#ifndef B3_GPU_BATCHING_PGS_SOLVER_H #define B3_GPU_BATCHING_PGS_SOLVER_H #include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h" #include "Bullet3OpenCL/ParallelPrimitives/b3OpenCLArray.h" #include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h" #include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h" #include "b3GpuConstraint4.h" class b3GpuBatchingPgsSolver { protected: struct b3GpuBatchingPgsSolverInternalData* m_data; void batchContacts( b3OpenCLArray* contacts, int nContacts, b3OpenCLArray* n, b3OpenCLArray* offsets, int staticIdx ); inline int sortConstraintByBatch( b3Contact4* cs, int n, int simdWidth , int staticIdx, int numBodies); inline int sortConstraintByBatch2( b3Contact4* cs, int n, int simdWidth , int staticIdx, int numBodies); inline int sortConstraintByBatch3( b3Contact4* cs, int n, int simdWidth , int staticIdx, int numBodies); void solveContactConstraint( const b3OpenCLArray* bodyBuf, const b3OpenCLArray* shapeBuf, b3OpenCLArray* constraint, void* additionalData, int n ,int maxNumBatches, int numIterations); public: b3GpuBatchingPgsSolver(cl_context ctx,cl_device_id device, cl_command_queue q,int pairCapacity); virtual ~b3GpuBatchingPgsSolver(); void solveContacts(int numBodies, cl_mem bodyBuf, cl_mem inertiaBuf, int numContacts, cl_mem contactBuf, const struct b3Config& config, int static0Index); }; #endif //B3_GPU_BATCHING_PGS_SOLVER_H