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:
Lunkhound
2016-09-27 00:01:45 -07:00
parent f01389ded2
commit 1c3686ca51
48 changed files with 3168 additions and 197 deletions

View File

@@ -280,7 +280,7 @@ void SimpleOpenGL2App::swapBuffer()
m_window->startRendering();
}
void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY)
void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY, float size)
{
}

View File

@@ -17,7 +17,7 @@ public:
virtual int getUpAxis() const;
virtual void swapBuffer();
virtual void drawText( const char* txt, int posX, int posY);
virtual void drawText( const char* txt, int posX, int posY, float size);
virtual void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA){};
virtual void setBackgroundColor(float red, float green, float blue);
virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex = -1, float textureScaling = 1)

View File

@@ -352,7 +352,7 @@ void SimpleOpenGL3App::drawText3D( const char* txt, float worldPosX, float world
}
void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi)
void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi, float size)
{
float posX = (float)posXi;
@@ -374,7 +374,7 @@ void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi)
{
bool measureOnly = false;
float fontSize= 64;//512;//128;
float fontSize= 64*size;//512;//128;
sth_draw_text(m_data->m_fontStash,
m_data->m_droidRegular,fontSize,posX,posY,
txt,&dx, this->m_instancingRenderer->getScreenWidth(),

View File

@@ -31,7 +31,7 @@ struct SimpleOpenGL3App : public CommonGraphicsApp
virtual int getUpAxis() const;
virtual void swapBuffer();
virtual void drawText( const char* txt, int posX, int posY);
virtual void drawText( const char* txt, int posX, int posY, float size=1.0f);
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
virtual void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA);
struct sth_stash* getFontStash();