godot/thirdparty/bullet/Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h

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#ifndef B3_GPU_SAP_BROADPHASE_H
#define B3_GPU_SAP_BROADPHASE_H
#include "Bullet3OpenCL/ParallelPrimitives/b3OpenCLArray.h"
#include "Bullet3OpenCL/ParallelPrimitives/b3FillCL.h" //b3Int2
class b3Vector3;
#include "Bullet3OpenCL/ParallelPrimitives/b3RadixSort32CL.h"
#include "b3SapAabb.h"
#include "Bullet3Common/shared/b3Int2.h"
#include "b3GpuBroadphaseInterface.h"
class b3GpuSapBroadphase : public b3GpuBroadphaseInterface
{
cl_context m_context;
cl_device_id m_device;
cl_command_queue m_queue;
cl_kernel m_flipFloatKernel;
cl_kernel m_scatterKernel;
cl_kernel m_copyAabbsKernel;
cl_kernel m_sapKernel;
cl_kernel m_sap2Kernel;
cl_kernel m_prepareSumVarianceKernel;
class b3RadixSort32CL* m_sorter;
///test for 3d SAP
b3AlignedObjectArray<b3SortData> m_sortedAxisCPU[3][2];
b3AlignedObjectArray<b3UnsignedInt2> m_objectMinMaxIndexCPU[3][2];
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis0;
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis1;
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis2;
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis0prev;
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis1prev;
b3OpenCLArray<b3UnsignedInt2> m_objectMinMaxIndexGPUaxis2prev;
b3OpenCLArray<b3SortData> m_sortedAxisGPU0;
b3OpenCLArray<b3SortData> m_sortedAxisGPU1;
b3OpenCLArray<b3SortData> m_sortedAxisGPU2;
b3OpenCLArray<b3SortData> m_sortedAxisGPU0prev;
b3OpenCLArray<b3SortData> m_sortedAxisGPU1prev;
b3OpenCLArray<b3SortData> m_sortedAxisGPU2prev;
b3OpenCLArray<b3Int4> m_addedHostPairsGPU;
b3OpenCLArray<b3Int4> m_removedHostPairsGPU;
b3OpenCLArray<int> m_addedCountGPU;
b3OpenCLArray<int> m_removedCountGPU;
int m_currentBuffer;
public:
b3OpenCLArray<int> m_pairCount;
b3OpenCLArray<b3SapAabb> m_allAabbsGPU;
b3AlignedObjectArray<b3SapAabb> m_allAabbsCPU;
virtual b3OpenCLArray<b3SapAabb>& getAllAabbsGPU()
{
return m_allAabbsGPU;
}
virtual b3AlignedObjectArray<b3SapAabb>& getAllAabbsCPU()
{
return m_allAabbsCPU;
}
b3OpenCLArray<b3Vector3> m_sum;
b3OpenCLArray<b3Vector3> m_sum2;
b3OpenCLArray<b3Vector3> m_dst;
b3OpenCLArray<int> m_smallAabbsMappingGPU;
b3AlignedObjectArray<int> m_smallAabbsMappingCPU;
b3OpenCLArray<int> m_largeAabbsMappingGPU;
b3AlignedObjectArray<int> m_largeAabbsMappingCPU;
b3OpenCLArray<b3Int4> m_overlappingPairs;
//temporary gpu work memory
b3OpenCLArray<b3SortData> m_gpuSmallSortData;
b3OpenCLArray<b3SapAabb> m_gpuSmallSortedAabbs;
class b3PrefixScanFloat4CL* m_prefixScanFloat4;
enum b3GpuSapKernelType
{
B3_GPU_SAP_KERNEL_BRUTE_FORCE_CPU = 1,
B3_GPU_SAP_KERNEL_BRUTE_FORCE_GPU,
B3_GPU_SAP_KERNEL_ORIGINAL,
B3_GPU_SAP_KERNEL_BARRIER,
B3_GPU_SAP_KERNEL_LOCAL_SHARED_MEMORY
};
b3GpuSapBroadphase(cl_context ctx, cl_device_id device, cl_command_queue q, b3GpuSapKernelType kernelType = B3_GPU_SAP_KERNEL_LOCAL_SHARED_MEMORY);
virtual ~b3GpuSapBroadphase();
static b3GpuBroadphaseInterface* CreateFuncBruteForceCpu(cl_context ctx, cl_device_id device, cl_command_queue q)
{
return new b3GpuSapBroadphase(ctx, device, q, B3_GPU_SAP_KERNEL_BRUTE_FORCE_CPU);
}
static b3GpuBroadphaseInterface* CreateFuncBruteForceGpu(cl_context ctx, cl_device_id device, cl_command_queue q)
{
return new b3GpuSapBroadphase(ctx, device, q, B3_GPU_SAP_KERNEL_BRUTE_FORCE_GPU);
}
static b3GpuBroadphaseInterface* CreateFuncOriginal(cl_context ctx, cl_device_id device, cl_command_queue q)
{
return new b3GpuSapBroadphase(ctx, device, q, B3_GPU_SAP_KERNEL_ORIGINAL);
}
static b3GpuBroadphaseInterface* CreateFuncBarrier(cl_context ctx, cl_device_id device, cl_command_queue q)
{
return new b3GpuSapBroadphase(ctx, device, q, B3_GPU_SAP_KERNEL_BARRIER);
}
static b3GpuBroadphaseInterface* CreateFuncLocalMemory(cl_context ctx, cl_device_id device, cl_command_queue q)
{
return new b3GpuSapBroadphase(ctx, device, q, B3_GPU_SAP_KERNEL_LOCAL_SHARED_MEMORY);
}
virtual void calculateOverlappingPairs(int maxPairs);
virtual void calculateOverlappingPairsHost(int maxPairs);
void reset();
void init3dSap();
virtual void calculateOverlappingPairsHostIncremental3Sap();
virtual void createProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, int userPtr, int collisionFilterGroup, int collisionFilterMask);
virtual void createLargeProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, int userPtr, int collisionFilterGroup, int collisionFilterMask);
//call writeAabbsToGpu after done making all changes (createProxy etc)
virtual void writeAabbsToGpu();
virtual cl_mem getAabbBufferWS();
virtual int getNumOverlap();
virtual cl_mem getOverlappingPairBuffer();
virtual b3OpenCLArray<b3Int4>& getOverlappingPairsGPU();
virtual b3OpenCLArray<int>& getSmallAabbIndicesGPU();
virtual b3OpenCLArray<int>& getLargeAabbIndicesGPU();
};
#endif //B3_GPU_SAP_BROADPHASE_H