remove dependency on Adl math stuff
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@@ -9,7 +9,7 @@
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#include <string.h>
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#include "../../basic_initialize/btOpenCLUtils.h"
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#include "../host/btConfig.h"
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#include "../Stubs/Solver.h"
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#include "Solver.h"
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#define SOLVER_SETUP_KERNEL_PATH "opencl/gpu_rigidbody/kernels/solverSetup.cl"
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@@ -25,7 +25,7 @@
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#include "../kernels/batchingKernels.h"
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#define BTNEXTMULTIPLEOF(num, alignment) (((num)/(alignment) + (((num)%(alignment)==0)?0:1))*(alignment))
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enum
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{
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BT_SOLVER_N_SPLIT = 16,
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@@ -452,10 +452,10 @@ void btGpuBatchingPgsSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_mem
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{
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int sortSize = NEXTMULTIPLEOF( nContacts, sortAlignment );
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int sortSize = BTNEXTMULTIPLEOF( nContacts, sortAlignment );
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btOpenCLArray<u32>* countsNative = m_data->m_solverGPU->m_numConstraints;
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btOpenCLArray<u32>* offsetsNative = m_data->m_solverGPU->m_offsets;
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btOpenCLArray<unsigned int>* countsNative = m_data->m_solverGPU->m_numConstraints;
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btOpenCLArray<unsigned int>* offsetsNative = m_data->m_solverGPU->m_offsets;
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{ // 2. set cell idx
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BT_PROFILE("GPU set cell idx");
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@@ -584,11 +584,11 @@ void btGpuBatchingPgsSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_mem
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btOpenCLArray<btContact4>* contactsIn = m_data->m_pBufContactOutGPU;
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contactsIn->copyToHost(cpuContacts);
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btOpenCLArray<u32>* countsNative = m_data->m_solverGPU->m_numConstraints;
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btOpenCLArray<u32>* offsetsNative = m_data->m_solverGPU->m_offsets;
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btOpenCLArray<unsigned int>* countsNative = m_data->m_solverGPU->m_numConstraints;
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btOpenCLArray<unsigned int>* offsetsNative = m_data->m_solverGPU->m_offsets;
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btAlignedObjectArray<u32> nNativeHost;
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btAlignedObjectArray<u32> offsetsNativeHost;
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btAlignedObjectArray<unsigned int> nNativeHost;
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btAlignedObjectArray<unsigned int> offsetsNativeHost;
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{
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BT_PROFILE("countsNative/offsetsNative copyToHost");
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@@ -665,7 +665,7 @@ void btGpuBatchingPgsSolver::solveContacts(int numBodies, cl_mem bodyBuf, cl_mem
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}
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else
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{
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//m_data->m_solverGPU->solveContactConstraintHost(m_data->m_bodyBufferGPU, m_data->m_inertiaBufferGPU, m_data->m_contactCGPU,0, nContactOut ,maxNumBatches);
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m_data->m_solverGPU->solveContactConstraintHost(m_data->m_bodyBufferGPU, m_data->m_inertiaBufferGPU, m_data->m_contactCGPU,0, nContactOut ,maxNumBatches);
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}
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clFinish(m_data->m_queue);
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