"cmakeExecutable": "C:/Program Files/CMake/bin/cmake.exe",
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"cmakeCommandArgs": "",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"inheritEnvironments": [ "msvc_x64_x64" ],
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"variables": []
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}
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}
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]
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]
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}
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}
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+3
-1
@@ -42,9 +42,11 @@ void Scene::render(Camera cam, RenderParameter params)
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}
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}
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});
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});
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}
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}
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auto start = std::chrono::high_resolution_clock::now();
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threadPool.runBatch(std::move(batch));
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threadPool.runBatch(std::move(batch));
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auto end = std::chrono::high_resolution_clock::now();
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std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl;
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std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3));
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std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3));
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std::cout << samp << std::endl;
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}
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}
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});
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});
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}
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}
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@@ -1,5 +1,4 @@
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#include "Window.h"
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#include "Window.h"
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#include <assert.h>
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#include <iostream>
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#include <iostream>
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#define GLSL(...) "#version 400\n" #__VA_ARGS__
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#define GLSL(...) "#version 400\n" #__VA_ARGS__
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@@ -7,13 +6,13 @@
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Window::Window(int width, int height) : width(width), height(height)
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Window::Window(int width, int height) : width(width), height(height)
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{
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{
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glewExperimental = true;
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glewExperimental = true;
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assert(glfwInit());
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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assert(!glewInit());
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glewInit();
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glGenVertexArrays(1, &vao);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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