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-rw-r--r--NvBlast/test/src/perf/SolverPerfTests.cpp211
1 files changed, 211 insertions, 0 deletions
diff --git a/NvBlast/test/src/perf/SolverPerfTests.cpp b/NvBlast/test/src/perf/SolverPerfTests.cpp
new file mode 100644
index 0000000..8a53c97
--- /dev/null
+++ b/NvBlast/test/src/perf/SolverPerfTests.cpp
@@ -0,0 +1,211 @@
+#include "BlastBasePerfTest.h"
+#include "TestAssets.h"
+#include "NvBlastExtDamageShaders.h"
+#include <memory>
+
+
+static void blast
+(
+ std::set<NvBlastActor*>& actorsToDamage,
+ GeneratorAsset* testAsset,
+ GeneratorAsset::Vec3 localPos,
+ float minRadius, float maxRadius,
+ float compressiveDamage,
+ NvBlastTimers& timers
+)
+{
+ std::vector<NvBlastChunkFractureData> chunkEvents; /* num lower-support chunks + bonds */
+ std::vector<NvBlastBondFractureData> bondEvents; /* num lower-support chunks + bonds */
+ chunkEvents.resize(testAsset->solverChunks.size());
+ bondEvents.resize(testAsset->solverBonds.size());
+
+ NvBlastExtRadialDamageDesc damage[] = {
+ {
+ compressiveDamage,
+ { localPos.x, localPos.y, localPos.z },
+ minRadius,
+ maxRadius
+ }
+ };
+
+ NvBlastProgramParams programParams =
+ {
+ &damage,
+ 1,
+ nullptr
+ };
+
+ NvBlastDamageProgram program = {
+ NvBlastExtFalloffGraphShader,
+ nullptr
+ };
+
+ std::vector<char> splitScratch;
+ std::vector<NvBlastActor*> newActors(testAsset->solverChunks.size());
+
+ size_t totalNewActorsCount = 0;
+ for (std::set<NvBlastActor*>::iterator k = actorsToDamage.begin(); k != actorsToDamage.end();)
+ {
+ NvBlastActor* actor = *k;
+
+ NvBlastFractureBuffers events = { (uint32_t)bondEvents.size(), (uint32_t)chunkEvents.size(), bondEvents.data(), chunkEvents.data() };
+
+ NvBlastActorGenerateFracture(&events, actor, program, &programParams, nullptr, &timers);
+ NvBlastActorApplyFracture(&events, actor, &events, nullptr, &timers);
+
+ bool removeActor = false;
+
+ if (events.bondFractureCount + events.chunkFractureCount > 0)
+ {
+ splitScratch.resize((size_t)NvBlastActorGetRequiredScratchForSplit(actor, nullptr));
+ NvBlastActorSplitEvent result;
+ result.deletedActor = nullptr;
+ result.newActors = &newActors[totalNewActorsCount];
+ const size_t bufferSize = newActors.size() - totalNewActorsCount;
+ const size_t newActorsCount = NvBlastActorSplit(&result, actor, (uint32_t)bufferSize, splitScratch.data(), nullptr, &timers);
+ totalNewActorsCount += newActorsCount;
+ removeActor = newActorsCount > 0;
+ }
+
+ if (removeActor)
+ {
+ k = actorsToDamage.erase(k);
+ }
+ else
+ {
+ ++k;
+ }
+ }
+
+ for (size_t i = 0; i < totalNewActorsCount; ++i)
+ {
+ actorsToDamage.insert(newActors[i]);
+ }
+}
+
+typedef BlastBasePerfTest<NvBlastMessage::Warning, 1> BlastBasePerfTestStrict;
+
+class PerfTest : public BlastBasePerfTestStrict
+{
+public:
+ void damageLeafSupportActors(const char* testName, uint32_t assetCount, uint32_t familyCount, uint32_t damageCount)
+ {
+ const float relativeDamageRadius = 0.2f;
+ const float compressiveDamage = 1.0f;
+ const uint32_t minChunkCount = 100;
+ const uint32_t maxChunkCount = 10000;
+
+ srand(0);
+
+ for (uint32_t assetNum = 0; assetNum < assetCount; ++assetNum)
+ {
+ CubeAssetGenerator::Settings settings;
+ settings.extents = GeneratorAsset::Vec3(1, 1, 1);
+ CubeAssetGenerator::DepthInfo depthInfo;
+ depthInfo.slicesPerAxis = GeneratorAsset::Vec3(1, 1, 1);
+ depthInfo.flag = NvBlastChunkDesc::Flags::NoFlags;
+ settings.depths.push_back(depthInfo);
+ uint32_t chunkCount = 1;
+ while (chunkCount < minChunkCount)
+ {
+ uint32_t chunkMul;
+ do
+ {
+ depthInfo.slicesPerAxis = GeneratorAsset::Vec3((float)(1 + rand() % 4), (float)(1 + rand() % 4), (float)(1 + rand() % 4));
+ chunkMul = (uint32_t)(depthInfo.slicesPerAxis.x * depthInfo.slicesPerAxis.y * depthInfo.slicesPerAxis.z);
+ } while (chunkMul == 1);
+ if (chunkCount*chunkMul > maxChunkCount)
+ {
+ break;
+ }
+ chunkCount *= chunkMul;
+ settings.depths.push_back(depthInfo);
+ settings.extents = settings.extents * depthInfo.slicesPerAxis;
+ }
+ settings.depths.back().flag = NvBlastChunkDesc::SupportFlag; // Leaves are support
+
+ // Make largest direction unit size
+ settings.extents = settings.extents * (1.0f / std::max(settings.extents.x, std::max(settings.extents.y, settings.extents.z)));
+
+ // Create asset
+ GeneratorAsset testAsset;
+ CubeAssetGenerator::generate(testAsset, settings);
+
+ NvBlastAssetDesc desc;
+ desc.chunkDescs = &testAsset.solverChunks[0];
+ desc.chunkCount = (uint32_t)testAsset.solverChunks.size();
+ desc.bondDescs = &testAsset.solverBonds[0];
+ 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);
+ EXPECT_TRUE(asset != nullptr);
+
+ // Generate familes
+ for (uint32_t familyNum = 0; familyNum < familyCount; ++familyNum)
+ {
+ // create actor
+ NvBlastActorDesc actorDesc;
+ actorDesc.initialBondHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = 1.0f;
+ actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ void* mem = alloc(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);
+ EXPECT_TRUE(actor != nullptr);
+
+ // Generate damage
+ std::set<NvBlastActor*> actors;
+ actors.insert(actor);
+ for (uint32_t damageNum = 0; damageNum < damageCount; ++damageNum)
+ {
+ GeneratorAsset::Vec3 localPos = settings.extents*GeneratorAsset::Vec3((float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f);
+
+ NvBlastTimers timers;
+ NvBlastTimersReset(&timers);
+ blast(actors, &testAsset, localPos, relativeDamageRadius, relativeDamageRadius*1.2f, compressiveDamage, timers);
+ const std::string timingName = std::string(testName) + " asset " + std::to_string(assetNum) + " family " + std::to_string(familyNum) + " damage " + std::to_string(damageNum);
+ BlastBasePerfTestStrict::reportData(timingName + " material", timers.material);
+ BlastBasePerfTestStrict::reportData(timingName + " fracture", timers.fracture);
+ BlastBasePerfTestStrict::reportData(timingName + " island", timers.island);
+ BlastBasePerfTestStrict::reportData(timingName + " partition", timers.partition);
+ BlastBasePerfTestStrict::reportData(timingName + " visibility", timers.visibility);
+ }
+
+ // Release remaining actors
+ std::for_each(actors.begin(), actors.end(), [](NvBlastActor* a){ NvBlastActorDeactivate(a, messageLog); });
+ actors.clear();
+
+ free(family);
+ }
+
+ // Release asset data
+ free(asset);
+ }
+ }
+ }
+};
+
+
+// Tests
+TEST_F(PerfTest, DamageLeafSupportActorsTestVisibility)
+{
+ const int trialCount = 1000;
+ std::cout << "Trial (of " << trialCount << "): ";
+ for (int trial = 1; trial <= trialCount; ++trial)
+ {
+ if (trial % 100 == 0)
+ {
+ std::cout << trial << ".. ";
+ std::cout.flush();
+ }
+ damageLeafSupportActors(test_info_->name(), 4, 4, 5);
+ }
+ std::cout << "done." << std::endl;
+}