add basic CPU multi threading files from Bullet 2.x (still need to make it work)
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btgui/MultiThreading/b3SequentialThreadSupport.h
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btgui/MultiThreading/b3SequentialThreadSupport.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 B3_SEQUENTIAL_THREAD_SUPPORT_H
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#define B3_SEQUENTIAL_THREAD_SUPPORT_H
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "b3ThreadSupportInterface.h"
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typedef void (*SequentialThreadFunc)(void* userPtr,void* lsMemory);
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typedef void* (*SequentiallsMemorySetupFunc)();
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///The b3SequentialThreadSupport is a portable non-parallel implementation of the btThreadSupportInterface
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///This is useful for debugging and porting SPU Tasks to other platforms.
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class b3SequentialThreadSupport : public b3ThreadSupportInterface
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{
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public:
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struct btSpuStatus
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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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SequentialThreadFunc m_userThreadFunc;
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void* m_userPtr; //for taskDesc etc
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void* m_lsMemory; //initialized using SequentiallsMemorySetupFunc
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};
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private:
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b3AlignedObjectArray<btSpuStatus> m_activeSpuStatus;
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b3AlignedObjectArray<void*> m_completeHandles;
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public:
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struct SequentialThreadConstructionInfo
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{
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SequentialThreadConstructionInfo (const char* uniqueName,
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SequentialThreadFunc userThreadFunc,
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SequentiallsMemorySetupFunc lsMemoryFunc
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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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{
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}
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const char* m_uniqueName;
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SequentialThreadFunc m_userThreadFunc;
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SequentiallsMemorySetupFunc m_lsMemoryFunc;
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};
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b3SequentialThreadSupport(SequentialThreadConstructionInfo& threadConstructionInfo);
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virtual ~b3SequentialThreadSupport();
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void startThreads(SequentialThreadConstructionInfo& 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(unsigned int *puiArgument0, unsigned int *puiArgument1);
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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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virtual int getNumTasks() const
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{
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return 1;
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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 //B3_SEQUENTIAL_THREAD_SUPPORT_H
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