add option to compile benchmark using BulletMultiThreaded (for now the option is only tested on Windows)
This commit is contained in:
@@ -13,6 +13,12 @@ ENDIF (NOT CMAKE_BUILD_TYPE)
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OPTION(USE_DOUBLE_PRECISION "Use double precision" OFF)
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OPTION(USE_DOUBLE_PRECISION "Use double precision" OFF)
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OPTION(USE_GRAPHICAL_BENCHMARK "Use Graphical Benchmark" OFF)
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OPTION(USE_GRAPHICAL_BENCHMARK "Use Graphical Benchmark" OFF)
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OPTION(USE_MULTITHREADED_BENCHMARK "Use Multithreaded Benchmark" OFF)
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IF (USE_MULTITHREADED_BENCHMARK)
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ADD_DEFINITIONS(-DUSE_PARALLEL_SOLVER_BENCHMARK -DUSE_PARALLEL_DISPATCHER_BENCHMARK)
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ENDIF()
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OPTION(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC Runtime Library DLL (/MD or /MDd)" ON)
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OPTION(USE_MSVC_RUNTIME_LIBRARY_DLL "Use MSVC Runtime Library DLL (/MD or /MDd)" ON)
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OPTION(USE_MSVC_INCREMENTAL_LINKING "Use MSVC Incremental Linking" ON)
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OPTION(USE_MSVC_INCREMENTAL_LINKING "Use MSVC Incremental Linking" ON)
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@@ -34,7 +34,15 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#ifdef USE_PARALLEL_DISPATCHER_BENCHMARK
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#include "BulletMultiThreaded/Win32ThreadSupport.h"
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#include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h"
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#endif
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#ifdef USE_PARALLEL_SOLVER_BENCHMARK
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#include "BulletMultiThreaded/btParallelConstraintSolver.h"
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#endif
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class btRaycastBar2
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class btRaycastBar2
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{
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{
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@@ -285,20 +293,20 @@ void BenchmarkDemo::initPhysics()
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#if 0
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#if USE_PARALLEL_DISPATCHER_BENCHMARK
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SequentialThreadSupport::SequentialThreadConstructionInfo sci("spuCD",
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processCollisionTask,
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createCollisionLocalStoreMemory);
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SequentialThreadSupport* seq = new SequentialThreadSupport(sci);
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int maxNumOutstandingTasks = 4;
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m_dispatcher = new SpuGatheringCollisionDispatcher(seq,1,m_collisionConfiguration);
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Win32ThreadSupport* threadSupportCollision = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo( "collision",processCollisionTask, createCollisionLocalStoreMemory,maxNumOutstandingTasks));
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//SequentialThreadSupport::SequentialThreadConstructionInfo sci("spuCD", processCollisionTask, createCollisionLocalStoreMemory);
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//SequentialThreadSupport* seq = new SequentialThreadSupport(sci);
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m_dispatcher = new SpuGatheringCollisionDispatcher(threadSupportCollision,1,m_collisionConfiguration);
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#endif
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#endif
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///the maximum size of the collision world. Make sure objects stay within these boundaries
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///the maximum size of the collision world. Make sure objects stay within these boundaries
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///Don't make the world AABB size too large, it will harm simulation quality and performance
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///Don't make the world AABB size too large, it will harm simulation quality and performance
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btVector3 worldAabbMin(-10000,-10000,-10000);
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btVector3 worldAabbMin(-1000,-1000,-1000);
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btVector3 worldAabbMax(10000,10000,10000);
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btVector3 worldAabbMax(1000,1000,1000);
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btHashedOverlappingPairCache* pairCache = new btHashedOverlappingPairCache();
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btHashedOverlappingPairCache* pairCache = new btHashedOverlappingPairCache();
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m_overlappingPairCache = new btAxisSweep3(worldAabbMin,worldAabbMax,3500,pairCache);
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m_overlappingPairCache = new btAxisSweep3(worldAabbMin,worldAabbMax,3500,pairCache);
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@@ -306,17 +314,21 @@ void BenchmarkDemo::initPhysics()
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// m_overlappingPairCache = new btDbvtBroadphase();
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// m_overlappingPairCache = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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#ifdef USE_PARALLEL_SOLVER_BENCHMARK
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btSequentialImpulseConstraintSolver* sol = new btParallelConstraintSolver;
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#else
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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#endif //USE_PARALLEL_DISPATCHER_BENCHMARK
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m_solver = sol;
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m_solver = sol;
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btDiscreteDynamicsWorld* dynamicsWorld;
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btDiscreteDynamicsWorld* dynamicsWorld;
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m_dynamicsWorld = dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver,m_collisionConfiguration);
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dynamicsWorld->getSimulationIslandManager()->setSplitIslands(false);
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dynamicsWorld->getDispatchInfo().m_useConvexConservativeDistanceUtil = true;
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dynamicsWorld->getDispatchInfo().m_convexConservativeDistanceThreshold = btScalar(0.01);
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dynamicsWorld->getSolverInfo().m_numIterations = 4;
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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@@ -324,14 +336,14 @@ void BenchmarkDemo::initPhysics()
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if (m_benchmark<5)
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if (m_benchmark<5)
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{
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{
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///create a few basic rigid bodies
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///create a few basic rigid bodies
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(250.),btScalar(50.),btScalar(250.)));
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btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
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m_collisionShapes.push_back(groundShape);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,0,0));
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groundTransform.setOrigin(btVector3(0,-50,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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{
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@@ -61,10 +61,17 @@ ELSE (USE_GLUT)
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${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
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${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
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)
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)
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IF (USE_MULTITHREADED_BENCHMARK)
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LINK_LIBRARIES(
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OpenGLSupport BulletMultiThreaded BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ELSE()
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LINK_LIBRARIES(
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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)
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ENDIF()
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ADD_EXECUTABLE(AppBenchmarks
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ADD_EXECUTABLE(AppBenchmarks
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WIN32
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WIN32
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../OpenGL/Win32AppMain.cpp
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../OpenGL/Win32AppMain.cpp
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@@ -30,6 +30,10 @@ ADD_LIBRARY(BulletMultiThreaded
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SpuGatheringCollisionDispatcher.cpp
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SpuGatheringCollisionDispatcher.cpp
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SpuContactManifoldCollisionAlgorithm.cpp
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SpuContactManifoldCollisionAlgorithm.cpp
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SpuContactManifoldCollisionAlgorithm.h
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SpuContactManifoldCollisionAlgorithm.h
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btParallelConstraintSolver.cpp
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btParallelConstraintSolver.h
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SpuNarrowPhaseCollisionTask/Box.h
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SpuNarrowPhaseCollisionTask/Box.h
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SpuNarrowPhaseCollisionTask/boxBoxDistance.cpp
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SpuNarrowPhaseCollisionTask/boxBoxDistance.cpp
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SpuNarrowPhaseCollisionTask/boxBoxDistance.h
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SpuNarrowPhaseCollisionTask/boxBoxDistance.h
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74
src/BulletMultiThreaded/btParallelConstraintSolver.cpp
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74
src/BulletMultiThreaded/btParallelConstraintSolver.cpp
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@@ -0,0 +1,74 @@
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/*
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Copyright (C) 2010 Sony Computer Entertainment Inc.
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All rights reserved.
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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 "btParallelConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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btParallelConstraintSolver::btParallelConstraintSolver()
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{
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//initialize MiniCL here
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}
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btParallelConstraintSolver::~btParallelConstraintSolver()
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{
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//exit MiniCL
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}
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btScalar btParallelConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
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{
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{
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int i;
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btPersistentManifold* manifold = 0;
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// btCollisionObject* colObj0=0,*colObj1=0;
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for (i=0;i<numManifolds;i++)
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{
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manifold = manifoldPtr[i];
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convertContact(manifold,infoGlobal);
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}
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}
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btContactSolverInfo info = infoGlobal;
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int numConstraintPool = m_tmpSolverContactConstraintPool.size();
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int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
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///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
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m_orderTmpConstraintPool.resize(numConstraintPool);
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m_orderFrictionConstraintPool.resize(numFrictionPool);
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{
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int i;
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for (i=0;i<numConstraintPool;i++)
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{
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m_orderTmpConstraintPool[i] = i;
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}
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for (i=0;i<numFrictionPool;i++)
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{
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m_orderFrictionConstraintPool[i] = i;
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}
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}
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return 0.f;
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}
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42
src/BulletMultiThreaded/btParallelConstraintSolver.h
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42
src/BulletMultiThreaded/btParallelConstraintSolver.h
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@@ -0,0 +1,42 @@
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/*
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Copyright (C) 2010 Sony Computer Entertainment Inc.
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All rights reserved.
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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 __BT_PARALLEL_CONSTRAINT_SOLVER_H
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#define __BT_PARALLEL_CONSTRAINT_SOLVER_H
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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class btParallelConstraintSolver : public btSequentialImpulseConstraintSolver
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{
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protected:
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public:
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btParallelConstraintSolver();
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virtual ~btParallelConstraintSolver();
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//virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher);
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btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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};
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#endif //__BT_PARALLEL_CONSTRAINT_SOLVER_H
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Block a user