Add PhysicsEffects to Extras. The build is only tested on Windows and Android.
The Android/NEON optimized version of Physics Effects is thanks to Graham Rhodes and Anthony Hamilton, See Issue 587
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/*
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Applied Research Associates Inc. (c)2011
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the Applied Research Associates Inc nor the names
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _SCE_PFX_PTHREADS_H
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#define _SCE_PFX_PTHREADS_H
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#include "../../base_level/base/pfx_common.h"
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#include <errno.h>
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namespace sce {
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namespace PhysicsEffects {
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class PfxBarrier;
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class PfxCriticalSection;
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class PfxTaskManager;
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#define SCE_PFX_CHECK_PTHREADS_OUTCOME(result) \
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if(0 != result) \
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{ \
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SCE_PFX_PRINTF("pthreads problem at line %i in file %s: %i %d\n", __LINE__, __FILE__, result, errno); \
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}
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PfxBarrier *PfxCreateBarrierPthreads(int n);
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PfxCriticalSection *PfxCreateCriticalSectionPthreads();
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PfxTaskManager *PfxCreateTaskManagerPthreads(PfxUInt32 numTasks,PfxUInt32 maxTasks,void *workBuff,PfxUInt32 workBytes);
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} //namespace PhysicsEffects
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} //namespace sce
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#endif // _SCE_PFX_PTHREADS_H
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/*
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Physics Effects Copyright(C) 2010 Sony Computer Entertainment Inc.
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All rights reserved.
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Physics Effects is open software; you can redistribute it and/or
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modify it under the terms of the BSD License.
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Physics Effects is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the BSD License for more details.
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A copy of the BSD License is distributed with
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Physics Effects under the filename: physics_effects_license.txt
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*/
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#ifndef _SCE_PFX_SYNC_COMPONENTS_H
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#define _SCE_PFX_SYNC_COMPONENTS_H
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#include "../../base_level/base/pfx_common.h"
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//J スレッド間の同期をとるための同期コンポネント
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//E Components for threads sychronization
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namespace sce {
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namespace PhysicsEffects {
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class PfxBarrier {
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public:
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PfxBarrier() {}
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virtual ~PfxBarrier() {}
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virtual void sync() = 0;
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virtual void setMaxCount(int n) = 0;
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virtual int getMaxCount() = 0;
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};
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class PfxCriticalSection {
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public:
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PfxCriticalSection() {}
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virtual ~PfxCriticalSection() {}
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PfxUInt32 m_commonBuff[32];
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virtual PfxUInt32 getSharedParam(int i) = 0;
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virtual void setSharedParam(int i,PfxUInt32 p) = 0;
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virtual void lock() = 0;
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virtual void unlock() = 0;
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};
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} //namespace PhysicsEffects
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} //namespace sce
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#endif // _SCE_PFX_SYNC_COMPONENTS_H
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/*
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Physics Effects Copyright(C) 2010 Sony Computer Entertainment Inc.
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All rights reserved.
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Physics Effects is open software; you can redistribute it and/or
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modify it under the terms of the BSD License.
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Physics Effects is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the BSD License for more details.
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A copy of the BSD License is distributed with
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Physics Effects under the filename: physics_effects_license.txt
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*/
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#ifndef _SCE_PFX_TASK_MANAGER_H
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#define _SCE_PFX_TASK_MANAGER_H
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#include "../../base_level/base/pfx_common.h"
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#include "../../base_level/base/pfx_heap_manager.h"
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#include "pfx_sync_components.h"
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#define SCE_PFX_IO_BUFF_BYTES 1048576
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namespace sce {
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namespace PhysicsEffects {
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//J 並列処理するためのタスクマネージャクラス
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//E Task manager class for parallel computation
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struct PfxTaskArg
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{
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int taskId;
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int maxTasks;
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PfxBarrier *barrier;
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PfxCriticalSection *criticalSection;
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void *io;
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PfxUInt32 data[4];
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};
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typedef void (*PfxTaskEntry)(PfxTaskArg *arg);
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class PfxTaskManager
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{
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protected:
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PfxUInt32 m_numTasks;
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PfxUInt32 m_maxTasks;
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SCE_PFX_PADDING(1,4)
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PfxUInt8 SCE_PFX_ALIGNED(16) m_ioBuff[SCE_PFX_IO_BUFF_BYTES];
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PfxHeapManager m_pool;
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PfxHeapManager m_ioPool;
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PfxTaskEntry m_taskEntry;
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PfxTaskArg *m_taskArg;
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SCE_PFX_PADDING(2,8)
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PfxTaskManager() : m_pool(NULL,0),m_ioPool(NULL,0) {}
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public:
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void *allocate(size_t bytes) {return m_ioPool.allocate(bytes);}
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void deallocate(void *p) {m_ioPool.deallocate(p);}
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void clearPool() {m_ioPool.clear();}
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virtual PfxUInt32 getSharedParam(int i) = 0;
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virtual void setSharedParam(int i,PfxUInt32 p) = 0;
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virtual void startTask(int taskId,void *io,PfxUInt32 data1,PfxUInt32 data2,PfxUInt32 data3,PfxUInt32 data4) = 0;
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virtual void waitTask(int &taskId,PfxUInt32 &data1,PfxUInt32 &data2,PfxUInt32 &data3,PfxUInt32 &data4) = 0;
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virtual void setTaskEntry(void *entry) {m_taskEntry = (PfxTaskEntry)entry;}
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public:
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PfxTaskManager(PfxUInt32 numTasks,PfxUInt32 maxTasks,void *workBuff,PfxUInt32 workBytes)
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: m_pool((unsigned char*)workBuff,workBytes),m_ioPool(m_ioBuff,SCE_PFX_IO_BUFF_BYTES)
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{
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SCE_PFX_ASSERT(numTasks>0);
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SCE_PFX_ASSERT(numTasks<=maxTasks);
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m_numTasks = numTasks;
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m_maxTasks = maxTasks;
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m_taskArg = (PfxTaskArg*)m_pool.allocate(sizeof(PfxTaskArg)*m_maxTasks);
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}
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virtual ~PfxTaskManager()
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{
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m_pool.clear();
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}
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virtual PfxUInt32 getNumTasks() const {return m_numTasks;}
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virtual void setNumTasks(PfxUInt32 tasks) {m_numTasks = SCE_PFX_MIN(tasks,m_maxTasks);}
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virtual void initialize() = 0;
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virtual void finalize() = 0;
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};
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} //namespace PhysicsEffects
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} //namespace sce
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#endif // _SCE_PFX_TASK_MANAGER_H
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