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Doom 3 RTX Initial Checkin.
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/*
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* Copyright 2014-2023 NVIDIA Corporation. All rights reserved.
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*
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* NOTICE TO USER:
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*
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* This source code is subject to NVIDIA ownership rights under U.S. and
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* international Copyright laws.
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*
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* This software and the information contained herein is PROPRIETARY and
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* CONFIDENTIAL to NVIDIA and is being provided under the terms and conditions
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* of a form of NVIDIA software license agreement.
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*
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* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
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* CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
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* IMPLIED WARRANTY OF ANY KIND. NVIDIA DISCLAIMS ALL WARRANTIES WITH
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* REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
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* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE
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* OR PERFORMANCE OF THIS SOURCE CODE.
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*
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* U.S. Government End Users. This source code is a "commercial item" as
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* that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting of
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* "commercial computer software" and "commercial computer software
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* documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995)
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* and is provided to the U.S. Government only as a commercial end item.
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* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
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* 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
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* source code with only those rights set forth herein.
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*
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* Any use of this source code in individual and commercial software must
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* include, in the user documentation and internal comments to the code,
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* the above Disclaimer and U.S. Government End Users Notice.
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*/
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#pragma once
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namespace sl
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{
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//! If your plugin does not have any constants then the code below can be removed
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//!
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enum class NvPerfMode : uint32_t
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{
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eOff,
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eOn,
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eCount
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};
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//! IMPORTANT: Each structure must have a unique GUID assigned, change this as needed
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//!
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// {29DF7FE0-273A-4D72-B481-2DC823D5B1AD}
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SL_STRUCT_BEGIN(NvPerfConstants, StructType({ 0x29df7fe0, 0x273a, 0x4d72, { 0xb4, 0x81, 0x2d, 0xc8, 0x23, 0xd5, 0xb1, 0xad } }), kStructVersion1)
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NvPerfMode mode = NvPerfMode::eOff;
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//! IMPORTANT: New members go here or if optional can be chained in a new struct, see sl_struct.h for details
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SL_STRUCT_END()
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//! IMPORTANT: Each structure must have a unique GUID assigned, change this as needed
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//!
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// {39DF7FE0-283A-4D72-B481-2DC823D5B1AD}
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SL_STRUCT_BEGIN(NvPerfSettings, StructType({ 0x39df7fe0, 0x283a, 0x4d72, { 0xb4, 0x81, 0x2d, 0xc8, 0x23, 0xd5, 0xb1, 0xad } }), kStructVersion1)
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//! IMPORTANT: New members go here or if optional can be chained in a new struct, see sl_struct.h for details
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SL_STRUCT_END()
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}
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