static const char* solverKernelsCL= \ "#pragma OPENCL EXTENSION cl_amd_printf : enable\n" "#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable\n" "#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable\n" "#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable\n" "#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable\n" "\n" "\n" "#ifdef cl_ext_atomic_counters_32\n" "#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable\n" "#else\n" "#define counter32_t volatile global int*\n" "#endif\n" "\n" "typedef unsigned int u32;\n" "typedef unsigned short u16;\n" "typedef unsigned char u8;\n" "\n" "#define GET_GROUP_IDX get_group_id(0)\n" "#define GET_LOCAL_IDX get_local_id(0)\n" "#define GET_GLOBAL_IDX get_global_id(0)\n" "#define GET_GROUP_SIZE get_local_size(0)\n" "#define GET_NUM_GROUPS get_num_groups(0)\n" "#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)\n" "#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)\n" "#define AtomInc(x) atom_inc(&(x))\n" "#define AtomInc1(x, out) out = atom_inc(&(x))\n" "#define AppendInc(x, out) out = atomic_inc(x)\n" "#define AtomAdd(x, value) atom_add(&(x), value)\n" "#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )\n" "#define AtomXhg(x, value) atom_xchg ( &(x), value )\n" "\n" "\n" "#define SELECT_UINT4( b, a, condition ) select( b,a,condition )\n" "\n" "#define make_float4 (float4)\n" "#define make_float2 (float2)\n" "#define make_uint4 (uint4)\n" "#define make_int4 (int4)\n" "#define make_uint2 (uint2)\n" "#define make_int2 (int2)\n" "\n" "\n" "#define max2 max\n" "#define min2 min\n" "\n" "\n" "///////////////////////////////////////\n" "// Vector\n" "///////////////////////////////////////\n" "__inline\n" "float fastDiv(float numerator, float denominator)\n" "{\n" " return native_divide(numerator, denominator); \n" "// return numerator/denominator; \n" "}\n" "\n" "__inline\n" "float4 fastDiv4(float4 numerator, float4 denominator)\n" "{\n" " return native_divide(numerator, denominator); \n" "}\n" "\n" "__inline\n" "float fastSqrtf(float f2)\n" "{\n" " return native_sqrt(f2);\n" "// return sqrt(f2);\n" "}\n" "\n" "__inline\n" "float fastRSqrt(float f2)\n" "{\n" " return native_rsqrt(f2);\n" "}\n" "\n" "__inline\n" "float fastLength4(float4 v)\n" "{\n" " return fast_length(v);\n" "}\n" "\n" "__inline\n" "float4 fastNormalize4(float4 v)\n" "{\n" " return fast_normalize(v);\n" "}\n" "\n" "\n" "__inline\n" "float sqrtf(float a)\n" "{\n" "// return sqrt(a);\n" " return native_sqrt(a);\n" "}\n" "\n" "__inline\n" "float4 cross3(float4 a, float4 b)\n" "{\n" " return cross(a,b);\n" "}\n" "\n" "__inline\n" "float dot3F4(float4 a, float4 b)\n" "{\n" " float4 a1 = make_float4(a.xyz,0.f);\n" " float4 b1 = make_float4(b.xyz,0.f);\n" " return dot(a1, b1);\n" "}\n" "\n" "__inline\n" "float length3(const float4 a)\n" "{\n" " return sqrtf(dot3F4(a,a));\n" "}\n" "\n" "__inline\n" "float dot4(const float4 a, const float4 b)\n" "{\n" " return dot( a, b );\n" "}\n" "\n" "// for height\n" "__inline\n" "float dot3w1(const float4 point, const float4 eqn)\n" "{\n" " return dot3F4(point,eqn) + eqn.w;\n" "}\n" "\n" "__inline\n" "float4 normalize3(const float4 a)\n" "{\n" " float4 n = make_float4(a.x, a.y, a.z, 0.f);\n" " return fastNormalize4( n );\n" "// float length = sqrtf(dot3F4(a, a));\n" "// return 1.f/length * a;\n" "}\n" "\n" "__inline\n" "float4 normalize4(const float4 a)\n" "{\n" " float length = sqrtf(dot4(a, a));\n" " return 1.f/length * a;\n" "}\n" "\n" "__inline\n" "float4 createEquation(const float4 a, const float4 b, const float4 c)\n" "{\n" " float4 eqn;\n" " float4 ab = b-a;\n" " float4 ac = c-a;\n" " eqn = normalize3( cross3(ab, ac) );\n" " eqn.w = -dot3F4(eqn,a);\n" " return eqn;\n" "}\n" "\n" "///////////////////////////////////////\n" "// Matrix3x3\n" "///////////////////////////////////////\n" "\n" "typedef struct\n" "{\n" " float4 m_row[3];\n" "}Matrix3x3;\n" "\n" "__inline\n" "Matrix3x3 mtZero();\n" "\n" "__inline\n" "Matrix3x3 mtIdentity();\n" "\n" "__inline\n" "Matrix3x3 mtTranspose(Matrix3x3 m);\n" "\n" "__inline\n" "Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b);\n" "\n" "__inline\n" "float4 mtMul1(Matrix3x3 a, float4 b);\n" "\n" "__inline\n" "float4 mtMul3(float4 a, Matrix3x3 b);\n" "\n" "__inline\n" "Matrix3x3 mtZero()\n" "{\n" " Matrix3x3 m;\n" " m.m_row[0] = (float4)(0.f);\n" " m.m_row[1] = (float4)(0.f);\n" " m.m_row[2] = (float4)(0.f);\n" " return m;\n" "}\n" "\n" "__inline\n" "Matrix3x3 mtIdentity()\n" "{\n" " Matrix3x3 m;\n" " m.m_row[0] = (float4)(1,0,0,0);\n" " m.m_row[1] = (float4)(0,1,0,0);\n" " m.m_row[2] = (float4)(0,0,1,0);\n" " return m;\n" "}\n" "\n" "__inline\n" "Matrix3x3 mtTranspose(Matrix3x3 m)\n" "{\n" " Matrix3x3 out;\n" " out.m_row[0] = (float4)(m.m_row[0].x, m.m_row[1].x, m.m_row[2].x, 0.f);\n" " out.m_row[1] = (float4)(m.m_row[0].y, m.m_row[1].y, m.m_row[2].y, 0.f);\n" " out.m_row[2] = (float4)(m.m_row[0].z, m.m_row[1].z, m.m_row[2].z, 0.f);\n" " return out;\n" "}\n" "\n" "__inline\n" "Matrix3x3 mtMul(Matrix3x3 a, Matrix3x3 b)\n" "{\n" " Matrix3x3 transB;\n" " transB = mtTranspose( b );\n" " Matrix3x3 ans;\n" " // why this doesn't run when 0ing in the for{}\n" " a.m_row[0].w = 0.f;\n" " a.m_row[1].w = 0.f;\n" " a.m_row[2].w = 0.f;\n" " for(int i=0; i<3; i++)\n" " {\n" "// a.m_row[i].w = 0.f;\n" " ans.m_row[i].x = dot3F4(a.m_row[i],transB.m_row[0]);\n" " ans.m_row[i].y = dot3F4(a.m_row[i],transB.m_row[1]);\n" " ans.m_row[i].z = dot3F4(a.m_row[i],transB.m_row[2]);\n" " ans.m_row[i].w = 0.f;\n" " }\n" " return ans;\n" "}\n" "\n" "__inline\n" "float4 mtMul1(Matrix3x3 a, float4 b)\n" "{\n" " float4 ans;\n" " ans.x = dot3F4( a.m_row[0], b );\n" " ans.y = dot3F4( a.m_row[1], b );\n" " ans.z = dot3F4( a.m_row[2], b );\n" " ans.w = 0.f;\n" " return ans;\n" "}\n" "\n" "__inline\n" "float4 mtMul3(float4 a, Matrix3x3 b)\n" "{\n" " float4 colx = make_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n" " float4 coly = make_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n" " float4 colz = make_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n" "\n" " float4 ans;\n" " ans.x = dot3F4( a, colx );\n" " ans.y = dot3F4( a, coly );\n" " ans.z = dot3F4( a, colz );\n" " return ans;\n" "}\n" "\n" "///////////////////////////////////////\n" "// Quaternion\n" "///////////////////////////////////////\n" "\n" "typedef float4 Quaternion;\n" "\n" "__inline\n" "Quaternion qtMul(Quaternion a, Quaternion b);\n" "\n" "__inline\n" "Quaternion qtNormalize(Quaternion in);\n" "\n" "__inline\n" "float4 qtRotate(Quaternion q, float4 vec);\n" "\n" "__inline\n" "Quaternion qtInvert(Quaternion q);\n" "\n" "__inline\n" "Matrix3x3 qtGetRotationMatrix(Quaternion q);\n" "\n" "\n" "\n" "__inline\n" "Quaternion qtMul(Quaternion a, Quaternion b)\n" "{\n" " Quaternion ans;\n" " ans = cross3( a, b );\n" " ans += a.w*b+b.w*a;\n" "// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n" " ans.w = a.w*b.w - dot3F4(a, b);\n" " return ans;\n" "}\n" "\n" "__inline\n" "Quaternion qtNormalize(Quaternion in)\n" "{\n" " return fastNormalize4(in);\n" "// in /= length( in );\n" "// return in;\n" "}\n" "__inline\n" "float4 qtRotate(Quaternion q, float4 vec)\n" "{\n" " Quaternion qInv = qtInvert( q );\n" " float4 vcpy = vec;\n" " vcpy.w = 0.f;\n" " float4 out = qtMul(qtMul(q,vcpy),qInv);\n" " return out;\n" "}\n" "\n" "__inline\n" "Quaternion qtInvert(Quaternion q)\n" "{\n" " return (Quaternion)(-q.xyz, q.w);\n" "}\n" "\n" "__inline\n" "float4 qtInvRotate(const Quaternion q, float4 vec)\n" "{\n" " return qtRotate( qtInvert( q ), vec );\n" "}\n" "\n" "__inline\n" "Matrix3x3 qtGetRotationMatrix(Quaternion quat)\n" "{\n" " float4 quat2 = (float4)(quat.x*quat.x, quat.y*quat.y, quat.z*quat.z, 0.f);\n" " Matrix3x3 out;\n" "\n" " out.m_row[0].x=1-2*quat2.y-2*quat2.z;\n" " out.m_row[0].y=2*quat.x*quat.y-2*quat.w*quat.z;\n" " out.m_row[0].z=2*quat.x*quat.z+2*quat.w*quat.y;\n" " out.m_row[0].w = 0.f;\n" "\n" " out.m_row[1].x=2*quat.x*quat.y+2*quat.w*quat.z;\n" " out.m_row[1].y=1-2*quat2.x-2*quat2.z;\n" " out.m_row[1].z=2*quat.y*quat.z-2*quat.w*quat.x;\n" " out.m_row[1].w = 0.f;\n" "\n" " out.m_row[2].x=2*quat.x*quat.z-2*quat.w*quat.y;\n" " out.m_row[2].y=2*quat.y*quat.z+2*quat.w*quat.x;\n" " out.m_row[2].z=1-2*quat2.x-2*quat2.y;\n" " out.m_row[2].w = 0.f;\n" "\n" " return out;\n" "}\n" "\n" "\n" "\n" "\n" "#define WG_SIZE 64\n" "\n" "typedef struct\n" "{\n" " float4 m_pos;\n" " Quaternion m_quat;\n" " float4 m_linVel;\n" " float4 m_angVel;\n" "\n" " u32 m_shapeIdx;\n" " u32 m_shapeType;\n" " float m_invMass;\n" " float m_restituitionCoeff;\n" " float m_frictionCoeff;\n" "} Body;\n" "\n" "typedef struct\n" "{\n" " Matrix3x3 m_invInertia;\n" " Matrix3x3 m_initInvInertia;\n" "} Shape;\n" "\n" "typedef struct\n" "{\n" " float4 m_linear;\n" " float4 m_worldPos[4];\n" " float4 m_center; \n" " float m_jacCoeffInv[4];\n" " float m_b[4];\n" " float m_appliedRambdaDt[4];\n" "\n" " float m_fJacCoeffInv[2]; \n" " float m_fAppliedRambdaDt[2]; \n" "\n" " u32 m_bodyA;\n" " u32 m_bodyB;\n" "\n" " int m_batchIdx;\n" " u32 m_paddings[1];\n" "} Constraint4;\n" "\n" "typedef struct\n" "{\n" " float4 m_worldPos[4];\n" " float4 m_worldNormal;\n" " u32 m_coeffs;\n" " int m_batchIdx;\n" "\n" " u32 m_bodyAPtr;\n" " u32 m_bodyBPtr;\n" "} Contact4;\n" "\n" "typedef struct\n" "{\n" " int m_nConstraints;\n" " int m_start;\n" " int m_batchIdx;\n" " int m_nSplit;\n" "// int m_paddings[1];\n" "} ConstBuffer;\n" "\n" "typedef struct\n" "{\n" " int m_solveFriction;\n" " int m_maxBatch; // long batch really kills the performance\n" " int m_batchIdx;\n" " int m_nSplit;\n" "// int m_paddings[1];\n" "} ConstBufferBatchSolve;\n" "\n" "\n" "void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n" "{\n" " *linear = -n;\n" " *angular0 = -cross3(r0, n);\n" " *angular1 = cross3(r1, n);\n" "}\n" "\n" "\n" "float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )\n" "{\n" " return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);\n" "}\n" "\n" "\n" "float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,\n" " float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)\n" "{\n" " // linear0,1 are normlized\n" " float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;\n" " float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);\n" " float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;\n" " float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);\n" " return -1.f/(jmj0+jmj1+jmj2+jmj3);\n" "}\n" "\n" "\n" "\n" "void solveContact(__global Constraint4* cs,\n" " float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,\n" " float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB)\n" "{\n" " float minRambdaDt = 0;\n" " float maxRambdaDt = FLT_MAX;\n" "\n" " for(int ic=0; ic<4; ic++)\n" " {\n" " if( cs->m_jacCoeffInv[ic] == 0.f ) continue;\n" "\n" " float4 angular0, angular1, linear;\n" " float4 r0 = cs->m_worldPos[ic] - posA;\n" " float4 r1 = cs->m_worldPos[ic] - posB;\n" " setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n" "\n" " float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n" " *linVelA, *angVelA, *linVelB, *angVelB ) + cs->m_b[ic];\n" " rambdaDt *= cs->m_jacCoeffInv[ic];\n" "\n" " {\n" " float prevSum = cs->m_appliedRambdaDt[ic];\n" " float updated = prevSum;\n" " updated += rambdaDt;\n" " updated = max2( updated, minRambdaDt );\n" " updated = min2( updated, maxRambdaDt );\n" " rambdaDt = updated - prevSum;\n" " cs->m_appliedRambdaDt[ic] = updated;\n" " }\n" "\n" " float4 linImp0 = invMassA*linear*rambdaDt;\n" " float4 linImp1 = invMassB*(-linear)*rambdaDt;\n" " float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n" " float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n" "\n" " *linVelA += linImp0;\n" " *angVelA += angImp0;\n" " *linVelB += linImp1;\n" " *angVelB += angImp1;\n" " }\n" "}\n" "\n" "\n" "void solveFriction(__global Constraint4* cs,\n" " float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,\n" " float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB,\n" " float maxRambdaDt[4], float minRambdaDt[4])\n" "{\n" " if( cs->m_fJacCoeffInv[0] == 0 && cs->m_fJacCoeffInv[0] == 0 ) return;\n" " const float4 center = cs->m_center;\n" "\n" " float4 n = -cs->m_linear;\n" "\n" " float4 tangent[2];\n" " tangent[0] = cross3( n, cs->m_worldPos[0]-center );\n" " tangent[1] = cross3( tangent[0], n );\n" " tangent[0] = normalize3( tangent[0] );\n" " tangent[1] = normalize3( tangent[1] );\n" "\n" " float4 angular0, angular1, linear;\n" " float4 r0 = center - posA;\n" " float4 r1 = center - posB;\n" " for(int i=0; i<2; i++)\n" " {\n" " setLinearAndAngular( tangent[i], r0, r1, &linear, &angular0, &angular1 );\n" " float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,\n" " *linVelA, *angVelA, *linVelB, *angVelB );\n" " rambdaDt *= cs->m_fJacCoeffInv[i];\n" "\n" " {\n" " float prevSum = cs->m_fAppliedRambdaDt[i];\n" " float updated = prevSum;\n" " updated += rambdaDt;\n" " updated = max2( updated, minRambdaDt[i] );\n" " updated = min2( updated, maxRambdaDt[i] );\n" " rambdaDt = updated - prevSum;\n" " cs->m_fAppliedRambdaDt[i] = updated;\n" " }\n" "\n" " float4 linImp0 = invMassA*linear*rambdaDt;\n" " float4 linImp1 = invMassB*(-linear)*rambdaDt;\n" " float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n" " float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n" "\n" " *linVelA += linImp0;\n" " *angVelA += angImp0;\n" " *linVelB += linImp1;\n" " *angVelB += angImp1;\n" " }\n" " { // angular damping for point constraint\n" " float4 ab = normalize3( posB - posA );\n" " float4 ac = normalize3( center - posA );\n" " if( dot3F4( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f))\n" " {\n" " float angNA = dot3F4( n, *angVelA );\n" " float angNB = dot3F4( n, *angVelB );\n" "\n" " *angVelA -= (angNA*0.1f)*n;\n" " *angVelB -= (angNB*0.1f)*n;\n" " }\n" " }\n" "}\n" "\n" "void solveAConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs)\n" "{\n" " float frictionCoeff = ldsCs[0].m_linear.w;\n" " int aIdx = ldsCs[0].m_bodyA;\n" " int bIdx = ldsCs[0].m_bodyB;\n" "\n" " float4 posA = gBodies[aIdx].m_pos;\n" " float4 linVelA = gBodies[aIdx].m_linVel;\n" " float4 angVelA = gBodies[aIdx].m_angVel;\n" " float invMassA = gBodies[aIdx].m_invMass;\n" " Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n" "\n" " float4 posB = gBodies[bIdx].m_pos;\n" " float4 linVelB = gBodies[bIdx].m_linVel;\n" " float4 angVelB = gBodies[bIdx].m_angVel;\n" " float invMassB = gBodies[bIdx].m_invMass;\n" " Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n" " \n" " \n" " {\n" " solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n" " posB, &linVelB, &angVelB, invMassB, invInertiaB );\n" " }\n" "\n" " {\n" " float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};\n" " float minRambdaDt[4] = {0.f,0.f,0.f,0.f};\n" "\n" " float sum = 0;\n" " for(int j=0; j<4; j++)\n" " {\n" " sum +=ldsCs[0].m_appliedRambdaDt[j];\n" " }\n" " frictionCoeff = 0.7f;\n" " for(int j=0; j<4; j++)\n" " {\n" " maxRambdaDt[j] = frictionCoeff*sum;\n" " minRambdaDt[j] = -maxRambdaDt[j];\n" " }\n" "\n" " solveFriction( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n" " posB, &linVelB, &angVelB, invMassB, invInertiaB, maxRambdaDt, minRambdaDt );\n" " }\n" "\n" " gBodies[aIdx].m_linVel = linVelA;\n" " gBodies[aIdx].m_angVel = angVelA;\n" " gBodies[bIdx].m_linVel = linVelB;\n" " gBodies[bIdx].m_angVel = angVelB;\n" "}\n" "\n" "void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs)\n" "{\n" " float frictionCoeff = ldsCs[0].m_linear.w;\n" " int aIdx = ldsCs[0].m_bodyA;\n" " int bIdx = ldsCs[0].m_bodyB;\n" "\n" " float4 posA = gBodies[aIdx].m_pos;\n" " float4 linVelA = gBodies[aIdx].m_linVel;\n" " float4 angVelA = gBodies[aIdx].m_angVel;\n" " float invMassA = gBodies[aIdx].m_invMass;\n" " Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n" "\n" " float4 posB = gBodies[bIdx].m_pos;\n" " float4 linVelB = gBodies[bIdx].m_linVel;\n" " float4 angVelB = gBodies[bIdx].m_angVel;\n" " float invMassB = gBodies[bIdx].m_invMass;\n" " Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n" "\n" " solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n" " posB, &linVelB, &angVelB, invMassB, invInertiaB );\n" "\n" " gBodies[aIdx].m_linVel = linVelA;\n" " gBodies[aIdx].m_angVel = angVelA;\n" " gBodies[bIdx].m_linVel = linVelB;\n" " gBodies[bIdx].m_angVel = angVelB;\n" "}\n" "\n" "void solveFrictionConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs)\n" "{\n" " float frictionCoeff = ldsCs[0].m_linear.w;\n" " int aIdx = ldsCs[0].m_bodyA;\n" " int bIdx = ldsCs[0].m_bodyB;\n" "\n" " float4 posA = gBodies[aIdx].m_pos;\n" " float4 linVelA = gBodies[aIdx].m_linVel;\n" " float4 angVelA = gBodies[aIdx].m_angVel;\n" " float invMassA = gBodies[aIdx].m_invMass;\n" " Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n" "\n" " float4 posB = gBodies[bIdx].m_pos;\n" " float4 linVelB = gBodies[bIdx].m_linVel;\n" " float4 angVelB = gBodies[bIdx].m_angVel;\n" " float invMassB = gBodies[bIdx].m_invMass;\n" " Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n" "\n" " {\n" " float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};\n" " float minRambdaDt[4] = {0.f,0.f,0.f,0.f};\n" "\n" " float sum = 0;\n" " for(int j=0; j<4; j++)\n" " {\n" " sum +=ldsCs[0].m_appliedRambdaDt[j];\n" " }\n" " frictionCoeff = 0.7f;\n" " for(int j=0; j<4; j++)\n" " {\n" " maxRambdaDt[j] = frictionCoeff*sum;\n" " minRambdaDt[j] = -maxRambdaDt[j];\n" " }\n" "\n" " solveFriction( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,\n" " posB, &linVelB, &angVelB, invMassB, invInertiaB, maxRambdaDt, minRambdaDt );\n" " }\n" "\n" " gBodies[aIdx].m_linVel = linVelA;\n" " gBodies[aIdx].m_angVel = angVelA;\n" " gBodies[bIdx].m_linVel = linVelB;\n" " gBodies[bIdx].m_angVel = angVelB;\n" "}\n" "\n" "typedef struct \n" "{\n" " int m_valInt0;\n" " int m_valInt1;\n" " int m_valInt2;\n" " int m_valInt3;\n" "\n" " float m_val0;\n" " float m_val1;\n" " float m_val2;\n" " float m_val3;\n" "} SolverDebugInfo;\n" "\n" "\n" "__kernel\n" "__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n" "//void BatchSolveKernel(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* gConstraints, __global int* gN, __global int* gOffsets, __global SolverDebugInfo* debugInfo, ConstBufferBatchSolve cb)\n" "void BatchSolveKernel(__global Body* gBodies, \n" "__global Shape* gShapes, \n" "__global Constraint4* gConstraints, \n" "__global int* gN, \n" "__global int* gOffsets, \n" "ConstBufferBatchSolve cb)\n" "{\n" " __local int ldsBatchIdx[WG_SIZE+1];\n" "\n" " __local int ldsCurBatch;\n" " __local int ldsNextBatch;\n" " __local int ldsStart;\n" "\n" " int lIdx = GET_LOCAL_IDX;\n" " int wgIdx = GET_GROUP_IDX;\n" "\n" " int gIdx = GET_GLOBAL_IDX;\n" "// debugInfo[gIdx].m_valInt0 = gIdx;\n" " //debugInfo[gIdx].m_valInt1 = GET_GROUP_SIZE;\n" "\n" " const int solveFriction = cb.m_solveFriction;\n" " const int maxBatch = cb.m_maxBatch;\n" " const int bIdx = cb.m_batchIdx;\n" " const int nSplit = cb.m_nSplit;\n" "\n" " int xIdx = (wgIdx/(nSplit/2))*2 + (bIdx&1);\n" " int yIdx = (wgIdx%(nSplit/2))*2 + (bIdx>>1);\n" " int cellIdx = xIdx+yIdx*nSplit;\n" " \n" " if( gN[cellIdx] == 0 ) \n" " return;\n" "\n" " const int start = gOffsets[cellIdx];\n" " const int end = start + gN[cellIdx];\n" "\n" " \n" " if( lIdx == 0 )\n" " {\n" " ldsCurBatch = 0;\n" " ldsNextBatch = 0;\n" " ldsStart = start;\n" " }\n" "\n" "\n" " GROUP_LDS_BARRIER;\n" "\n" " int idx=ldsStart+lIdx;\n" " while (ldsCurBatch < maxBatch)\n" " {\n" " for(; idxm_bodyA = src.m_bodyAPtr;\n" " dstC->m_bodyB = src.m_bodyBPtr;\n" "\n" " float dtInv = 1.f/dt;\n" " for(int ic=0; ic<4; ic++)\n" " {\n" " dstC->m_appliedRambdaDt[ic] = 0.f;\n" " }\n" " dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;\n" "\n" "\n" " dstC->m_linear = -src.m_worldNormal;\n" " dstC->m_linear.w = 0.7f ;//src.getFrictionCoeff() );\n" " for(int ic=0; ic<4; ic++)\n" " {\n" " float4 r0 = src.m_worldPos[ic] - posA;\n" " float4 r1 = src.m_worldPos[ic] - posB;\n" "\n" " if( ic >= src.m_worldNormal.w )//npoints\n" " {\n" " dstC->m_jacCoeffInv[ic] = 0.f;\n" " continue;\n" " }\n" "\n" " float relVelN;\n" " {\n" " float4 linear, angular0, angular1;\n" " setLinearAndAngular(src.m_worldNormal, r0, r1, &linear, &angular0, &angular1);\n" "\n" " dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,\n" " invMassA, &invInertiaA, invMassB, &invInertiaB );\n" "\n" " relVelN = calcRelVel(linear, -linear, angular0, angular1,\n" " linVelA, angVelA, linVelB, angVelB);\n" "\n" " float e = 0.f;//src.getRestituitionCoeff();\n" " if( relVelN*relVelN < 0.004f ) e = 0.f;\n" "\n" " dstC->m_b[ic] = e*relVelN;\n" " //float penetration = src.m_worldPos[ic].w;\n" " dstC->m_b[ic] += (src.m_worldPos[ic].w + positionDrift)*positionConstraintCoeff*dtInv;\n" " dstC->m_appliedRambdaDt[ic] = 0.f;\n" " }\n" " }\n" "\n" " if( src.m_worldNormal.w > 1 )//npoints\n" " { // prepare friction\n" " float4 center = make_float4(0.f);\n" " for(int i=0; im_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,\n" " invMassA, &invInertiaA, invMassB, &invInertiaB );\n" " dstC->m_fAppliedRambdaDt[i] = 0.f;\n" " }\n" " dstC->m_center = center;\n" " }\n" " else\n" " {\n" " // single point constraint\n" " }\n" "\n" " for(int i=0; i<4; i++)\n" " {\n" " if( im_worldPos[i] = src.m_worldPos[i];\n" " }\n" " else\n" " {\n" " dstC->m_worldPos[i] = make_float4(0.f);\n" " }\n" " }\n" "}\n" "\n" "typedef struct\n" "{\n" " int m_nContacts;\n" " float m_dt;\n" " float m_positionDrift;\n" " float m_positionConstraintCoeff;\n" "} ConstBufferCTC;\n" "\n" "__kernel\n" "__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n" "void ContactToConstraintKernel(__global Contact4* gContact, __global Body* gBodies, __global Shape* gShapes, __global Constraint4* gConstraintOut, ConstBufferCTC cb)\n" "{\n" " int gIdx = GET_GLOBAL_IDX;\n" " int nContacts = cb.m_nContacts;\n" " float dt = cb.m_dt;\n" " float positionDrift = cb.m_positionDrift;\n" " float positionConstraintCoeff = cb.m_positionConstraintCoeff;\n" "\n" " if( gIdx < nContacts )\n" " {\n" " int aIdx = gContact[gIdx].m_bodyAPtr;\n" " int bIdx = gContact[gIdx].m_bodyBPtr;\n" "\n" " float4 posA = gBodies[aIdx].m_pos;\n" " float4 linVelA = gBodies[aIdx].m_linVel;\n" " float4 angVelA = gBodies[aIdx].m_angVel;\n" " float invMassA = gBodies[aIdx].m_invMass;\n" " Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;\n" "\n" " float4 posB = gBodies[bIdx].m_pos;\n" " float4 linVelB = gBodies[bIdx].m_linVel;\n" " float4 angVelB = gBodies[bIdx].m_angVel;\n" " float invMassB = gBodies[bIdx].m_invMass;\n" " Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;\n" "\n" " Constraint4 cs;\n" "\n" " setConstraint4( posA, linVelA, angVelA, invMassA, invInertiaA, posB, linVelB, angVelB, invMassB, invInertiaB,\n" " gContact[gIdx], dt, positionDrift, positionConstraintCoeff, \n" " &cs );\n" " \n" " cs.m_batchIdx = gContact[gIdx].m_batchIdx;\n" "\n" " gConstraintOut[gIdx] = cs;\n" " }\n" "}\n" "\n" "__kernel\n" "__attribute__((reqd_work_group_size(WG_SIZE,1,1)))\n" "void CopyConstraintKernel(__global Contact4* gIn, __global Contact4* gOut, int4 cb )\n" "{\n" " int gIdx = GET_GLOBAL_IDX;\n" " if( gIdx < cb.x )\n" " {\n" " gOut[gIdx] = gIn[gIdx];\n" " }\n" "}\n" ;