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

@@ -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);