e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
527 lines
12 KiB
Common Lisp
527 lines
12 KiB
Common Lisp
/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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//Originally written by Takahiro Harada
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//#pragma OPENCL EXTENSION cl_amd_printf : enable
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#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable
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#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable
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#ifdef cl_ext_atomic_counters_32
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#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable
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#else
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#define counter32_t volatile global int*
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#endif
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typedef unsigned int u32;
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typedef unsigned short u16;
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typedef unsigned char u8;
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#define GET_GROUP_IDX get_group_id(0)
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#define GET_LOCAL_IDX get_local_id(0)
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#define GET_GLOBAL_IDX get_global_id(0)
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#define GET_GROUP_SIZE get_local_size(0)
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#define GET_NUM_GROUPS get_num_groups(0)
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#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)
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#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)
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#define AtomInc(x) atom_inc(&(x))
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#define AtomInc1(x, out) out = atom_inc(&(x))
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#define AppendInc(x, out) out = atomic_inc(x)
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#define AtomAdd(x, value) atom_add(&(x), value)
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#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )
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#define AtomXhg(x, value) atom_xchg ( &(x), value )
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#define SELECT_UINT4( b, a, condition ) select( b,a,condition )
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#define mymake_float4 (float4)
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//#define make_float2 (float2)
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//#define make_uint4 (uint4)
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//#define make_int4 (int4)
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//#define make_uint2 (uint2)
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//#define make_int2 (int2)
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#define max2 max
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#define min2 min
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///////////////////////////////////////
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// Vector
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///////////////////////////////////////
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__inline
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float4 fastNormalize4(float4 v)
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{
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return fast_normalize(v);
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}
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__inline
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float4 cross3(float4 a, float4 b)
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{
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return cross(a,b);
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}
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__inline
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float dot3F4(float4 a, float4 b)
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{
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float4 a1 = mymake_float4(a.xyz,0.f);
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float4 b1 = mymake_float4(b.xyz,0.f);
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return dot(a1, b1);
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}
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__inline
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float4 normalize3(const float4 a)
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{
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float4 n = mymake_float4(a.x, a.y, a.z, 0.f);
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return fastNormalize4( n );
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// float length = sqrtf(dot3F4(a, a));
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// return 1.f/length * a;
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}
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///////////////////////////////////////
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// Matrix3x3
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///////////////////////////////////////
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typedef struct
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{
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float4 m_row[3];
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}Matrix3x3;
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__inline
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float4 mtMul1(Matrix3x3 a, float4 b);
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__inline
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float4 mtMul3(float4 a, Matrix3x3 b);
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__inline
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float4 mtMul1(Matrix3x3 a, float4 b)
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{
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float4 ans;
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ans.x = dot3F4( a.m_row[0], b );
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ans.y = dot3F4( a.m_row[1], b );
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ans.z = dot3F4( a.m_row[2], b );
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ans.w = 0.f;
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return ans;
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}
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__inline
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float4 mtMul3(float4 a, Matrix3x3 b)
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{
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float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
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float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
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float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
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float4 ans;
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ans.x = dot3F4( a, colx );
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ans.y = dot3F4( a, coly );
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ans.z = dot3F4( a, colz );
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return ans;
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}
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///////////////////////////////////////
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// Quaternion
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///////////////////////////////////////
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typedef float4 Quaternion;
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#define WG_SIZE 64
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typedef struct
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{
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float4 m_pos;
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Quaternion m_quat;
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float4 m_linVel;
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float4 m_angVel;
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u32 m_shapeIdx;
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float m_invMass;
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float m_restituitionCoeff;
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float m_frictionCoeff;
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} Body;
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typedef struct
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{
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Matrix3x3 m_invInertia;
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Matrix3x3 m_initInvInertia;
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} Shape;
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typedef struct
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{
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float4 m_linear;
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float4 m_worldPos[4];
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float4 m_center;
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float m_jacCoeffInv[4];
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float m_b[4];
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float m_appliedRambdaDt[4];
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float m_fJacCoeffInv[2];
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float m_fAppliedRambdaDt[2];
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u32 m_bodyA;
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u32 m_bodyB;
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int m_batchIdx;
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u32 m_paddings[1];
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} Constraint4;
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typedef struct
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{
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int m_nConstraints;
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int m_start;
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int m_batchIdx;
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int m_nSplit;
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// int m_paddings[1];
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} ConstBuffer;
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typedef struct
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{
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int m_solveFriction;
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int m_maxBatch; // long batch really kills the performance
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int m_batchIdx;
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int m_nSplit;
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// int m_paddings[1];
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} ConstBufferBatchSolve;
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void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1);
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void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)
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{
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*linear = mymake_float4(-n.xyz,0.f);
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*angular0 = -cross3(r0, n);
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*angular1 = cross3(r1, n);
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}
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float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 );
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float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )
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{
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return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);
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}
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float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
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float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1);
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float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
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float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)
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{
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// linear0,1 are normlized
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float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;
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float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);
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float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;
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float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);
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return -1.f/(jmj0+jmj1+jmj2+jmj3);
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}
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void btPlaneSpace1 (const float4* n, float4* p, float4* q);
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void btPlaneSpace1 (const float4* n, float4* p, float4* q)
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{
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if (fabs(n[0].z) > 0.70710678f) {
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// choose p in y-z plane
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float a = n[0].y*n[0].y + n[0].z*n[0].z;
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float k = 1.f/sqrt(a);
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p[0].x = 0;
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p[0].y = -n[0].z*k;
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p[0].z = n[0].y*k;
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// set q = n x p
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q[0].x = a*k;
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q[0].y = -n[0].x*p[0].z;
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q[0].z = n[0].x*p[0].y;
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}
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else {
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// choose p in x-y plane
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float a = n[0].x*n[0].x + n[0].y*n[0].y;
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float k = 1.f/sqrt(a);
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p[0].x = -n[0].y*k;
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p[0].y = n[0].x*k;
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p[0].z = 0;
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// set q = n x p
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q[0].x = -n[0].z*p[0].y;
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q[0].y = n[0].z*p[0].x;
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q[0].z = a*k;
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}
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}
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void solveFrictionConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs);
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void solveFrictionConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs)
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{
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float frictionCoeff = ldsCs[0].m_linear.w;
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int aIdx = ldsCs[0].m_bodyA;
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int bIdx = ldsCs[0].m_bodyB;
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float4 posA = gBodies[aIdx].m_pos;
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float4 linVelA = gBodies[aIdx].m_linVel;
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float4 angVelA = gBodies[aIdx].m_angVel;
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float invMassA = gBodies[aIdx].m_invMass;
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Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;
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float4 posB = gBodies[bIdx].m_pos;
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float4 linVelB = gBodies[bIdx].m_linVel;
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float4 angVelB = gBodies[bIdx].m_angVel;
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float invMassB = gBodies[bIdx].m_invMass;
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Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;
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{
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float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
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float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
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float sum = 0;
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for(int j=0; j<4; j++)
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{
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sum +=ldsCs[0].m_appliedRambdaDt[j];
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}
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frictionCoeff = 0.7f;
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for(int j=0; j<4; j++)
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{
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maxRambdaDt[j] = frictionCoeff*sum;
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minRambdaDt[j] = -maxRambdaDt[j];
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}
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// solveFriction( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,
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// posB, &linVelB, &angVelB, invMassB, invInertiaB, maxRambdaDt, minRambdaDt );
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{
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__global Constraint4* cs = ldsCs;
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if( cs->m_fJacCoeffInv[0] == 0 && cs->m_fJacCoeffInv[0] == 0 ) return;
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const float4 center = cs->m_center;
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float4 n = -cs->m_linear;
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float4 tangent[2];
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btPlaneSpace1(&n,&tangent[0],&tangent[1]);
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float4 angular0, angular1, linear;
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float4 r0 = center - posA;
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float4 r1 = center - posB;
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for(int i=0; i<2; i++)
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{
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setLinearAndAngular( tangent[i], r0, r1, &linear, &angular0, &angular1 );
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float rambdaDt = calcRelVel(linear, -linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB );
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rambdaDt *= cs->m_fJacCoeffInv[i];
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{
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float prevSum = cs->m_fAppliedRambdaDt[i];
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float updated = prevSum;
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updated += rambdaDt;
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updated = max2( updated, minRambdaDt[i] );
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updated = min2( updated, maxRambdaDt[i] );
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rambdaDt = updated - prevSum;
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cs->m_fAppliedRambdaDt[i] = updated;
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}
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float4 linImp0 = invMassA*linear*rambdaDt;
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float4 linImp1 = invMassB*(-linear)*rambdaDt;
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float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;
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float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;
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linVelA += linImp0;
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angVelA += angImp0;
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linVelB += linImp1;
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angVelB += angImp1;
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}
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{ // angular damping for point constraint
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float4 ab = normalize3( posB - posA );
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float4 ac = normalize3( center - posA );
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if( dot3F4( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f))
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{
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float angNA = dot3F4( n, angVelA );
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float angNB = dot3F4( n, angVelB );
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angVelA -= (angNA*0.1f)*n;
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angVelB -= (angNB*0.1f)*n;
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}
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}
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}
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}
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if (gBodies[aIdx].m_invMass)
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{
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gBodies[aIdx].m_linVel = linVelA;
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gBodies[aIdx].m_angVel = angVelA;
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} else
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{
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gBodies[aIdx].m_linVel = mymake_float4(0,0,0,0);
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gBodies[aIdx].m_angVel = mymake_float4(0,0,0,0);
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}
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if (gBodies[bIdx].m_invMass)
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{
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gBodies[bIdx].m_linVel = linVelB;
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gBodies[bIdx].m_angVel = angVelB;
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} else
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{
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gBodies[bIdx].m_linVel = mymake_float4(0,0,0,0);
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gBodies[bIdx].m_angVel = mymake_float4(0,0,0,0);
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}
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}
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typedef struct
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{
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int m_valInt0;
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int m_valInt1;
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int m_valInt2;
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int m_valInt3;
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float m_val0;
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float m_val1;
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float m_val2;
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float m_val3;
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} SolverDebugInfo;
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__kernel
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__attribute__((reqd_work_group_size(WG_SIZE,1,1)))
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void BatchSolveKernelFriction(__global Body* gBodies,
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__global Shape* gShapes,
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__global Constraint4* gConstraints,
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__global int* gN,
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__global int* gOffsets,
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__global int* batchSizes,
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int maxBatch1,
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int cellBatch,
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int4 nSplit
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)
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{
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//__local int ldsBatchIdx[WG_SIZE+1];
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__local int ldsCurBatch;
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__local int ldsNextBatch;
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__local int ldsStart;
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int lIdx = GET_LOCAL_IDX;
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int wgIdx = GET_GROUP_IDX;
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// int gIdx = GET_GLOBAL_IDX;
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// debugInfo[gIdx].m_valInt0 = gIdx;
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//debugInfo[gIdx].m_valInt1 = GET_GROUP_SIZE;
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int zIdx = (wgIdx/((nSplit.x*nSplit.y)/4))*2+((cellBatch&4)>>2);
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int remain= (wgIdx%((nSplit.x*nSplit.y)/4));
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int yIdx = (remain/(nSplit.x/2))*2 + ((cellBatch&2)>>1);
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int xIdx = (remain%(nSplit.x/2))*2 + (cellBatch&1);
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int cellIdx = xIdx+yIdx*nSplit.x+zIdx*(nSplit.x*nSplit.y);
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if( gN[cellIdx] == 0 )
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return;
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int maxBatch = batchSizes[cellIdx];
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const int start = gOffsets[cellIdx];
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const int end = start + gN[cellIdx];
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if( lIdx == 0 )
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{
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ldsCurBatch = 0;
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ldsNextBatch = 0;
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ldsStart = start;
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}
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GROUP_LDS_BARRIER;
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int idx=ldsStart+lIdx;
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while (ldsCurBatch < maxBatch)
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{
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for(; idx<end; )
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{
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if (gConstraints[idx].m_batchIdx == ldsCurBatch)
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{
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solveFrictionConstraint( gBodies, gShapes, &gConstraints[idx] );
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idx+=64;
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} else
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{
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break;
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}
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}
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GROUP_LDS_BARRIER;
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if( lIdx == 0 )
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{
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ldsCurBatch++;
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}
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GROUP_LDS_BARRIER;
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}
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}
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__kernel void solveSingleFrictionKernel(__global Body* gBodies,
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__global Shape* gShapes,
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__global Constraint4* gConstraints,
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int cellIdx,
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int batchOffset,
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int numConstraintsInBatch
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)
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{
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int index = get_global_id(0);
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if (index < numConstraintsInBatch)
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{
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int idx=batchOffset+index;
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solveFrictionConstraint( gBodies, gShapes, &gConstraints[idx] );
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}
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} |