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GuBV4Settings.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_BV4_SETTINGS_H
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#define GU_BV4_SETTINGS_H
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// PT: "BV4" ported from "Opcode 2.0". Available compile-time options are:
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#define GU_BV4_STACK_SIZE 256
// Default size of local stacks for non-recursive traversals.
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#define GU_BV4_PRECOMPUTED_NODE_SORT
// Use node sorting or not. This should probably always be enabled.
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// #define GU_BV4_QUANTIZED_TREE // Use AABB quantization/compression or not.
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#define GU_BV4_USE_SLABS
// Use swizzled data format or not. Swizzled = faster raycasts, but slower overlaps & larger trees.
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// #define GU_BV4_COMPILE_NON_QUANTIZED_TREE //
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#define GU_BV4_FILL_GAPS
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//#define PROFILE_MESH_COOKING
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#ifdef PROFILE_MESH_COOKING
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#include <intrin.h>
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#include <stdio.h>
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struct
LocalProfileZone
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{
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LocalProfileZone(
const
char
* name)
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{
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mName = name;
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mTime = __rdtsc();
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}
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~LocalProfileZone()
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{
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mTime = __rdtsc() - mTime;
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printf(
"%s: %d\n"
, mName,
unsigned
int
(mTime/1024));
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}
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const
char
* mName;
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unsigned
long
long
mTime;
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};
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#define GU_PROFILE_ZONE(name) LocalProfileZone zone(name);
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#else
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#define GU_PROFILE_ZONE(name)
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#endif
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#endif
// GU_BV4_SETTINGS_H
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GuBV4Settings.h
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