Henri Verbeet : d3d11/tests: Run the tests in parallel.

Alexandre Julliard julliard at winehq.org
Wed Aug 15 14:39:55 CDT 2018


Module: wine
Branch: master
Commit: 2e39f0141e8beaf16b187f5165cc07c227d130c9
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=2e39f0141e8beaf16b187f5165cc07c227d130c9

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Aug 15 14:44:25 2018 +0430

d3d11/tests: Run the tests in parallel.

It's hard enough for a single CPU core to keep a modern GPU busy in the
optimal case, but with typical batch sizes of 4 vertices and trivial shaders,
our tests are extremely CPU bound. With 8+-core CPU's being generally
available, there's a lot to be gained. Generally speaking, not all tests can
be run in parallel; tests that touch global state, like e.g. the display mode,
can't. Fortunately, none of the d3d11 tests currently do that.

Unfortunately, this currently doesn't help quite as much on Wine as it does on
Windows. The big wined3d lock prevents a lot of parallelism, even though the
tests use separate Direct3D devices. In the specific case of these tests,
simply disabling the lock is safe, and shows how much could be gained by
simply pushing the lock down a layer to the device.

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d11/tests/d3d11.c | 369 ++++++++++++++++++++++++++++++-----------------
 1 file changed, 234 insertions(+), 135 deletions(-)

Diff:   https://source.winehq.org/git/wine.git/?a=commitdiff;h=2e39f0141e8beaf16b187f5165cc07c227d130c9



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