From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- test/src/utils/TestAssets.h | 140 ++++++++++++++++++++++---------------------- 1 file changed, 70 insertions(+), 70 deletions(-) mode change 100644 => 100755 test/src/utils/TestAssets.h (limited to 'test/src/utils/TestAssets.h') diff --git a/test/src/utils/TestAssets.h b/test/src/utils/TestAssets.h old mode 100644 new mode 100755 index a4d7e6b..cc3dc36 --- 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 -- cgit v1.2.3