Re-introduce GPU parallel Jacobi solver, called btGpuJacobiContactSolver. There are still some issues, but for basic scene's it works.
To avoid confusion, rename GPU contact solver to btGpuContactSolver, and constraint (non-contact) solver to btPgsConstraintSolver.
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@@ -506,7 +506,7 @@ static const char* solverUtilsCL= \
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" float4 angular0, angular1, linear;\n"
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" float4 r0 = cs->m_worldPos[ic] - posA;\n"
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" float4 r1 = cs->m_worldPos[ic] - posB;\n"
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" setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
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" setLinearAndAngular( cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
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" \n"
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" float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n"
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" *linVelA+*dLinVelA, *angVelA+*dAngVelA, *linVelB+*dLinVelB, *angVelB+*dAngVelB ) + cs->m_b[ic];\n"
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