diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /test/src/utils/TestAssets.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'test/src/utils/TestAssets.h')
| -rwxr-xr-x[-rw-r--r--] | test/src/utils/TestAssets.h | 140 |
1 files changed, 70 insertions, 70 deletions
diff --git a/test/src/utils/TestAssets.h b/test/src/utils/TestAssets.h index a4d7e6b..cc3dc36 100644..100755 --- a/test/src/utils/TestAssets.h +++ b/test/src/utils/TestAssets.h @@ -1,70 +1,70 @@ -// 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) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef TESTASSETS_H -#define TESTASSETS_H - -#include "NvBlast.h" -#include "AssetGenerator.h" - -struct ExpectedAssetValues -{ - uint32_t totalChunkCount; - uint32_t graphNodeCount; - uint32_t leafChunkCount; - uint32_t bondCount; - uint32_t subsupportChunkCount; -}; - - -// Indexable asset descriptors and expected values -extern const NvBlastAssetDesc g_assetDescs[6]; -extern const ExpectedAssetValues g_assetExpectedValues[6]; - -// Indexable asset descriptors for assets missing coverage and expected values -extern const NvBlastAssetDesc g_assetDescsMissingCoverage[6]; -extern const ExpectedAssetValues g_assetsFromMissingCoverageExpectedValues[6]; - - -inline uint32_t getAssetDescCount() -{ - return sizeof(g_assetDescs) / sizeof(g_assetDescs[0]); -} - -inline uint32_t getAssetDescMissingCoverageCount() -{ - return sizeof(g_assetDescsMissingCoverage) / sizeof(g_assetDescsMissingCoverage[0]); -} - - -void generateCube(GeneratorAsset& cubeAsset, NvBlastAssetDesc& assetDesc, size_t maxDepth, size_t width, - int32_t supportDepth = -1, CubeAssetGenerator::BondFlags bondFlags = CubeAssetGenerator::ALL_INTERNAL_BONDS); - -void generateRandomCube(GeneratorAsset& cubeAsset, NvBlastAssetDesc& assetDesc, uint32_t minChunkCount, uint32_t maxChunkCount); - -#endif // #ifdef TESTASSETS_H +// 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) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef TESTASSETS_H
+#define TESTASSETS_H
+
+#include "NvBlast.h"
+#include "AssetGenerator.h"
+
+struct ExpectedAssetValues
+{
+ uint32_t totalChunkCount;
+ uint32_t graphNodeCount;
+ uint32_t leafChunkCount;
+ uint32_t bondCount;
+ uint32_t subsupportChunkCount;
+};
+
+
+// Indexable asset descriptors and expected values
+extern const NvBlastAssetDesc g_assetDescs[6];
+extern const ExpectedAssetValues g_assetExpectedValues[6];
+
+// Indexable asset descriptors for assets missing coverage and expected values
+extern const NvBlastAssetDesc g_assetDescsMissingCoverage[6];
+extern const ExpectedAssetValues g_assetsFromMissingCoverageExpectedValues[6];
+
+
+inline uint32_t getAssetDescCount()
+{
+ return sizeof(g_assetDescs) / sizeof(g_assetDescs[0]);
+}
+
+inline uint32_t getAssetDescMissingCoverageCount()
+{
+ return sizeof(g_assetDescsMissingCoverage) / sizeof(g_assetDescsMissingCoverage[0]);
+}
+
+
+void generateCube(GeneratorAsset& cubeAsset, NvBlastAssetDesc& assetDesc, size_t maxDepth, size_t width,
+ int32_t supportDepth = -1, CubeAssetGenerator::BondFlags bondFlags = CubeAssetGenerator::ALL_INTERNAL_BONDS);
+
+void generateRandomCube(GeneratorAsset& cubeAsset, NvBlastAssetDesc& assetDesc, uint32_t minChunkCount, uint32_t maxChunkCount);
+
+#endif // #ifdef TESTASSETS_H
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