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

@@ -79,6 +79,7 @@ protected:
int m_islandTag1;
int m_companionId;
int m_uniqueId;
mutable int m_activationState1;
mutable btScalar m_deactivationTime;
@@ -455,7 +456,17 @@ public:
m_companionId = id;
}
SIMD_FORCE_INLINE btScalar getHitFraction() const
SIMD_FORCE_INLINE int getUniqueId() const
{
return m_uniqueId;
}
void setUniqueId( int id )
{
m_uniqueId = id;
}
SIMD_FORCE_INLINE btScalar getHitFraction() const
{
return m_hitFraction;
}