diff --git a/benches/benches/computepass.rs b/benches/benches/computepass.rs index 6ddbf55620..c42e16a136 100644 --- a/benches/benches/computepass.rs +++ b/benches/benches/computepass.rs @@ -10,20 +10,14 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator}; use crate::DeviceState; -#[cfg(not(test))] 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, // 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 // resources as the regular benchmark. // For details see https://github.com/gfx-rs/wgpu/issues/5766 -#[cfg(not(test))] 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 const TEXTURES_PER_DISPATCH: usize = 2; diff --git a/benches/benches/renderpass.rs b/benches/benches/renderpass.rs index 9a204c0f79..37387b4fdf 100644 --- a/benches/benches/renderpass.rs +++ b/benches/benches/renderpass.rs @@ -10,10 +10,6 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator}; 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; // Must match the number of textures in the renderpass.wgsl shader