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