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

@@ -21,6 +21,7 @@ SET(BulletDynamics_SRCS
ConstraintSolver/btTypedConstraint.cpp
ConstraintSolver/btUniversalConstraint.cpp
Dynamics/btDiscreteDynamicsWorld.cpp
Dynamics/btDiscreteDynamicsWorldMt.cpp
Dynamics/btRigidBody.cpp
Dynamics/btSimpleDynamicsWorld.cpp
# Dynamics/Bullet-C-API.cpp
@@ -70,6 +71,7 @@ SET(ConstraintSolver_HDRS
SET(Dynamics_HDRS
Dynamics/btActionInterface.h
Dynamics/btDiscreteDynamicsWorld.h
Dynamics/btDiscreteDynamicsWorldMt.h
Dynamics/btDynamicsWorld.h
Dynamics/btSimpleDynamicsWorld.h
Dynamics/btRigidBody.h

View File

@@ -716,8 +716,64 @@ btSolverConstraint& btSequentialImpulseConstraintSolver::addTorsionalFrictionCon
int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject& body,btScalar timeStep)
{
#if BT_THREADSAFE
int solverBodyId = -1;
if ( !body.isStaticOrKinematicObject() )
{
// dynamic body
// Dynamic bodies can only be in one island, so it's safe to write to the companionId
solverBodyId = body.getCompanionId();
if ( solverBodyId < 0 )
{
if ( btRigidBody* rb = btRigidBody::upcast( &body ) )
{
solverBodyId = m_tmpSolverBodyPool.size();
btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
initSolverBody( &solverBody, &body, timeStep );
body.setCompanionId( solverBodyId );
}
}
}
else if ( body.isStaticObject() )
{
// all fixed bodies (inf mass) get mapped to a single solver id
if ( m_fixedBodyId < 0 )
{
m_fixedBodyId = m_tmpSolverBodyPool.size();
btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
initSolverBody( &fixedBody, 0, timeStep );
}
solverBodyId = m_fixedBodyId;
}
else
{
// kinematic
// Kinematic bodies can be in multiple islands at once, so it is a
// race condition to write to them, so we use an alternate method
// to record the solverBodyId
int uniqueId = body.getUniqueId();
const int INVALID_SOLVER_BODY_ID = -1;
if (uniqueId >= m_kinematicBodyUniqueIdToSolverBodyTable.size())
{
m_kinematicBodyUniqueIdToSolverBodyTable.resize(uniqueId + 1, INVALID_SOLVER_BODY_ID);
}
solverBodyId = m_kinematicBodyUniqueIdToSolverBodyTable[ uniqueId ];
// if no table entry yet,
if ( solverBodyId == INVALID_SOLVER_BODY_ID )
{
// create a table entry for this body
btRigidBody* rb = btRigidBody::upcast( &body );
solverBodyId = m_tmpSolverBodyPool.size();
btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
initSolverBody( &solverBody, &body, timeStep );
m_kinematicBodyUniqueIdToSolverBodyTable[ uniqueId ] = solverBodyId;
}
}
btAssert( solverBodyId < m_tmpSolverBodyPool.size() );
return solverBodyId;
#else // BT_THREADSAFE
int solverBodyIdA = -1;
int solverBodyIdA = -1;
if (body.getCompanionId() >= 0)
{
@@ -749,6 +805,7 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
}
return solverBodyIdA;
#endif // BT_THREADSAFE
}
#include <stdio.h>
@@ -1263,7 +1320,9 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
{
bodies[i]->setCompanionId(-1);
}
#if BT_THREADSAFE
m_kinematicBodyUniqueIdToSolverBodyTable.resize( 0 );
#endif // BT_THREADSAFE
m_tmpSolverBodyPool.reserve(numBodies+1);
m_tmpSolverBodyPool.resize(0);

View File

@@ -45,6 +45,14 @@ protected:
btAlignedObjectArray<btTypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool;
int m_maxOverrideNumSolverIterations;
int m_fixedBodyId;
// When running solvers on multiple threads, a race condition exists for Kinematic objects that
// participate in more than one solver.
// The getOrInitSolverBody() function writes the companionId of each body (storing the index of the solver body
// for the current solver). For normal dynamic bodies it isn't an issue because they can only be in one island
// (and therefore one thread) at a time. But kinematic bodies can be in multiple islands at once.
// To avoid this race condition, this solver does not write the companionId, instead it stores the solver body
// index in this solver-local table, indexed by the uniqueId of the body.
btAlignedObjectArray<int> m_kinematicBodyUniqueIdToSolverBodyTable; // only used for multithreading
btSingleConstraintRowSolver m_resolveSingleConstraintRowGeneric;
btSingleConstraintRowSolver m_resolveSingleConstraintRowLowerLimit;

View File

@@ -878,25 +878,12 @@ public:
int gNumClampedCcdMotions=0;
void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
void btDiscreteDynamicsWorld::createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep)
{
BT_PROFILE("createPredictiveContacts");
{
BT_PROFILE("release predictive contact manifolds");
for (int i=0;i<m_predictiveManifolds.size();i++)
{
btPersistentManifold* manifold = m_predictiveManifolds[i];
this->m_dispatcher1->releaseManifold(manifold);
}
m_predictiveManifolds.clear();
}
btTransform predictedTrans;
for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
for ( int i=0;i<numBodies;i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
btRigidBody* body = bodies[i];
body->setHitFraction(1.f);
if (body->isActive() && (!body->isStaticOrKinematicObject()))
@@ -953,7 +940,9 @@ void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
btPersistentManifold* manifold = m_dispatcher1->getNewManifold(body,sweepResults.m_hitCollisionObject);
btMutexLock( &m_predictiveManifoldsMutex );
m_predictiveManifolds.push_back(manifold);
btMutexUnlock( &m_predictiveManifoldsMutex );
btVector3 worldPointB = body->getWorldTransform().getOrigin()+distVec;
btVector3 localPointB = sweepResults.m_hitCollisionObject->getWorldTransform().inverse()*worldPointB;
@@ -974,13 +963,35 @@ void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
}
}
}
void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
void btDiscreteDynamicsWorld::releasePredictiveContacts()
{
BT_PROFILE( "release predictive contact manifolds" );
for ( int i = 0; i < m_predictiveManifolds.size(); i++ )
{
btPersistentManifold* manifold = m_predictiveManifolds[ i ];
this->m_dispatcher1->releaseManifold( manifold );
}
m_predictiveManifolds.clear();
}
void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
{
BT_PROFILE("createPredictiveContacts");
releasePredictiveContacts();
if (m_nonStaticRigidBodies.size() > 0)
{
createPredictiveContactsInternal( &m_nonStaticRigidBodies[ 0 ], m_nonStaticRigidBodies.size(), timeStep );
}
}
void btDiscreteDynamicsWorld::integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep )
{
BT_PROFILE("integrateTransforms");
btTransform predictedTrans;
for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
for (int i=0;i<numBodies;i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
btRigidBody* body = bodies[i];
body->setHitFraction(1.f);
if (body->isActive() && (!body->isStaticOrKinematicObject()))
@@ -1080,7 +1091,17 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
}
///this should probably be switched on by default, but it is not well tested yet
}
void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
{
BT_PROFILE("integrateTransforms");
if (m_nonStaticRigidBodies.size() > 0)
{
integrateTransformsInternal(&m_nonStaticRigidBodies[0], m_nonStaticRigidBodies.size(), timeStep);
}
///this should probably be switched on by default, but it is not well tested yet
if (m_applySpeculativeContactRestitution)
{
BT_PROFILE("apply speculative contact restitution");
@@ -1114,14 +1135,12 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
}
}
}
}
void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
BT_PROFILE("predictUnconstraintMotion");

View File

@@ -30,6 +30,7 @@ class btIDebugDraw;
struct InplaceSolverIslandCallback;
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btThreads.h"
///btDiscreteDynamicsWorld provides discrete rigid body simulation
@@ -68,9 +69,11 @@ protected:
bool m_latencyMotionStateInterpolation;
btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
virtual void predictUnconstraintMotion(btScalar timeStep);
void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
virtual void integrateTransforms(btScalar timeStep);
virtual void calculateSimulationIslands();
@@ -85,7 +88,9 @@ protected:
virtual void internalSingleStepSimulation( btScalar timeStep);
void createPredictiveContacts(btScalar timeStep);
void releasePredictiveContacts();
void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
virtual void createPredictiveContacts(btScalar timeStep);
virtual void saveKinematicState(btScalar timeStep);

View File

@@ -0,0 +1,168 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "btDiscreteDynamicsWorldMt.h"
//collision detection
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManagerMt.h"
#include "LinearMath/btTransformUtil.h"
#include "LinearMath/btQuickprof.h"
//rigidbody & constraints
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"
#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h"
#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h"
#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h"
#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletDynamics/Dynamics/btActionInterface.h"
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btMotionState.h"
#include "LinearMath/btSerializer.h"
struct InplaceSolverIslandCallbackMt : public btSimulationIslandManagerMt::IslandCallback
{
btContactSolverInfo* m_solverInfo;
btConstraintSolver* m_solver;
btIDebugDraw* m_debugDrawer;
btDispatcher* m_dispatcher;
InplaceSolverIslandCallbackMt(
btConstraintSolver* solver,
btStackAlloc* stackAlloc,
btDispatcher* dispatcher)
:m_solverInfo(NULL),
m_solver(solver),
m_debugDrawer(NULL),
m_dispatcher(dispatcher)
{
}
InplaceSolverIslandCallbackMt& operator=(InplaceSolverIslandCallbackMt& other)
{
btAssert(0);
(void)other;
return *this;
}
SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btIDebugDraw* debugDrawer)
{
btAssert(solverInfo);
m_solverInfo = solverInfo;
m_debugDrawer = debugDrawer;
}
virtual void processIsland( btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifolds,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
int islandId
)
{
m_solver->solveGroup( bodies,
numBodies,
manifolds,
numManifolds,
constraints,
numConstraints,
*m_solverInfo,
m_debugDrawer,
m_dispatcher
);
}
};
btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
{
if (m_ownsIslandManager)
{
m_islandManager->~btSimulationIslandManager();
btAlignedFree( m_islandManager);
}
{
void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallbackMt),16);
m_solverIslandCallbackMt = new (mem) InplaceSolverIslandCallbackMt (m_constraintSolver, 0, dispatcher);
}
{
void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16);
btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt();
m_islandManager = im;
im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize );
}
}
btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt()
{
if (m_solverIslandCallbackMt)
{
m_solverIslandCallbackMt->~InplaceSolverIslandCallbackMt();
btAlignedFree(m_solverIslandCallbackMt);
}
if (m_ownsConstraintSolver)
{
m_constraintSolver->~btConstraintSolver();
btAlignedFree(m_constraintSolver);
}
}
void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo)
{
BT_PROFILE("solveConstraints");
m_solverIslandCallbackMt->setup(&solverInfo, getDebugDrawer());
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, m_solverIslandCallbackMt );
m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
}
void btDiscreteDynamicsWorldMt::addCollisionObject(btCollisionObject* collisionObject, short int collisionFilterGroup, short int collisionFilterMask)
{
collisionObject->setUniqueId(m_collisionObjects.size());
btDiscreteDynamicsWorld::addCollisionObject(collisionObject, collisionFilterGroup, collisionFilterMask);
}

View File

@@ -0,0 +1,44 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_DISCRETE_DYNAMICS_WORLD_MT_H
#define BT_DISCRETE_DYNAMICS_WORLD_MT_H
#include "btDiscreteDynamicsWorld.h"
struct InplaceSolverIslandCallbackMt;
///
/// btDiscreteDynamicsWorldMt -- a version of DiscreteDynamicsWorld with some minor changes to support
/// solving simulation islands on multiple threads.
///
ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorldMt : public btDiscreteDynamicsWorld
{
protected:
InplaceSolverIslandCallbackMt* m_solverIslandCallbackMt;
virtual void solveConstraints(btContactSolverInfo& solverInfo);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
virtual ~btDiscreteDynamicsWorldMt();
};
#endif //BT_DISCRETE_DYNAMICS_WORLD_H

View File

@@ -215,12 +215,12 @@ void btMLCPSolver::createMLCPFast(const btContactSolverInfo& infoGlobal)
jointNodeArray.reserve(2*m_allConstraintPtrArray.size());
}
static btMatrixXu J3;
btMatrixXu& J3 = m_scratchJ3;
{
BT_PROFILE("J3.resize");
J3.resize(2*m,8);
}
static btMatrixXu JinvM3;
btMatrixXu& JinvM3 = m_scratchJInvM3;
{
BT_PROFILE("JinvM3.resize/setZero");
@@ -230,7 +230,7 @@ void btMLCPSolver::createMLCPFast(const btContactSolverInfo& infoGlobal)
}
int cur=0;
int rowOffset = 0;
static btAlignedObjectArray<int> ofs;
btAlignedObjectArray<int>& ofs = m_scratchOfs;
{
BT_PROFILE("ofs resize");
ofs.resize(0);
@@ -489,7 +489,7 @@ void btMLCPSolver::createMLCP(const btContactSolverInfo& infoGlobal)
}
}
static btMatrixXu Minv;
btMatrixXu& Minv = m_scratchMInv;
Minv.resize(6*numBodies,6*numBodies);
Minv.setZero();
for (int i=0;i<numBodies;i++)
@@ -506,7 +506,7 @@ void btMLCPSolver::createMLCP(const btContactSolverInfo& infoGlobal)
setElem(Minv,i*6+3+r,i*6+3+c,orgBody? orgBody->getInvInertiaTensorWorld()[r][c] : 0);
}
static btMatrixXu J;
btMatrixXu& J = m_scratchJ;
J.resize(numConstraintRows,6*numBodies);
J.setZero();
@@ -541,10 +541,10 @@ void btMLCPSolver::createMLCP(const btContactSolverInfo& infoGlobal)
}
}
static btMatrixXu J_transpose;
btMatrixXu& J_transpose = m_scratchJTranspose;
J_transpose= J.transpose();
static btMatrixXu tmp;
btMatrixXu& tmp = m_scratchTmp;
{
{

View File

@@ -43,6 +43,17 @@ protected:
btMLCPSolverInterface* m_solver;
int m_fallback;
/// The following scratch variables are not stateful -- contents are cleared prior to each use.
/// They are only cached here to avoid extra memory allocations and deallocations and to ensure
/// that multiple instances of the solver can be run in parallel.
btMatrixXu m_scratchJ3;
btMatrixXu m_scratchJInvM3;
btAlignedObjectArray<int> m_scratchOfs;
btMatrixXu m_scratchMInv;
btMatrixXu m_scratchJ;
btMatrixXu m_scratchJTranspose;
btMatrixXu m_scratchTmp;
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);