optimize dispatch calls

This commit is contained in:
2025-11-08 22:23:22 +01:00
parent 9f40a59612
commit db1bbd6d0a
3 changed files with 22 additions and 11 deletions

View File

@@ -139,7 +139,7 @@ int main()
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
constexpr int DEPTH = 13;
constexpr int DEPTH = 14;
auto vertices = GetPoints(DEPTH);
@@ -155,6 +155,8 @@ int main()
glVertexArrayAttribBinding(vertexArray, 0, 0);
glVertexArrayAttribBinding(vertexArray, 1, 0);
Timer timer;
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
@@ -173,7 +175,13 @@ int main()
std::size_t count = 1;
for (std::size_t i = 0; i < DEPTH; i++)
{
glDispatchCompute(count, 1, 1);
glUniform1ui(0, count);
std::cout << count << std::endl;
int dispatchCount = (count - 1) / 64 + 1;
std::cout << "DC : " <<dispatchCount<< std::endl;
glDispatchCompute(dispatchCount, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
@@ -181,6 +189,8 @@ int main()
count *= 3;
}
std::cout << "Generated points in " << timer.ElapsedMillis() << " ms\n";
while (!glfwWindowShouldClose(window))
{
// ScopedTimer timer("Main Loop");