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

@@ -722,17 +722,8 @@ public:
m_box_set.setPrimitiveManager(&m_primitive_manager);
}
btGImpactMeshShapePart(btStridingMeshInterface * meshInterface, int part)
{
m_primitive_manager.m_meshInterface = meshInterface;
m_primitive_manager.m_part = part;
m_box_set.setPrimitiveManager(&m_primitive_manager);
}
virtual ~btGImpactMeshShapePart()
{
}
btGImpactMeshShapePart( btStridingMeshInterface * meshInterface, int part );
virtual ~btGImpactMeshShapePart();
//! if true, then its children must get transforms.
virtual bool childrenHasTransform() const
@@ -742,19 +733,8 @@ public:
//! call when reading child shapes
virtual void lockChildShapes() const
{
void * dummy = (void*)(m_box_set.getPrimitiveManager());
TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>(dummy);
dummymanager->lock();
}
virtual void unlockChildShapes() const
{
void * dummy = (void*)(m_box_set.getPrimitiveManager());
TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>(dummy);
dummymanager->unlock();
}
virtual void lockChildShapes() const;
virtual void unlockChildShapes() const;
//! Gets the number of children
virtual int getNumChildShapes() const