Reduce dynamic memory allocation, fixes Issue 573

Thanks to Anton Breusov for the patch
This commit is contained in:
erwin.coumans
2011-12-12 16:47:41 +00:00
parent 665829bd81
commit 606d65d95b
4 changed files with 182 additions and 164 deletions

View File

@@ -365,7 +365,7 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
{
btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer();
int maxNumManifolds = dispatcher->getNumManifolds();
callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1);
callback->processIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1);
}
else
{
@@ -430,7 +430,7 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
if (!islandSleeping)
{
callback->ProcessIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId);
callback->processIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId);
// printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
}

View File

@@ -59,7 +59,7 @@ public:
{
virtual ~IslandCallback() {};
virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold** manifolds,int numManifolds, int islandId) = 0;
virtual void processIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold** manifolds,int numManifolds, int islandId) = 0;
};
void buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback);

View File

@@ -55,6 +55,160 @@ int startHit=2;
int firstHit=startHit;
#endif
SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
{
int islandId;
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag();
return islandId;
}
class btSortConstraintOnIslandPredicate
{
public:
bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs )
{
int rIslandId0,lIslandId0;
rIslandId0 = btGetConstraintIslandId(rhs);
lIslandId0 = btGetConstraintIslandId(lhs);
return lIslandId0 < rIslandId0;
}
};
struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
{
btContactSolverInfo* m_solverInfo;
btConstraintSolver* m_solver;
btTypedConstraint** m_sortedConstraints;
int m_numConstraints;
btIDebugDraw* m_debugDrawer;
btStackAlloc* m_stackAlloc;
btDispatcher* m_dispatcher;
btAlignedObjectArray<btCollisionObject*> m_bodies;
btAlignedObjectArray<btPersistentManifold*> m_manifolds;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
InplaceSolverIslandCallback(
btConstraintSolver* solver,
btStackAlloc* stackAlloc,
btDispatcher* dispatcher)
:m_solverInfo(NULL),
m_solver(solver),
m_sortedConstraints(NULL),
m_numConstraints(0),
m_debugDrawer(NULL),
m_stackAlloc(stackAlloc),
m_dispatcher(dispatcher)
{
}
InplaceSolverIslandCallback& operator=(InplaceSolverIslandCallback& other)
{
btAssert(0);
(void)other;
return *this;
}
SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btIDebugDraw* debugDrawer)
{
btAssert(solverInfo);
m_solverInfo = solverInfo;
m_sortedConstraints = sortedConstraints;
m_numConstraints = numConstraints;
m_debugDrawer = debugDrawer;
m_bodies.resize (0);
m_manifolds.resize (0);
m_constraints.resize (0);
}
virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
{
if (islandId<0)
{
if (numManifolds + m_numConstraints)
{
///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
} else
{
//also add all non-contact constraints/joints for this island
btTypedConstraint** startConstraint = 0;
int numCurConstraints = 0;
int i;
//find the first constraint for this island
for (i=0;i<m_numConstraints;i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
startConstraint = &m_sortedConstraints[i];
break;
}
}
//count the number of constraints in this island
for (;i<m_numConstraints;i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
numCurConstraints++;
}
}
if (m_solverInfo->m_minimumSolverBatchSize<=1)
{
///only call solveGroup if there is some work: avoid virtual function call, its overhead can be excessive
if (numManifolds + numCurConstraints)
{
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
} else
{
for (i=0;i<numBodies;i++)
m_bodies.push_back(bodies[i]);
for (i=0;i<numManifolds;i++)
m_manifolds.push_back(manifolds[i]);
for (i=0;i<numCurConstraints;i++)
m_constraints.push_back(startConstraint[i]);
if ((m_constraints.size()+m_manifolds.size())>m_solverInfo->m_minimumSolverBatchSize)
{
processConstraints();
} else
{
//printf("deferred\n");
}
}
}
}
void processConstraints()
{
if (m_manifolds.size() + m_constraints.size()>0)
{
btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0;
btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
m_solver->solveGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,*m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
m_bodies.resize(0);
m_manifolds.resize(0);
m_constraints.resize(0);
}
};
btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
@@ -63,7 +217,9 @@ m_constraintSolver(constraintSolver),
m_gravity(0,-10,0),
m_localTime(0),
m_synchronizeAllMotionStates(false),
m_profileTimings(0)
m_profileTimings(0),
m_sortedConstraints (),
m_solverIslandCallback ( NULL )
{
if (!m_constraintSolver)
{
@@ -81,6 +237,11 @@ m_profileTimings(0)
}
m_ownsIslandManager = true;
{
void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallback),16);
m_solverIslandCallback = new (mem) InplaceSolverIslandCallback (constraintSolver, m_stackAlloc, dispatcher);
}
}
@@ -92,6 +253,11 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
m_islandManager->~btSimulationIslandManager();
btAlignedFree( m_islandManager);
}
if (m_solverIslandCallback)
{
m_solverIslandCallback->~InplaceSolverIslandCallback();
btAlignedFree(m_solverIslandCallback);
}
if (m_ownsConstraintSolver)
{
@@ -535,192 +701,39 @@ void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character)
}
SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
{
int islandId;
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag();
return islandId;
}
class btSortConstraintOnIslandPredicate
{
public:
bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs )
{
int rIslandId0,lIslandId0;
rIslandId0 = btGetConstraintIslandId(rhs);
lIslandId0 = btGetConstraintIslandId(lhs);
return lIslandId0 < rIslandId0;
}
};
void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
{
BT_PROFILE("solveConstraints");
struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
{
btContactSolverInfo& m_solverInfo;
btConstraintSolver* m_solver;
btTypedConstraint** m_sortedConstraints;
int m_numConstraints;
btIDebugDraw* m_debugDrawer;
btStackAlloc* m_stackAlloc;
btDispatcher* m_dispatcher;
btAlignedObjectArray<btCollisionObject*> m_bodies;
btAlignedObjectArray<btPersistentManifold*> m_manifolds;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
InplaceSolverIslandCallback(
btContactSolverInfo& solverInfo,
btConstraintSolver* solver,
btTypedConstraint** sortedConstraints,
int numConstraints,
btIDebugDraw* debugDrawer,
btStackAlloc* stackAlloc,
btDispatcher* dispatcher)
:m_solverInfo(solverInfo),
m_solver(solver),
m_sortedConstraints(sortedConstraints),
m_numConstraints(numConstraints),
m_debugDrawer(debugDrawer),
m_stackAlloc(stackAlloc),
m_dispatcher(dispatcher)
{
}
InplaceSolverIslandCallback& operator=(InplaceSolverIslandCallback& other)
{
btAssert(0);
(void)other;
return *this;
}
virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
{
if (islandId<0)
{
if (numManifolds + m_numConstraints)
{
///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
} else
{
//also add all non-contact constraints/joints for this island
btTypedConstraint** startConstraint = 0;
int numCurConstraints = 0;
int i;
//find the first constraint for this island
for (i=0;i<m_numConstraints;i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
startConstraint = &m_sortedConstraints[i];
break;
}
}
//count the number of constraints in this island
for (;i<m_numConstraints;i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
numCurConstraints++;
}
}
if (m_solverInfo.m_minimumSolverBatchSize<=1)
{
///only call solveGroup if there is some work: avoid virtual function call, its overhead can be excessive
if (numManifolds + numCurConstraints)
{
m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
} else
{
for (i=0;i<numBodies;i++)
m_bodies.push_back(bodies[i]);
for (i=0;i<numManifolds;i++)
m_manifolds.push_back(manifolds[i]);
for (i=0;i<numCurConstraints;i++)
m_constraints.push_back(startConstraint[i]);
if ((m_constraints.size()+m_manifolds.size())>m_solverInfo.m_minimumSolverBatchSize)
{
processConstraints();
} else
{
//printf("deferred\n");
}
}
}
}
void processConstraints()
{
if (m_manifolds.size() + m_constraints.size()>0)
{
btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0;
btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
m_solver->solveGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher);
}
m_bodies.resize(0);
m_manifolds.resize(0);
m_constraints.resize(0);
}
};
//sorted version of all btTypedConstraint, based on islandId
btAlignedObjectArray<btTypedConstraint*> sortedConstraints;
sortedConstraints.resize( m_constraints.size());
m_sortedConstraints.resize( m_constraints.size());
int i;
for (i=0;i<getNumConstraints();i++)
{
sortedConstraints[i] = m_constraints[i];
m_sortedConstraints[i] = m_constraints[i];
}
// btAssert(0);
sortedConstraints.quickSort(btSortConstraintOnIslandPredicate());
m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate());
btTypedConstraint** constraintsPtr = getNumConstraints() ? &sortedConstraints[0] : 0;
InplaceSolverIslandCallback solverCallback( solverInfo, m_constraintSolver, constraintsPtr,sortedConstraints.size(), m_debugDrawer,m_stackAlloc,m_dispatcher1);
btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
m_solverIslandCallback->setup(&solverInfo,constraintsPtr,m_sortedConstraints.size(),getDebugDrawer());
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),&solverCallback);
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),m_solverIslandCallback);
solverCallback.processConstraints();
m_solverIslandCallback->processConstraints();
m_constraintSolver->allSolved(solverInfo, m_debugDrawer, m_stackAlloc);
}
void btDiscreteDynamicsWorld::calculateSimulationIslands()
{
BT_PROFILE("calculateSimulationIslands");

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@@ -27,6 +27,8 @@ class btTypedConstraint;
class btActionInterface;
class btIDebugDraw;
struct InplaceSolverIslandCallback;
#include "LinearMath/btAlignedObjectArray.h"
@@ -35,6 +37,9 @@ class btIDebugDraw;
class btDiscreteDynamicsWorld : public btDynamicsWorld
{
protected:
btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
InplaceSolverIslandCallback* m_solverIslandCallback;
btConstraintSolver* m_constraintSolver;