godot/thirdparty/bullet/Bullet3OpenCL/BroadphaseCollision/kernels/gridBroadphaseKernels.h

199 lines
7.0 KiB
C++

//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* gridBroadphaseCL =
"int getPosHash(int4 gridPos, __global float4* pParams)\n"
"{\n"
" int4 gridDim = *((__global int4*)(pParams + 1));\n"
" gridPos.x &= gridDim.x - 1;\n"
" gridPos.y &= gridDim.y - 1;\n"
" gridPos.z &= gridDim.z - 1;\n"
" int hash = gridPos.z * gridDim.y * gridDim.x + gridPos.y * gridDim.x + gridPos.x;\n"
" return hash;\n"
"} \n"
"int4 getGridPos(float4 worldPos, __global float4* pParams)\n"
"{\n"
" int4 gridPos;\n"
" int4 gridDim = *((__global int4*)(pParams + 1));\n"
" gridPos.x = (int)floor(worldPos.x * pParams[0].x) & (gridDim.x - 1);\n"
" gridPos.y = (int)floor(worldPos.y * pParams[0].y) & (gridDim.y - 1);\n"
" gridPos.z = (int)floor(worldPos.z * pParams[0].z) & (gridDim.z - 1);\n"
" return gridPos;\n"
"}\n"
"// calculate grid hash value for each body using its AABB\n"
"__kernel void kCalcHashAABB(int numObjects, __global float4* allpAABB, __global const int* smallAabbMapping, __global int2* pHash, __global float4* pParams )\n"
"{\n"
" int index = get_global_id(0);\n"
" if(index >= numObjects)\n"
" {\n"
" return;\n"
" }\n"
" float4 bbMin = allpAABB[smallAabbMapping[index]*2];\n"
" float4 bbMax = allpAABB[smallAabbMapping[index]*2 + 1];\n"
" float4 pos;\n"
" pos.x = (bbMin.x + bbMax.x) * 0.5f;\n"
" pos.y = (bbMin.y + bbMax.y) * 0.5f;\n"
" pos.z = (bbMin.z + bbMax.z) * 0.5f;\n"
" pos.w = 0.f;\n"
" // get address in grid\n"
" int4 gridPos = getGridPos(pos, pParams);\n"
" int gridHash = getPosHash(gridPos, pParams);\n"
" // store grid hash and body index\n"
" int2 hashVal;\n"
" hashVal.x = gridHash;\n"
" hashVal.y = index;\n"
" pHash[index] = hashVal;\n"
"}\n"
"__kernel void kClearCellStart( int numCells, \n"
" __global int* pCellStart )\n"
"{\n"
" int index = get_global_id(0);\n"
" if(index >= numCells)\n"
" {\n"
" return;\n"
" }\n"
" pCellStart[index] = -1;\n"
"}\n"
"__kernel void kFindCellStart(int numObjects, __global int2* pHash, __global int* cellStart )\n"
"{\n"
" __local int sharedHash[513];\n"
" int index = get_global_id(0);\n"
" int2 sortedData;\n"
" if(index < numObjects)\n"
" {\n"
" sortedData = pHash[index];\n"
" // Load hash data into shared memory so that we can look \n"
" // at neighboring body's hash value without loading\n"
" // two hash values per thread\n"
" sharedHash[get_local_id(0) + 1] = sortedData.x;\n"
" if((index > 0) && (get_local_id(0) == 0))\n"
" {\n"
" // first thread in block must load neighbor body hash\n"
" sharedHash[0] = pHash[index-1].x;\n"
" }\n"
" }\n"
" barrier(CLK_LOCAL_MEM_FENCE);\n"
" if(index < numObjects)\n"
" {\n"
" if((index == 0) || (sortedData.x != sharedHash[get_local_id(0)]))\n"
" {\n"
" cellStart[sortedData.x] = index;\n"
" }\n"
" }\n"
"}\n"
"int testAABBOverlap(float4 min0, float4 max0, float4 min1, float4 max1)\n"
"{\n"
" return (min0.x <= max1.x)&& (min1.x <= max0.x) && \n"
" (min0.y <= max1.y)&& (min1.y <= max0.y) && \n"
" (min0.z <= max1.z)&& (min1.z <= max0.z); \n"
"}\n"
"//search for AABB 'index' against other AABBs' in this cell\n"
"void findPairsInCell( int numObjects,\n"
" int4 gridPos,\n"
" int index,\n"
" __global int2* pHash,\n"
" __global int* pCellStart,\n"
" __global float4* allpAABB, \n"
" __global const int* smallAabbMapping,\n"
" __global float4* pParams,\n"
" volatile __global int* pairCount,\n"
" __global int4* pPairBuff2,\n"
" int maxPairs\n"
" )\n"
"{\n"
" int4 pGridDim = *((__global int4*)(pParams + 1));\n"
" int maxBodiesPerCell = pGridDim.w;\n"
" int gridHash = getPosHash(gridPos, pParams);\n"
" // get start of bucket for this cell\n"
" int bucketStart = pCellStart[gridHash];\n"
" if (bucketStart == -1)\n"
" {\n"
" return; // cell empty\n"
" }\n"
" // iterate over bodies in this cell\n"
" int2 sortedData = pHash[index];\n"
" int unsorted_indx = sortedData.y;\n"
" float4 min0 = allpAABB[smallAabbMapping[unsorted_indx]*2 + 0]; \n"
" float4 max0 = allpAABB[smallAabbMapping[unsorted_indx]*2 + 1];\n"
" int handleIndex = as_int(min0.w);\n"
" \n"
" int bucketEnd = bucketStart + maxBodiesPerCell;\n"
" bucketEnd = (bucketEnd > numObjects) ? numObjects : bucketEnd;\n"
" for(int index2 = bucketStart; index2 < bucketEnd; index2++) \n"
" {\n"
" int2 cellData = pHash[index2];\n"
" if (cellData.x != gridHash)\n"
" {\n"
" break; // no longer in same bucket\n"
" }\n"
" int unsorted_indx2 = cellData.y;\n"
" //if (unsorted_indx2 < unsorted_indx) // check not colliding with self\n"
" if (unsorted_indx2 != unsorted_indx) // check not colliding with self\n"
" { \n"
" float4 min1 = allpAABB[smallAabbMapping[unsorted_indx2]*2 + 0];\n"
" float4 max1 = allpAABB[smallAabbMapping[unsorted_indx2]*2 + 1];\n"
" if(testAABBOverlap(min0, max0, min1, max1))\n"
" {\n"
" if (pairCount)\n"
" {\n"
" int handleIndex2 = as_int(min1.w);\n"
" if (handleIndex<handleIndex2)\n"
" {\n"
" int curPair = atomic_add(pairCount,1);\n"
" if (curPair<maxPairs)\n"
" {\n"
" int4 newpair;\n"
" newpair.x = handleIndex;\n"
" newpair.y = handleIndex2;\n"
" newpair.z = -1;\n"
" newpair.w = -1;\n"
" pPairBuff2[curPair] = newpair;\n"
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"__kernel void kFindOverlappingPairs( int numObjects,\n"
" __global float4* allpAABB, \n"
" __global const int* smallAabbMapping,\n"
" __global int2* pHash, \n"
" __global int* pCellStart, \n"
" __global float4* pParams ,\n"
" volatile __global int* pairCount,\n"
" __global int4* pPairBuff2,\n"
" int maxPairs\n"
" )\n"
"{\n"
" int index = get_global_id(0);\n"
" if(index >= numObjects)\n"
" {\n"
" return;\n"
" }\n"
" int2 sortedData = pHash[index];\n"
" int unsorted_indx = sortedData.y;\n"
" float4 bbMin = allpAABB[smallAabbMapping[unsorted_indx]*2 + 0];\n"
" float4 bbMax = allpAABB[smallAabbMapping[unsorted_indx]*2 + 1];\n"
" float4 pos;\n"
" pos.x = (bbMin.x + bbMax.x) * 0.5f;\n"
" pos.y = (bbMin.y + bbMax.y) * 0.5f;\n"
" pos.z = (bbMin.z + bbMax.z) * 0.5f;\n"
" // get address in grid\n"
" int4 gridPosA = getGridPos(pos, pParams);\n"
" int4 gridPosB; \n"
" // examine only neighbouring cells\n"
" for(int z=-1; z<=1; z++) \n"
" {\n"
" gridPosB.z = gridPosA.z + z;\n"
" for(int y=-1; y<=1; y++) \n"
" {\n"
" gridPosB.y = gridPosA.y + y;\n"
" for(int x=-1; x<=1; x++) \n"
" {\n"
" gridPosB.x = gridPosA.x + x;\n"
" findPairsInCell(numObjects, gridPosB, index, pHash, pCellStart, allpAABB,smallAabbMapping, pParams, pairCount,pPairBuff2, maxPairs);\n"
" }\n"
" }\n"
" }\n"
"}\n";