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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /test/src/perf/SolverPerfTests.cpp
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'test/src/perf/SolverPerfTests.cpp')
-rw-r--r--test/src/perf/SolverPerfTests.cpp40
1 files changed, 34 insertions, 6 deletions
diff --git a/test/src/perf/SolverPerfTests.cpp b/test/src/perf/SolverPerfTests.cpp
index 8a53c97..673d7a1 100644
--- a/test/src/perf/SolverPerfTests.cpp
+++ b/test/src/perf/SolverPerfTests.cpp
@@ -1,3 +1,31 @@
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2017 NVIDIA Corporation. All rights reserved.
+
+
#include "BlastBasePerfTest.h"
#include "TestAssets.h"
#include "NvBlastExtDamageShaders.h"
@@ -132,16 +160,16 @@ public:
CubeAssetGenerator::generate(testAsset, settings);
NvBlastAssetDesc desc;
- desc.chunkDescs = &testAsset.solverChunks[0];
+ desc.chunkDescs = testAsset.solverChunks.data();
desc.chunkCount = (uint32_t)testAsset.solverChunks.size();
- desc.bondDescs = &testAsset.solverBonds[0];
+ desc.bondDescs = testAsset.solverBonds.data();
desc.bondCount = (uint32_t)testAsset.solverBonds.size();
{
std::vector<char> scratch;
scratch.resize((size_t)NvBlastGetRequiredScratchForCreateAsset(&desc, messageLog));
- void* mem = alloc(NvBlastGetAssetMemorySize(&desc, messageLog));
- NvBlastAsset* asset = NvBlastCreateAsset(mem, &desc, &scratch[0], messageLog);
+ void* mem = alignedZeroedAlloc(NvBlastGetAssetMemorySize(&desc, messageLog));
+ NvBlastAsset* asset = NvBlastCreateAsset(mem, &desc, scratch.data(), messageLog);
EXPECT_TRUE(asset != nullptr);
// Generate familes
@@ -153,11 +181,11 @@ public:
actorDesc.uniformInitialBondHealth = 1.0f;
actorDesc.initialSupportChunkHealths = nullptr;
actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
- void* mem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
+ void* mem = alignedZeroedAlloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
NvBlastFamily* family = NvBlastAssetCreateFamily(mem, asset, messageLog);
scratch.resize((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
EXPECT_TRUE(family != nullptr);
- NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, &scratch[0], messageLog);
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, scratch.data(), messageLog);
EXPECT_TRUE(actor != nullptr);
// Generate damage