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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelDynamics/src/DySolverControl.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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.
+
+
+#ifndef DY_SOLVERCOREGENERAL_H
+#define DY_SOLVERCOREGENERAL_H
+
+#include "DySolverCore.h"
+#include "DySolverConstraintDesc.h"
+
+namespace physx
+{
+
+namespace Dy
+{
+
+struct FsData;
+
+inline void BusyWaitState(volatile PxU32* state, const PxU32 requiredState)
+{
+ while(requiredState != *state );
+}
+
+inline void WaitBodyRequiredState(PxU32* state, const PxU32 requiredState)
+{
+ if(*state != requiredState)
+ {
+ BusyWaitState(state, requiredState);
+ }
+}
+
+inline void BusyWaitStates(volatile PxU32* stateA, volatile PxU32* stateB, const PxU32 requiredStateA, const PxU32 requiredStateB)
+{
+ while(*stateA != requiredStateA);
+ while(*stateB != requiredStateB);
+}
+
+
+PX_FORCE_INLINE void WaitBodyABodyBRequiredState(const PxSolverConstraintDesc& desc, const PxI32 iterationA, const PxI32 iterationB)
+{
+ PxSolverBody* PX_RESTRICT pBodyA = desc.bodyA;
+ PxSolverBody* PX_RESTRICT pBodyB = desc.bodyB;
+
+ const PxU32 requiredProgressA=(desc.bodyASolverProgress == 0xFFFF) ? 0xFFFF : PxU32(desc.bodyASolverProgress + iterationA * pBodyA->maxSolverNormalProgress + iterationB * pBodyA->maxSolverFrictionProgress);
+ const PxU32 requiredProgressB=(desc.bodyBSolverProgress == 0xFFFF) ? 0xFFFF : PxU32(desc.bodyBSolverProgress + iterationA * pBodyB->maxSolverNormalProgress + iterationB * pBodyB->maxSolverFrictionProgress);
+ PX_ASSERT(requiredProgressA!=0xFFFFFFFF || requiredProgressB!=0xFFFFFFFF);
+
+ const PxU32 solverProgressA = pBodyA->solverProgress;
+ const PxU32 solverProgressB = pBodyB->solverProgress;
+
+ if(solverProgressA != requiredProgressA || solverProgressB != requiredProgressB)
+ {
+ BusyWaitStates(&pBodyA->solverProgress, &pBodyB->solverProgress, requiredProgressA, requiredProgressB);
+ }
+}
+
+PX_FORCE_INLINE void IncrementBodyProgress(const PxSolverConstraintDesc& desc)
+{
+ PxSolverBody* PX_RESTRICT pBodyA = desc.bodyA;
+ PxSolverBody* PX_RESTRICT pBodyB = desc.bodyB;
+
+ const PxU32 maxProgressA = pBodyA->maxSolverNormalProgress;
+ const PxU32 maxProgressB = pBodyB->maxSolverNormalProgress;
+
+ //NB - this approach removes the need for an imul (which is a non-pipeline instruction on PPC chips)
+ const PxU32 requiredProgressA=(maxProgressA == 0xFFFF) ? 0xFFFF : pBodyA->solverProgress + 1;
+ const PxU32 requiredProgressB=(maxProgressB == 0xFFFF) ? 0xFFFF : pBodyB->solverProgress + 1;
+
+ volatile PxU32* solveProgressA = &pBodyA->solverProgress;
+ volatile PxU32* solveProgressB = &pBodyB->solverProgress;
+
+ *solveProgressA=requiredProgressA;
+ *solveProgressB=requiredProgressB;
+
+}
+
+
+class BatchIterator
+{
+public:
+ PxConstraintBatchHeader* constraintBatchHeaders;
+ PxU32 mSize;
+ PxU32 mCurrentIndex;
+
+ BatchIterator(PxConstraintBatchHeader* _constraintBatchHeaders, PxU32 size) : constraintBatchHeaders(_constraintBatchHeaders),
+ mSize(size), mCurrentIndex(0)
+ {
+ }
+
+ PX_FORCE_INLINE const PxConstraintBatchHeader& GetCurrentHeader(const PxU32 constraintIndex)
+ {
+ PxU32 currentIndex = mCurrentIndex;
+ while((constraintIndex - constraintBatchHeaders[currentIndex].mStartIndex) >= constraintBatchHeaders[currentIndex].mStride)
+ currentIndex = (currentIndex + 1)%mSize;
+ Ps::prefetchLine(&constraintBatchHeaders[currentIndex], 128);
+ mCurrentIndex = currentIndex;
+ return constraintBatchHeaders[currentIndex];
+ }
+private:
+ BatchIterator& operator=(const BatchIterator&);
+};
+
+
+template<bool bWaitIncrement>
+void SolveBlockParallel (PxSolverConstraintDesc* PX_RESTRICT constraintList, const PxI32 batchCount, const PxI32 index,
+ const PxI32 headerCount, SolverContext& cache, BatchIterator& iterator,
+ SolveBlockMethod solveTable[], const PxI32 normalIteration, const PxI32 frictionIteration,
+ const PxI32 iteration
+ )
+{
+ const PxI32 indA = index - (iteration * headerCount);
+
+ const PxConstraintBatchHeader* PX_RESTRICT headers = iterator.constraintBatchHeaders;
+
+ const PxI32 endIndex = indA + batchCount;
+ for(PxI32 i = indA; i < endIndex; ++i)
+ {
+ const PxConstraintBatchHeader& header = headers[i];
+
+ const PxI32 numToGrab = header.mStride;
+ PxSolverConstraintDesc* PX_RESTRICT block = &constraintList[header.mStartIndex];
+
+ Ps::prefetch(block[0].constraint, 384);
+
+ for(PxI32 b = 0; b < numToGrab; ++b)
+ {
+ Ps::prefetchLine(block[b].bodyA);
+ Ps::prefetchLine(block[b].bodyB);
+ if(bWaitIncrement)
+ WaitBodyABodyBRequiredState(block[b], normalIteration, frictionIteration);
+ }
+
+ //OK. We have a number of constraints to run...
+ solveTable[header.mConstraintType](block, PxU32(numToGrab), cache);
+
+ //Increment body progresses
+ if(bWaitIncrement)
+ {
+ Ps::memoryBarrier();
+ for(PxI32 j = 0; j < numToGrab; ++j)
+ {
+ IncrementBodyProgress(block[j]);
+ }
+ }
+ }
+}
+
+
+
+
+class SolverCoreGeneral : public SolverCore
+{
+public:
+ static SolverCoreGeneral* create();
+
+ // Implements SolverCore
+ virtual void destroyV();
+
+ virtual PxI32 solveVParallelAndWriteBack
+ (SolverIslandParams& params) const;
+
+ virtual void solveV_Blocks
+ (SolverIslandParams& params) const;
+
+ virtual void writeBackV
+ (const PxSolverConstraintDesc* PX_RESTRICT constraintList, const PxU32 constraintListSize, PxConstraintBatchHeader* contactConstraintBatches, const PxU32 numBatches,
+ ThresholdStreamElement* PX_RESTRICT thresholdStream, const PxU32 thresholdStreamLength, PxU32& outThresholdPairs,
+ PxSolverBodyData* atomListData, WriteBackBlockMethod writeBackTable[]) const;
+
+private:
+
+ //~Implements SolverCore
+};
+
+#define SOLVEV_BLOCK_METHOD_ARGS \
+ SolverCore* solverCore, \
+ SolverIslandParams& params
+
+void solveVBlock(SOLVEV_BLOCK_METHOD_ARGS);
+
+SolveBlockMethod* getSolveBlockTable();
+
+SolveBlockMethod* getSolverConcludeBlockTable();
+
+SolveWriteBackBlockMethod* getSolveWritebackBlockTable();
+
+
+}
+
+}
+
+#endif //DY_SOLVERCOREGENERAL_H