MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
- addition of a few lightweight mutexes (which are compiled out by default)
- slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
- PoolAllocator::allocate() can now be called when pool is full without
crashing (null pointer returned)
- PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
(default is un-threadsafe)
- CollisionDispatcher no longer checks if the pool allocator is full
before calling allocate(), instead it just calls allocate() and
checks if the return is null -- this avoids a race condition
- SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
getOrInitSolverBody() to avoid a race condition with kinematic bodies
- addition of 2 classes which together allow simulation islands to be run
in parallel:
- btSimulationIslandManagerMt
- btDiscreteDynamicsWorldMt
- MultiThreadedDemo example in the example browser demonstrating use of
OpenMP, Microsoft PPL, and Intel TBB
- use multithreading for other demos
- benchmark demo: add parallel raycasting
This commit is contained in:
@@ -12,12 +12,14 @@ IF (WIN32)
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ADD_EXECUTABLE(App_BasicExample
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BasicExample.cpp
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main.cpp
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../CommonInterfaces/CommonRigidBodyBase.cpp
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${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(App_BasicExample
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BasicExample.cpp
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main.cpp
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../CommonInterfaces/CommonRigidBodyBase.cpp
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)
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ENDIF()
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@@ -53,6 +55,7 @@ SET(AppBasicExampleGui_SRCS
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../ExampleBrowser/OpenGLGuiHelper.cpp
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../ExampleBrowser/GL_ShapeDrawer.cpp
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../ExampleBrowser/CollisionShape2TriangleMesh.cpp
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../CommonInterfaces/CommonRigidBodyBase.cpp
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../Utils/b3Clock.cpp
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)
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