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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /test/src/perf/SolverPerfTests.cpp | |
| parent | Added screens to welcome page (diff) | |
| download | blast-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.cpp | 40 |
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 |