Rational way to combine compute shader and draw calls for performance
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Hello, I am creating simulation of cardiac arrhythmia and did realization of algorithm and real-time visualization in OpenGL using GLFW library. After that, I was looking for a GUI framework that has ability to integrate OpenGL window as widget, and have found Qt5, which seems nice, but:
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OpenGL functions calls are only allowed inside paint() (because of separate thread for rendering),
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paint() auto-calling frequency is locked to refresh rate of monitor,
But I want to: 1) call glDispatchCompute with minimum pauses - to fully utilize GPU for compute 2) and to call glDraw at some (time) intervals between series of compute calls.
Maybe there is any "compute and draw" pattern for simulation, that uses GPU compute and visualization of intermediate results? Or somebody have any insights?
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