Initial work on batch raycast support.
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Extras/BulletMultiThreaded/SpuRaycastTaskProcess.h
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72
Extras/BulletMultiThreaded/SpuRaycastTaskProcess.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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#ifndef SPU_RAY_TASK_PROCESS_H
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#define SPU_RAY_TASK_PROCESS_H
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#include <assert.h>
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#include <string.h>
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#include <LinearMath/btScalar.h>
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include <LinearMath/btAlignedAllocator.h>
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#include "PlatformDefinitions.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "SpuRaycastTask/SpuRaycastTask.h"
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#include "btThreadSupportInterface.h"
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/// SpuRaycastTaskProcess handles SPU processing of raycast requests
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class SpuRaycastTaskProcess
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{
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unsigned char *m_workUnitTaskBuffers;
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// track task buffers that are being used, and total busy tasks
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btAlignedObjectArray<bool> m_taskBusy;
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btAlignedObjectArray<SpuRaycastTaskDesc> m_spuRaycastTaskDesc;
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btThreadSupportInterface* m_threadInterface;
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unsigned int m_maxNumOutstandingTasks;
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unsigned int m_numBusyTasks;
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// the current task and the current entry to insert a new work unit
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unsigned int m_currentTask;
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unsigned int m_currentWorkUnitInTask;
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int m_numSpuCollisionObjectWrappers;
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void* m_spuCollisionObjectWrappers;
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void issueTask2();
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//void postProcess(unsigned int taskId, int outputSize);
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public:
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SpuRaycastTaskProcess(btThreadSupportInterface* threadInterface, unsigned int maxNumOutstandingTasks);
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~SpuRaycastTaskProcess();
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/// call initialize in the beginning of the frame, before addCollisionPairToTask
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void initialize2(void* spuCollisionObjectsWrappers, int numSpuCollisionObjectWrappers);
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/// batch up additional work to a current task for SPU processing. When batch is full, it issues the task.
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void addWorkToTask(struct SpuRaycastTaskWorkUnit);
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/// call flush to submit potential outstanding work to SPUs and wait for all involved SPUs to be finished
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void flush2();
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};
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#endif // SPU_COLLISION_TASK_PROCESS_H
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