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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) 2008-2018 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);
}
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&);
};
inline void SolveBlockParallel (PxSolverConstraintDesc* PX_RESTRICT constraintList, const PxI32 batchCount, const PxI32 index,
const PxI32 headerCount, SolverContext& cache, BatchIterator& iterator,
SolveBlockMethod solveTable[],
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);
}
//OK. We have a number of constraints to run...
solveTable[header.mConstraintType](block, PxU32(numToGrab), cache);
}
}
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
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