// DXUT.cpp DXUTRender3DEnvironment11()
if( DXUTIsRenderingPaused() || !DXUTIsActive() || GetDXUTState().GetRenderingOccluded() )
{
// Window is minimized/paused/occluded/or not exclusive so yield CPU time to other processes
//Sleep( 50 );
}
if( DXUTIsRenderingPaused() || !DXUTIsActive() || GetDXUTState().GetRenderingOccluded() )
{
// Window is minimized/paused/occluded/or not exclusive so yield CPU time to other processes
//Sleep( 50 );
}
For now just commented out the DXUT Sleep yield call and re-profiled my multithreaded smallpt application (EIP register sampled around 30,000 times.) Ray-Sphere intsersection is now around 42% of the total CPU time.
