This works fine currently, but won't once we start suballocating GL buffers.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- This is a bit of a sledgehammer solution (and actually d2d1 and d3d10core at least seem to be fine with just limiting the thread count to 4). We could instead use separate processes, but it doesn't seem particularly worthwhile to write that code when we might end up being limited by VRAM anyway.
dlls/d2d1/tests/d2d1.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/dlls/d2d1/tests/d2d1.c b/dlls/d2d1/tests/d2d1.c index 6bc6a99274c..d0fee842ed5 100644 --- a/dlls/d2d1/tests/d2d1.c +++ b/dlls/d2d1/tests/d2d1.c @@ -161,7 +161,9 @@ static void run_queued_tests(void) SYSTEM_INFO si; LONG test_idx;
- if (!use_mt) + /* Running the tests multithreaded on 32-bit maps too much memory in Wine, + * even with only 2 threads. */ + if (!use_mt || sizeof(void *) == 4) { for (i = 0; i < mt_test_count; ++i) {