Undo doing less bench iterations under cfg(test) (#6021)

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Andreas Reich 2024-07-24 08:56:14 +02:00 committed by GitHub
parent 0aca442d15
commit 9b680e6997
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2 changed files with 0 additions and 10 deletions

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@ -10,20 +10,14 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::DeviceState; use crate::DeviceState;
#[cfg(not(test))]
const DISPATCH_COUNT: usize = 10_000; const DISPATCH_COUNT: usize = 10_000;
#[cfg(test)]
const DISPATCH_COUNT: usize = 8; // Running with up to 8 threads.
// Currently bindless is _much_ slower than with regularly resources, // Currently bindless is _much_ slower than with regularly resources,
// since wgpu needs to issues barriers for all resources between each dispatch for all read/write textures & buffers. // since wgpu needs to issues barriers for all resources between each dispatch for all read/write textures & buffers.
// This is in fact so slow that it makes the benchmark unusable when we use the same amount of // This is in fact so slow that it makes the benchmark unusable when we use the same amount of
// resources as the regular benchmark. // resources as the regular benchmark.
// For details see https://github.com/gfx-rs/wgpu/issues/5766 // For details see https://github.com/gfx-rs/wgpu/issues/5766
#[cfg(not(test))]
const DISPATCH_COUNT_BINDLESS: usize = 1_000; const DISPATCH_COUNT_BINDLESS: usize = 1_000;
#[cfg(test)]
const DISPATCH_COUNT_BINDLESS: usize = 8; // Running with up to 8 threads.
// Must match the number of textures in the computepass.wgsl shader // Must match the number of textures in the computepass.wgsl shader
const TEXTURES_PER_DISPATCH: usize = 2; const TEXTURES_PER_DISPATCH: usize = 2;

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@ -10,10 +10,6 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::DeviceState; use crate::DeviceState;
#[cfg(test)]
const DRAW_COUNT: usize = 8; // Running with up to 8 threads.
#[cfg(not(test))]
const DRAW_COUNT: usize = 10_000; const DRAW_COUNT: usize = 10_000;
// Must match the number of textures in the renderpass.wgsl shader // Must match the number of textures in the renderpass.wgsl shader