mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-21 14:23:32 +00:00
Reduce the number of iterations in benchmarks to a small number when running on CI
This commit is contained in:
parent
7446790354
commit
86507f33cd
1
.github/workflows/ci.yml
vendored
1
.github/workflows/ci.yml
vendored
@ -59,6 +59,7 @@ env:
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RUSTDOCFLAGS: -D warnings
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WASM_BINDGEN_TEST_TIMEOUT: 300 # 5 minutes
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CACHE_SUFFIX: c # cache busting
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WGPU_TESTING: true
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# We distinguish the following kinds of builds:
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# - native: build for the same target as we compile on
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@ -10,24 +10,36 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::DeviceState;
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const DISPATCH_COUNT: usize = 10_000;
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fn dispatch_count() -> usize {
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// On CI we only want to run a very lightweight version of the benchmark
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// to ensure that it does not break.
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if std::env::var("WGPU_TESTING").is_ok() {
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8
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} else {
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10_000
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}
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}
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// Currently bindless is _much_ slower than with regularly resources,
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// since wgpu needs to issues barriers for all resources between each dispatch for all read/write textures & buffers.
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// This is in fact so slow that it makes the benchmark unusable when we use the same amount of
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// resources as the regular benchmark.
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// For details see https://github.com/gfx-rs/wgpu/issues/5766
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const DISPATCH_COUNT_BINDLESS: usize = 1_000;
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fn dispatch_count_bindless() -> usize {
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// On CI we only want to run a very lightweight version of the benchmark
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// to ensure that it does not break.
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if std::env::var("WGPU_TESTING").is_ok() {
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8
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} else {
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1_000
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}
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}
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// Must match the number of textures in the computepass.wgsl shader
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const TEXTURES_PER_DISPATCH: usize = 2;
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const STORAGE_TEXTURES_PER_DISPATCH: usize = 2;
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const STORAGE_BUFFERS_PER_DISPATCH: usize = 2;
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const TEXTURE_COUNT: usize = DISPATCH_COUNT * TEXTURES_PER_DISPATCH;
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const STORAGE_TEXTURE_COUNT: usize = DISPATCH_COUNT * STORAGE_TEXTURES_PER_DISPATCH;
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const STORAGE_BUFFER_COUNT: usize = DISPATCH_COUNT * STORAGE_BUFFERS_PER_DISPATCH;
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const BUFFER_SIZE: u64 = 16;
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struct ComputepassState {
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@ -45,6 +57,12 @@ impl ComputepassState {
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fn new() -> Self {
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let device_state = DeviceState::new();
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let dispatch_count = dispatch_count();
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let dispatch_count_bindless = dispatch_count_bindless();
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let texture_count = dispatch_count * TEXTURES_PER_DISPATCH;
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let storage_buffer_count = dispatch_count * STORAGE_BUFFERS_PER_DISPATCH;
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let storage_texture_count = dispatch_count * STORAGE_TEXTURES_PER_DISPATCH;
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let supports_bindless = device_state.device.features().contains(
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wgpu::Features::BUFFER_BINDING_ARRAY
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| wgpu::Features::TEXTURE_BINDING_ARRAY
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@ -106,8 +124,8 @@ impl ComputepassState {
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entries: &bind_group_layout_entries,
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});
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let mut texture_views = Vec::with_capacity(TEXTURE_COUNT);
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for i in 0..TEXTURE_COUNT {
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let mut texture_views = Vec::with_capacity(texture_count);
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for i in 0..texture_count {
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let texture = device_state
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.device
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.create_texture(&wgpu::TextureDescriptor {
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@ -132,8 +150,8 @@ impl ComputepassState {
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random.shuffle(&mut texture_views);
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let texture_view_refs: Vec<_> = texture_views.iter().collect();
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let mut storage_texture_views = Vec::with_capacity(STORAGE_TEXTURE_COUNT);
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for i in 0..TEXTURE_COUNT {
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let mut storage_texture_views = Vec::with_capacity(storage_texture_count);
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for i in 0..storage_texture_count {
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let texture = device_state
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.device
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.create_texture(&wgpu::TextureDescriptor {
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@ -158,8 +176,8 @@ impl ComputepassState {
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random.shuffle(&mut storage_texture_views);
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let storage_texture_view_refs: Vec<_> = storage_texture_views.iter().collect();
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let mut storage_buffers = Vec::with_capacity(STORAGE_BUFFER_COUNT);
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for i in 0..STORAGE_BUFFER_COUNT {
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let mut storage_buffers = Vec::with_capacity(storage_buffer_count);
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for i in 0..storage_buffer_count {
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storage_buffers.push(device_state.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(&format!("Buffer {i}")),
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size: BUFFER_SIZE,
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@ -173,8 +191,8 @@ impl ComputepassState {
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.map(|b| b.as_entire_buffer_binding())
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.collect();
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let mut bind_groups = Vec::with_capacity(DISPATCH_COUNT);
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for dispatch_idx in 0..DISPATCH_COUNT {
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let mut bind_groups = Vec::with_capacity(dispatch_count);
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for dispatch_idx in 0..dispatch_count {
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let mut entries = Vec::with_capacity(TEXTURES_PER_DISPATCH);
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for tex_idx in 0..TEXTURES_PER_DISPATCH {
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entries.push(wgpu::BindGroupEntry {
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@ -258,7 +276,7 @@ impl ComputepassState {
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: Some(NonZeroU32::new(TEXTURE_COUNT as u32).unwrap()),
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count: Some(NonZeroU32::new(texture_count as u32).unwrap()),
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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@ -268,7 +286,7 @@ impl ComputepassState {
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format: wgpu::TextureFormat::R32Float,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: Some(NonZeroU32::new(STORAGE_TEXTURE_COUNT as u32).unwrap()),
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count: Some(NonZeroU32::new(storage_texture_count as u32).unwrap()),
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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@ -278,7 +296,7 @@ impl ComputepassState {
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has_dynamic_offset: false,
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min_binding_size: std::num::NonZeroU64::new(BUFFER_SIZE),
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},
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count: Some(NonZeroU32::new(STORAGE_BUFFER_COUNT as u32).unwrap()),
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count: Some(NonZeroU32::new(storage_buffer_count as u32).unwrap()),
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},
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],
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});
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@ -293,19 +311,19 @@ impl ComputepassState {
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureViewArray(
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&texture_view_refs[..DISPATCH_COUNT_BINDLESS],
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&texture_view_refs[..dispatch_count_bindless],
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureViewArray(
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&storage_texture_view_refs[..DISPATCH_COUNT_BINDLESS],
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&storage_texture_view_refs[..dispatch_count_bindless],
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),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::BufferArray(
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&storage_buffer_bindings[..DISPATCH_COUNT_BINDLESS],
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&storage_buffer_bindings[..dispatch_count_bindless],
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),
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},
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],
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@ -354,7 +372,8 @@ impl ComputepassState {
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fn run_subpass(&self, pass_number: usize, total_passes: usize) -> wgpu::CommandBuffer {
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profiling::scope!("Computepass", &format!("Pass {pass_number}/{total_passes}"));
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let dispatch_per_pass = DISPATCH_COUNT / total_passes;
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let dispatch_count = dispatch_count();
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let dispatch_per_pass = dispatch_count / total_passes;
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let mut encoder = self
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.device_state
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@ -379,7 +398,7 @@ impl ComputepassState {
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encoder.finish()
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}
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fn run_bindless_pass(&self) -> wgpu::CommandBuffer {
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fn run_bindless_pass(&self, dispatch_count_bindless: usize) -> wgpu::CommandBuffer {
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profiling::scope!("Bindless Computepass");
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let mut encoder = self
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@ -394,7 +413,7 @@ impl ComputepassState {
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compute_pass.set_pipeline(self.bindless_pipeline.as_ref().unwrap());
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compute_pass.set_bind_group(0, self.bindless_bind_group.as_ref().unwrap(), &[]);
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for _ in 0..DISPATCH_COUNT_BINDLESS {
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for _ in 0..dispatch_count_bindless {
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compute_pass.dispatch_workgroups(1, 1, 1);
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}
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@ -407,13 +426,19 @@ impl ComputepassState {
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fn run_bench(ctx: &mut Criterion) {
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let state = Lazy::new(ComputepassState::new);
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let dispatch_count = dispatch_count();
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let dispatch_count_bindless = dispatch_count_bindless();
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let texture_count = dispatch_count * TEXTURES_PER_DISPATCH;
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let storage_buffer_count = dispatch_count * STORAGE_BUFFERS_PER_DISPATCH;
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let storage_texture_count = dispatch_count * STORAGE_TEXTURES_PER_DISPATCH;
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// Test 10k dispatch calls split up into 1, 2, 4, and 8 computepasses
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let mut group = ctx.benchmark_group("Computepass: Single Threaded");
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group.throughput(Throughput::Elements(DISPATCH_COUNT as _));
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group.throughput(Throughput::Elements(dispatch_count as _));
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for time_submit in [false, true] {
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for cpasses in [1, 2, 4, 8] {
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let dispatch_per_pass = DISPATCH_COUNT / cpasses;
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let dispatch_per_pass = dispatch_count / cpasses;
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let label = if time_submit {
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"Submit Time"
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@ -466,10 +491,10 @@ fn run_bench(ctx: &mut Criterion) {
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// Test 10k dispatch calls split up over 2, 4, and 8 threads.
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let mut group = ctx.benchmark_group("Computepass: Multi Threaded");
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group.throughput(Throughput::Elements(DISPATCH_COUNT as _));
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group.throughput(Throughput::Elements(dispatch_count as _));
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for threads in [2, 4, 8] {
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let dispatch_per_pass = DISPATCH_COUNT / threads;
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let dispatch_per_pass = dispatch_count / threads;
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group.bench_function(
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&format!("{threads} threads x {dispatch_per_pass} dispatch"),
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|b| {
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@ -510,9 +535,9 @@ fn run_bench(ctx: &mut Criterion) {
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// Test 10k dispatch calls split up over 1, 2, 4, and 8 threads.
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let mut group = ctx.benchmark_group("Computepass: Bindless");
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group.throughput(Throughput::Elements(DISPATCH_COUNT_BINDLESS as _));
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group.throughput(Throughput::Elements(dispatch_count_bindless as _));
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group.bench_function(&format!("{DISPATCH_COUNT_BINDLESS} dispatch"), |b| {
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group.bench_function(&format!("{dispatch_count_bindless} dispatch"), |b| {
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Lazy::force(&state);
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b.iter_custom(|iters| {
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@ -535,7 +560,7 @@ fn run_bench(ctx: &mut Criterion) {
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let start = Instant::now();
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let buffer = state.run_bindless_pass();
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let buffer = state.run_bindless_pass(dispatch_count_bindless);
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duration += start.elapsed();
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@ -551,7 +576,7 @@ fn run_bench(ctx: &mut Criterion) {
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ctx.bench_function(
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&format!(
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"Computepass: Empty Submit with {} Resources",
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TEXTURE_COUNT + STORAGE_TEXTURE_COUNT + STORAGE_BUFFER_COUNT
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texture_count + storage_texture_count + storage_buffer_count
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),
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|b| {
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Lazy::force(&state);
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@ -10,14 +10,19 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::DeviceState;
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const DRAW_COUNT: usize = 10_000;
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fn draw_count() -> usize {
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// On CI we only want to run a very lightweight version of the benchmark
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// to ensure that it does not break.
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if std::env::var("WGPU_TESTING").is_ok() {
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8
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} else {
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10_000
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}
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}
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// Must match the number of textures in the renderpass.wgsl shader
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const TEXTURES_PER_DRAW: usize = 7;
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const VERTEX_BUFFERS_PER_DRAW: usize = 2;
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const VERTEX_BUFFER_COUNT: usize = DRAW_COUNT * VERTEX_BUFFERS_PER_DRAW;
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const TEXTURE_COUNT: usize = DRAW_COUNT * TEXTURES_PER_DRAW;
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struct RenderpassState {
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device_state: DeviceState,
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@ -37,6 +42,10 @@ impl RenderpassState {
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fn new() -> Self {
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let device_state = DeviceState::new();
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let draw_count = draw_count();
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let vertex_buffer_count = draw_count * VERTEX_BUFFERS_PER_DRAW;
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let texture_count = draw_count * TEXTURES_PER_DRAW;
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let supports_bindless = device_state.device.features().contains(
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wgpu::Features::TEXTURE_BINDING_ARRAY
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| wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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@ -44,7 +53,7 @@ impl RenderpassState {
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.device
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.limits()
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.max_sampled_textures_per_shader_stage
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>= TEXTURE_COUNT as _;
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>= texture_count as _;
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// Performance gets considerably worse if the resources are shuffled.
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//
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@ -74,8 +83,8 @@ impl RenderpassState {
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entries: &bind_group_layout_entries,
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});
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let mut texture_views = Vec::with_capacity(TEXTURE_COUNT);
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for i in 0..TEXTURE_COUNT {
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let mut texture_views = Vec::with_capacity(texture_count);
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for i in 0..texture_count {
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let texture = device_state
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.device
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.create_texture(&wgpu::TextureDescriptor {
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@ -101,8 +110,8 @@ impl RenderpassState {
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let texture_view_refs: Vec<_> = texture_views.iter().collect();
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let mut bind_groups = Vec::with_capacity(DRAW_COUNT);
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for draw_idx in 0..DRAW_COUNT {
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let mut bind_groups = Vec::with_capacity(draw_count);
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for draw_idx in 0..draw_count {
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let mut entries = Vec::with_capacity(TEXTURES_PER_DRAW);
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for tex_idx in 0..TEXTURES_PER_DRAW {
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entries.push(wgpu::BindGroupEntry {
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@ -138,8 +147,8 @@ impl RenderpassState {
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push_constant_ranges: &[],
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});
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let mut vertex_buffers = Vec::with_capacity(VERTEX_BUFFER_COUNT);
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for _ in 0..VERTEX_BUFFER_COUNT {
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let mut vertex_buffers = Vec::with_capacity(vertex_buffer_count);
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for _ in 0..vertex_buffer_count {
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vertex_buffers.push(device_state.device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: 3 * 16,
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@ -149,8 +158,8 @@ impl RenderpassState {
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}
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random.shuffle(&mut vertex_buffers);
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let mut index_buffers = Vec::with_capacity(DRAW_COUNT);
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for _ in 0..DRAW_COUNT {
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let mut index_buffers = Vec::with_capacity(draw_count);
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for _ in 0..draw_count {
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index_buffers.push(device_state.device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: 3 * 4,
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@ -246,7 +255,7 @@ impl RenderpassState {
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: Some(NonZeroU32::new(TEXTURE_COUNT as u32).unwrap()),
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count: Some(NonZeroU32::new(texture_count as u32).unwrap()),
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}],
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});
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@ -324,10 +333,15 @@ impl RenderpassState {
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}
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}
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fn run_subpass(&self, pass_number: usize, total_passes: usize) -> wgpu::CommandBuffer {
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fn run_subpass(
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&self,
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pass_number: usize,
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total_passes: usize,
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draw_count: usize,
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) -> wgpu::CommandBuffer {
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profiling::scope!("Renderpass", &format!("Pass {pass_number}/{total_passes}"));
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let draws_per_pass = DRAW_COUNT / total_passes;
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let draws_per_pass = draw_count / total_passes;
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let mut encoder = self
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.device_state
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@ -372,7 +386,7 @@ impl RenderpassState {
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encoder.finish()
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}
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fn run_bindless_pass(&self) -> wgpu::CommandBuffer {
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fn run_bindless_pass(&self, draw_count: usize) -> wgpu::CommandBuffer {
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profiling::scope!("Bindless Renderpass");
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let mut encoder = self
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@ -402,7 +416,7 @@ impl RenderpassState {
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}
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render_pass.set_index_buffer(self.index_buffers[0].slice(..), wgpu::IndexFormat::Uint32);
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for draw_idx in 0..DRAW_COUNT {
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for draw_idx in 0..draw_count {
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render_pass.draw_indexed(0..3, 0, draw_idx as u32..draw_idx as u32 + 1);
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}
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@ -415,13 +429,17 @@ impl RenderpassState {
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fn run_bench(ctx: &mut Criterion) {
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let state = Lazy::new(RenderpassState::new);
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let draw_count = draw_count();
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let vertex_buffer_count = draw_count * VERTEX_BUFFERS_PER_DRAW;
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let texture_count = draw_count * TEXTURES_PER_DRAW;
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// Test 10k draw calls split up into 1, 2, 4, and 8 renderpasses
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let mut group = ctx.benchmark_group("Renderpass: Single Threaded");
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group.throughput(Throughput::Elements(DRAW_COUNT as _));
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group.throughput(Throughput::Elements(draw_count as _));
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for time_submit in [false, true] {
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for rpasses in [1, 2, 4, 8] {
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let draws_per_pass = DRAW_COUNT / rpasses;
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let draws_per_pass = draw_count / rpasses;
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let label = if time_submit {
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"Submit Time"
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@ -451,7 +469,7 @@ fn run_bench(ctx: &mut Criterion) {
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let mut buffers: Vec<wgpu::CommandBuffer> = Vec::with_capacity(rpasses);
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for i in 0..rpasses {
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buffers.push(state.run_subpass(i, rpasses));
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buffers.push(state.run_subpass(i, rpasses, draw_count));
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}
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if time_submit {
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@ -479,10 +497,10 @@ fn run_bench(ctx: &mut Criterion) {
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||||
|
||||
// Test 10k draw calls split up over 2, 4, and 8 threads.
|
||||
let mut group = ctx.benchmark_group("Renderpass: Multi Threaded");
|
||||
group.throughput(Throughput::Elements(DRAW_COUNT as _));
|
||||
group.throughput(Throughput::Elements(draw_count as _));
|
||||
|
||||
for threads in [2, 4, 8] {
|
||||
let draws_per_pass = DRAW_COUNT / threads;
|
||||
let draws_per_pass = draw_count / threads;
|
||||
group.bench_function(
|
||||
&format!("{threads} threads x {draws_per_pass} draws"),
|
||||
|b| {
|
||||
@ -505,7 +523,7 @@ fn run_bench(ctx: &mut Criterion) {
|
||||
|
||||
let buffers = (0..threads)
|
||||
.into_par_iter()
|
||||
.map(|i| state.run_subpass(i, threads))
|
||||
.map(|i| state.run_subpass(i, threads, draw_count))
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
duration += start.elapsed();
|
||||
@ -523,9 +541,9 @@ fn run_bench(ctx: &mut Criterion) {
|
||||
|
||||
// Test 10k draw calls split up over 1, 2, 4, and 8 threads.
|
||||
let mut group = ctx.benchmark_group("Renderpass: Bindless");
|
||||
group.throughput(Throughput::Elements(DRAW_COUNT as _));
|
||||
group.throughput(Throughput::Elements(draw_count as _));
|
||||
|
||||
group.bench_function(&format!("{DRAW_COUNT} draws"), |b| {
|
||||
group.bench_function(&format!("{draw_count} draws"), |b| {
|
||||
Lazy::force(&state);
|
||||
|
||||
b.iter_custom(|iters| {
|
||||
@ -543,7 +561,7 @@ fn run_bench(ctx: &mut Criterion) {
|
||||
|
||||
let start = Instant::now();
|
||||
|
||||
let buffer = state.run_bindless_pass();
|
||||
let buffer = state.run_bindless_pass(draw_count);
|
||||
|
||||
duration += start.elapsed();
|
||||
|
||||
@ -559,7 +577,7 @@ fn run_bench(ctx: &mut Criterion) {
|
||||
ctx.bench_function(
|
||||
&format!(
|
||||
"Renderpass: Empty Submit with {} Resources",
|
||||
TEXTURE_COUNT + VERTEX_BUFFER_COUNT
|
||||
texture_count + vertex_buffer_count
|
||||
),
|
||||
|b| {
|
||||
Lazy::force(&state);
|
||||
|
Loading…
Reference in New Issue
Block a user