add example/MultiThreading functions
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139
examples/MultiThreading/b3Win32ThreadSupport.h
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139
examples/MultiThreading/b3Win32ThreadSupport.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Bullet3Common/b3Scalar.h"
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#ifndef BT_WIN32_THREAD_SUPPORT_H
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#define BT_WIN32_THREAD_SUPPORT_H
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "b3ThreadSupportInterface.h"
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typedef void (*b3Win32ThreadFunc)(void* userPtr,void* lsMemory);
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typedef void* (*b3Win32lsMemorySetupFunc)();
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///b3Win32ThreadSupport helps to initialize/shutdown libspe2, start/stop SPU tasks and communication
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class b3Win32ThreadSupport : public b3ThreadSupportInterface
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{
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public:
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///placeholder, until libspe2 support is there
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struct b3ThreadStatus
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{
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int m_taskId;
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int m_commandId;
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int m_status;
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b3Win32ThreadFunc m_userThreadFunc;
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void* m_userPtr; //for taskDesc etc
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void* m_lsMemory; //initialized using Win32LocalStoreMemorySetupFunc
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void* m_threadHandle; //this one is calling 'Win32ThreadFunc'
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void* m_eventStartHandle;
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char m_eventStartHandleName[32];
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void* m_eventCompletetHandle;
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char m_eventCompletetHandleName[32];
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};
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private:
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b3AlignedObjectArray<b3ThreadStatus> m_activeThreadStatus;
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b3AlignedObjectArray<void*> m_completeHandles;
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int m_maxNumTasks;
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public:
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///Setup and initialize SPU/CELL/Libspe2
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struct Win32ThreadConstructionInfo
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{
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Win32ThreadConstructionInfo(const char* uniqueName,
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b3Win32ThreadFunc userThreadFunc,
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b3Win32lsMemorySetupFunc lsMemoryFunc,
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int numThreads=1,
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int threadStackSize=65535
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)
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:m_uniqueName(uniqueName),
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m_userThreadFunc(userThreadFunc),
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m_lsMemoryFunc(lsMemoryFunc),
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m_numThreads(numThreads),
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m_threadStackSize(threadStackSize)
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{
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}
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const char* m_uniqueName;
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b3Win32ThreadFunc m_userThreadFunc;
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b3Win32lsMemorySetupFunc m_lsMemoryFunc;
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int m_numThreads;
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int m_threadStackSize;
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};
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b3Win32ThreadSupport(const Win32ThreadConstructionInfo& threadConstructionInfo);
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///cleanup/shutdown Libspe2
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virtual ~b3Win32ThreadSupport();
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void startThreads(const Win32ThreadConstructionInfo& threadInfo);
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///send messages to SPUs
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virtual void sendRequest(int uiCommand, void* uiArgument0, int uiArgument1);
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///check for messages from SPUs
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virtual void waitForResponse(int *puiArgument0, int *puiArgument1);
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virtual bool isTaskCompleted(int *puiArgument0, int *puiArgument1, int timeOutInMilliseconds);
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///start the spus (can be called at the beginning of each frame, to make sure that the right SPU program is loaded)
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virtual void startThreads();
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///tell the task scheduler we are done with the SPU tasks
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virtual void stopThreads();
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virtual void setNumTasks(int numTasks)
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{
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m_maxNumTasks = numTasks;
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}
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virtual int getNumTasks() const
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{
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return m_maxNumTasks;
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}
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virtual void* getThreadLocalMemory(int taskId)
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{
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return m_activeThreadStatus[taskId].m_lsMemory;
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}
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virtual b3Barrier* createBarrier();
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virtual b3CriticalSection* createCriticalSection();
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virtual void deleteBarrier(b3Barrier* barrier);
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virtual void deleteCriticalSection(b3CriticalSection* criticalSection);
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};
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#endif //BT_WIN32_THREAD_SUPPORT_H
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