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GuBV4Settings.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_BV4_SETTINGS_H
30#define GU_BV4_SETTINGS_H
31
32 // PT: "BV4" ported from "Opcode 2.0". Available compile-time options are:
33 #define GU_BV4_STACK_SIZE 256 // Default size of local stacks for non-recursive traversals.
34 #define GU_BV4_PRECOMPUTED_NODE_SORT // Use node sorting or not. This should probably always be enabled.
35// #define GU_BV4_QUANTIZED_TREE // Use AABB quantization/compression or not.
36 #define GU_BV4_USE_SLABS // Use swizzled data format or not. Swizzled = faster raycasts, but slower overlaps & larger trees.
37// #define GU_BV4_COMPILE_NON_QUANTIZED_TREE //
38 #define GU_BV4_FILL_GAPS
39
40//#define PROFILE_MESH_COOKING
41#ifdef PROFILE_MESH_COOKING
42 #include <intrin.h>
43 #include <stdio.h>
44
45 struct LocalProfileZone
46 {
47 LocalProfileZone(const char* name)
48 {
49 mName = name;
50 mTime = __rdtsc();
51 }
52 ~LocalProfileZone()
53 {
54 mTime = __rdtsc() - mTime;
55 printf("%s: %d\n", mName, unsigned int(mTime/1024));
56 }
57
58 const char* mName;
59 unsigned long long mTime;
60 };
61 #define GU_PROFILE_ZONE(name) LocalProfileZone zone(name);
62#else
63 #define GU_PROFILE_ZONE(name)
64#endif
65
66#endif // GU_BV4_SETTINGS_H