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

@@ -267,7 +267,6 @@ struct btDbvt
btAlignedObjectArray<sStkNN> m_stkStack;
mutable btAlignedObjectArray<const btDbvtNode*> m_rayTestStack;
// Methods
@@ -357,6 +356,7 @@ struct btDbvt
btScalar lambda_max,
const btVector3& aabbMin,
const btVector3& aabbMax,
btAlignedObjectArray<const btDbvtNode*>& stack,
DBVT_IPOLICY) const;
DBVT_PREFIX
@@ -1006,7 +1006,8 @@ inline void btDbvt::rayTestInternal( const btDbvtNode* root,
btScalar lambda_max,
const btVector3& aabbMin,
const btVector3& aabbMax,
DBVT_IPOLICY) const
btAlignedObjectArray<const btDbvtNode*>& stack,
DBVT_IPOLICY ) const
{
(void) rayTo;
DBVT_CHECKTYPE
@@ -1016,7 +1017,6 @@ inline void btDbvt::rayTestInternal( const btDbvtNode* root,
int depth=1;
int treshold=DOUBLE_STACKSIZE-2;
btAlignedObjectArray<const btDbvtNode*>& stack = m_rayTestStack;
stack.resize(DOUBLE_STACKSIZE);
stack[0]=root;
btVector3 bounds[2];