MotionSearch motion_search;
Densify densify;
+ GLuint query;
+ glGenQueries(1, &query);
+ glBeginQuery(GL_TIME_ELAPSED, query);
+
for (int level = coarsest_level; level >= int(finest_level); --level) {
int level_width = WIDTH >> level;
int level_height = HEIGHT >> level;
prev_level_flow_tex = dense_flow_tex;
}
+ glEndQuery(GL_TIME_ELAPSED);
+
+ GLint available;
+ do {
+ glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
+ } while (!available);
+ GLuint64 time_elapsed;
+ glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
+ fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
int level_width = WIDTH >> finest_level;
int level_height = HEIGHT >> finest_level;