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

@@ -23,6 +23,59 @@ subject to the following restrictions:
#include "btGImpactMassUtil.h"
btGImpactMeshShapePart::btGImpactMeshShapePart( btStridingMeshInterface * meshInterface, int part )
{
// moved from .h to .cpp because of conditional compilation
// (The setting of BT_THREADSAFE may differ between various cpp files, so it is best to
// avoid using it in h files)
m_primitive_manager.m_meshInterface = meshInterface;
m_primitive_manager.m_part = part;
m_box_set.setPrimitiveManager( &m_primitive_manager );
#if BT_THREADSAFE
// If threadsafe is requested, this object uses a different lock/unlock
// model with the btStridingMeshInterface -- lock once when the object is constructed
// and unlock once in the destructor.
// The other way of locking and unlocking for each collision check in the narrowphase
// is not threadsafe. Note these are not thread-locks, they are calls to the meshInterface's
// getLockedReadOnlyVertexIndexBase virtual function, which by default just returns a couple of
// pointers. In theory a client could override the lock function to do all sorts of
// things like reading data from GPU memory, or decompressing data on the fly, but such things
// do not seem all that likely or useful, given the performance cost.
m_primitive_manager.lock();
#endif
}
btGImpactMeshShapePart::~btGImpactMeshShapePart()
{
// moved from .h to .cpp because of conditional compilation
#if BT_THREADSAFE
m_primitive_manager.unlock();
#endif
}
void btGImpactMeshShapePart::lockChildShapes() const
{
// moved from .h to .cpp because of conditional compilation
#if ! BT_THREADSAFE
// called in the narrowphase -- not threadsafe!
void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
dummymanager->lock();
#endif
}
void btGImpactMeshShapePart::unlockChildShapes() const
{
// moved from .h to .cpp because of conditional compilation
#if ! BT_THREADSAFE
// called in the narrowphase -- not threadsafe!
void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
dummymanager->unlock();
#endif
}
#define CALC_EXACT_INERTIA 1