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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp b/PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp new file mode 100644 index 00000000..40cbde16 --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetMultiThreading/SnippetMultiThreading.cpp @@ -0,0 +1,261 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +// **************************************************************************** +// This snippet shows how to coordinate threads performing asynchronous +// work during the scene simulation. After simulate() is called, user threads +// are started that perform ray-casts against the scene. The call to +// fetchResults() is delayed until all ray-casts have completed. +// **************************************************************************** + +#include <ctype.h> + +#include "PxPhysicsAPI.h" + +#include "../SnippetUtils/SnippetUtils.h" +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" + + +using namespace physx; + +PxDefaultAllocator gAllocator; +PxDefaultErrorCallback gErrorCallback; + +PxFoundation* gFoundation = NULL; +PxPhysics* gPhysics = NULL; + +PxDefaultCpuDispatcher* gDispatcher = NULL; +PxScene* gScene = NULL; + +PxMaterial* gMaterial = NULL; + +PxPvd* gPvd = NULL; + +struct RaycastThread +{ + SnippetUtils::Sync* mWorkReadySyncHandle; + SnippetUtils::Thread* mThreadHandle; +}; +const PxU32 gNumThreads = 1; +RaycastThread gThreads[gNumThreads]; + +SnippetUtils::Sync* gWorkDoneSyncHandle; + +const PxI32 gRayCount = 1024; +volatile PxI32 gRaysAvailable; +volatile PxI32 gRaysCompleted; + + +static PxVec3 randVec3() +{ + return (PxVec3(float(rand())/RAND_MAX, + float(rand())/RAND_MAX, + float(rand())/RAND_MAX)*2.0f - PxVec3(1.0f)).getNormalized(); +} + +static void threadExecute(void* data) +{ + RaycastThread* raycastThread = static_cast<RaycastThread*>(data); + + // Perform random raycasts against the scene until stop. + for(;;) + { + // Wait here for the sync to be set then reset the sync + // to ensure that we only perform raycast work after the + // sync has been set again. + SnippetUtils::syncWait(raycastThread->mWorkReadySyncHandle); + SnippetUtils::syncReset(raycastThread->mWorkReadySyncHandle); + + // If the thread has been signaled to quit then exit this function. + if (SnippetUtils::threadQuitIsSignalled(raycastThread->mThreadHandle)) + break; + + // Perform a fixed number of random raycasts against the scene + // and share the work between multiple threads. + while (SnippetUtils::atomicDecrement(&gRaysAvailable) >= 0) + { + PxVec3 dir = randVec3(); + + PxRaycastBuffer buf; + gScene->raycast(PxVec3(0.0f), dir.getNormalized(), 1000.0f, buf, PxHitFlag::eDEFAULT); + + // If this is the last raycast then signal this to the main thread. + if (SnippetUtils::atomicIncrement(&gRaysCompleted) == gRayCount) + { + SnippetUtils::syncSet(gWorkDoneSyncHandle); + } + } + } + + // Quit the current thread. + SnippetUtils::threadQuit(raycastThread->mThreadHandle); +} + +void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) +{ + PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); + for(PxU32 i=0; i<size;i++) + { + for(PxU32 j=0;j<size-i;j++) + { + PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent); + PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm)); + body->attachShape(*shape); + PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); + gScene->addActor(*body); + } + } + shape->release(); +} + +void createPhysicsAndScene() +{ + gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback); + + gPvd = PxCreatePvd(*gFoundation); + PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); + gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL); + + gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd); + gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); + + PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); + sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); + + PxU32 numCores = SnippetUtils::getNbPhysicalCores(); + gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); + sceneDesc.cpuDispatcher = gDispatcher; + sceneDesc.filterShader = PxDefaultSimulationFilterShader; + + gScene = gPhysics->createScene(sceneDesc); + + PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); + gScene->addActor(*groundPlane); + + for(PxU32 i=0;i<5;i++) + createStack(PxTransform(PxVec3(0,0,i*10.0f)), 10, 2.0f); +} + +void createRaycastThreads() +{ + // Create and start threads that will perform raycasts. + // Create a sync for each thread so that a signal may be sent + // from the main thread to the raycast thread that it can start + // performing raycasts. + for (PxU32 i=0; i < gNumThreads; ++i) + { + //Create a sync. + gThreads[i].mWorkReadySyncHandle = SnippetUtils::syncCreate(); + + //Create and start a thread. + gThreads[i].mThreadHandle = SnippetUtils::threadCreate(threadExecute, &gThreads[i]); + } + + // Create another sync so that the raycast threads can signal to the main + // thread that they have finished performing their raycasts. + gWorkDoneSyncHandle = SnippetUtils::syncCreate(); +} + +void initPhysics() +{ + createPhysicsAndScene(); + createRaycastThreads(); +} + +void stepPhysics() +{ + // Start simulation + gScene->simulate(1.0f/60.0f); + + // Start ray-cast threads + gRaysAvailable = gRayCount; + gRaysCompleted = 0; + + // Signal to each raycast thread that they can start performing raycasts. + for (PxU32 i=0; i < gNumThreads; ++i) + { + SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle); + } + + // Wait for raycast threads to finish. + SnippetUtils::syncWait(gWorkDoneSyncHandle); + SnippetUtils::syncReset(gWorkDoneSyncHandle); + + // Fetch simulation results + gScene->fetchResults(true); +} + +void cleanupPhysics() +{ + // Signal threads to quit. + for (PxU32 i=0; i < gNumThreads; ++i) + { + SnippetUtils::threadSignalQuit(gThreads[i].mThreadHandle); + SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle); + } + + // Clean up raycast threads and syncs. + for (PxU32 i=0; i < gNumThreads; ++i) + { + SnippetUtils::threadWaitForQuit(gThreads[i].mThreadHandle); + SnippetUtils::threadRelease(gThreads[i].mThreadHandle); + SnippetUtils::syncRelease(gThreads[i].mWorkReadySyncHandle); + } + + // Clean up the sync for the main thread. + SnippetUtils::syncRelease(gWorkDoneSyncHandle); + + gScene->release(); + + gDispatcher->release(); + + gPhysics->release(); + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + + gFoundation->release(); + + printf("SnippetMultiThreading done.\n"); +} + +int snippetMain(int, const char*const*) +{ + initPhysics(); + + for(PxU32 i=0; i<100; ++i) + stepPhysics(); + + cleanupPhysics(); + + return 0; +} + |