text: //
  // Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without
  // modification, are permitted provided that the following conditions
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  //  * Redistributions of source code must retain the above copyright
  //    notice, this list of conditions and the following disclaimer.
  //  * Redistributions in binary form must reproduce the above copyright
  //    notice, this list of conditions and the following disclaimer in the
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  //  * Neither the name of NVIDIA CORPORATION nor the names of its
  //    contributors may be used to endorse or promote products derived
  //    from this software without specific prior written permission.
  //
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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  // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //
  
  #pragma once
  
  #include <cstddef>
  
  namespace demandLoading {
  
  /// Demand loading configuration options.  \see createDemandLoader
  struct Options
  {
      unsigned int numPages            = 1 << 26;     ///< max virtual pages (approx. 4 TB of texture tiles)
      unsigned int numPageTableEntries = 256 * 1024;  ///< page table entries are needed for samplers, but not tiles.
  
      unsigned int maxRequestedPages   = 8192;  ///< max requests to pull from device
      unsigned int maxFilledPages      = 8192;  ///< num slots to push mappings back to device
      unsigned int maxStalePages       = 8192;  ///< max stale pages to pull from device
      unsigned int maxEvictablePages   = 8192;  ///< max evictable pages to pull from device
      unsigned int maxInvalidatedPages = 8192;  ///< max slots to push invalidated pages back to device
  
      bool   useLruTable        = false;              ///< enable eviction (not yet fully implemented)
      size_t maxTexMemPerDevice = 0;                  ///< max texture data to be allocated per device (0 is unlimited)
      size_t maxPinnedMemory    = 640 * 1024 * 1024;  ///< maximum pinned memory.
  
      unsigned int maxThreads = 0;        ///< max number of threads to use when processing requests;
                                          ///< zero means use std::thread::hardware_concurrency.
      unsigned int maxActiveStreams = 4;  ///< number of active streams across all devices.
  };
  }
  