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| /* | |
| * VIRTUAL TREE FLATTENING ENGINE (LMDB-BACKED) | |
| * ============================================ | |
| * | |
| * A high-performance virtualization layer that transforms a hierarchical tree | |
| * stored in LMDB into a linear, flat list of visible rows suitable for UI rendering. | |
| * | |
| * DESIGN PHILOSOPHY: | |
| * This system is architected for "Infinite Scrolling" over massive datasets | |
| * (10M+ nodes) where latency must remain under 1ms (1000 FPS). It prioritizes |
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| /* ====================================================================================== | |
| * VISGRID — High-Performance Spatial Indexing Engine | |
| * ====================================================================================== | |
| * | |
| * DESCRIPTION: | |
| * Visgrid is a specialized, embedded-grade spatial database designed for highly | |
| * interactive node graphs, infinite canvas UI, and real-time 2D simulations. | |
| * It implements a "Linearized Implicit Quadtree" using Z-Order curves (Morton Codes) | |
| * backed by a memory-mapped B-Tree (LMDB). | |
| * |
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| // https://www.rfleury.com/p/multi-core-by-default | |
| // https://github.com/EpicGamesExt/raddebugger/blob/c738768e41153b8e598ef51aa57530cf71c19880/src/base/base_entry_point.c#L179 | |
| // https://github.com/EpicGamesExt/raddebugger/blob/master/src/radbin/radbin.c#L37 | |
| #include <pthread.h> | |
| #ifdef __linux__ | |
| #define _GNU_SOURCE // For pthread_setaffinity_np and sched.h extensions | |
| #include <sched.h> // For sched_param, SCHED_FIFO, sched_yield | |
| #include <sys/sysinfo.h> // For fallback cpu_cnt | |
| #endif |
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| #include <immintrin.h> // For AVX2 intrinsics | |
| #include <stdio.h> | |
| #include <float.h> // For FLT_MAX and FLT_MIN | |
| #include <string.h> // For memset | |
| #include <stdlib.h> // For exit | |
| #include <math.h> // For fmaxf, fminf | |
| #include <pthread.h> // For pthreads (example, assuming your pool uses similar mechanisms) | |
| #include <assert.h> | |
| #define EPSILON 1e-6f // Define a small epsilon to handle floating point inaccuracies |
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| // https://danglingpointers.com/post/spinlock-implementation/ | |
| void Lock(AtomicI32& _spinLock) | |
| { | |
| for (;;) | |
| { | |
| if (_spinLock.load_Acquire() == 0) | |
| { | |
| i32 expected = 0; | |
| i32 store = 1; | |
| if (_spinLock.compareExchange_Acquire(expected, store)) |
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| /* | |
| * A* Pathfinder optimized for 64x64 grids on ARM64 mobile SoCs. | |
| * | |
| * Features: | |
| * - Deterministic memory (Strict Indexed Priority Queue, no heap bloat). | |
| * - Cache-coherent SoA layout (Structure of Arrays) fitting ~50KB L1 Cache. | |
| * - Register-level map caching (loading rows into uint64_t registers). | |
| * - Fully NEON-accelerated initialization. | |
| * - Branchless heuristics and collision checking. | |
| * - Zero allocations (Context is reusable). |
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| /* ----------------------------------------------------------------------------- | |
| * DECORATIVE CHAIN SIMULATOR | |
| * ----------------------------------------------------------------------------- | |
| * | |
| * An AVX2-optimized XPBD simulation library designed for high-fidelity | |
| * decorative physics in AAA games (jewelry, braids, armor chains, lanterns). | |
| * | |
| * ARCHITECTURAL HIGHLIGHTS: | |
| * - Hybrid "Blocked" Pipeline: Processes chains in blocks of 8 to maximize SIMD | |
| * throughput for global forces (Wind, Gravity, Inertia), then switches to |
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| The PdfTree is a hierarchical data structure that stores values and their associated probabilities, organized in a way that resembles a binary tree or mip-map pyramid. It allows for efficient random selection of values proportional to their probabilities (e.g., for Monte Carlo sampling in rendering or procedural generation). The tree is built as a "summed probability tree," where each level aggregates probabilities from the level below it, enabling fast traversal for sampling. | |
| The tree is laid out linearly in probabilities, with each level concatenated. For example: | |
| Mip 0: Original probabilities [p0, p1, p2, p3] | |
| Mip 1: Pairwise sums [p0+p1, p2+p3] | |
| Mip 2: Sum of mip 1 [p0+p1+p2+p3] | |
| Mip Level Calculation: | |
| Computes the total number of elements across all mip levels. |
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| #include <immintrin.h> // AVX, includes SSE2-SSE4.2 | |
| #include <assert.h> | |
| #include <math.h> | |
| #include <stdint.h> | |
| #include <pthread.h> | |
| #include <stdlib.h> | |
| #include <stdio.h> | |
| #define MAX_ANIM 1024 | |
| #define MAX_ANM_CLIPS 256 |
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| #include <immintrin.h> // For AVX2 | |
| #define MAX_SIZE (64*1024) | |
| #define BITS_PER_WORD 64 | |
| #define WORD_CNT ((MAX_SIZE + BITS_PER_WORD - 1) / BITS_PER_WORD) // 1024 words | |
| #define BIT_MAP_CNT ((WORD_CNT + BITS_PER_WORD - 1) / BITS_PER_WORD) // 16 words | |
| #define WORD_SHIFT 6 // log2(BITS_PER_WORD) | |
| #define WORD_MSK (BITS_PER_WORD - 1) // 63 | |
| #define CHUNK_CNT (BIT_MAP_CNT/4) | |
| #define CACHE_LINE_SIZE 64 |
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