mirror of
https://github.com/bulletphysics/bullet3
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153 lines
4.2 KiB
C++
153 lines
4.2 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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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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#ifndef B3_POSIX_THREAD_SUPPORT_H
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#define B3_POSIX_THREAD_SUPPORT_H
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#include "Bullet3Common/b3Scalar.h"
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#ifndef _XOPEN_SOURCE
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#define _XOPEN_SOURCE 600 //for definition of pthread_barrier_t, see http://pages.cs.wisc.edu/~travitch/pthreads_primer.html
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#endif //_XOPEN_SOURCE
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#include <pthread.h>
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#include <semaphore.h>
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "b3ThreadSupportInterface.h"
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typedef void (*b3PosixThreadFunc)(void* userPtr,void* lsMemory);
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typedef void* (*b3PosixlsMemorySetupFunc)();
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// b3PosixThreadSupport helps to initialize/shutdown libspe2, start/stop SPU tasks and communication
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class b3PosixThreadSupport : public b3ThreadSupportInterface
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{
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public:
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typedef enum sStatus {
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STATUS_BUSY,
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STATUS_READY,
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STATUS_FINISHED
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} Status;
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// placeholder, until libspe2 support is there
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struct b3ThreadStatus
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{
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int m_taskId;
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int m_commandId;
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int m_status;
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b3PosixThreadFunc m_userThreadFunc;
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void* m_userPtr; //for taskDesc etc
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void* m_lsMemory; //initialized using PosixLocalStoreMemorySetupFunc
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pthread_t thread;
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//each tread will wait until this signal to start its work
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sem_t* startSemaphore;
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// this is a copy of m_mainSemaphore,
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//each tread will signal once it is finished with its work
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sem_t* m_mainSemaphore;
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unsigned long threadUsed;
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};
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private:
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b3AlignedObjectArray<b3ThreadStatus> m_activeThreadStatus;
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// m_mainSemaphoresemaphore will signal, if and how many threads are finished with their work
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sem_t* m_mainSemaphore;
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public:
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///Setup and initialize SPU/CELL/Libspe2
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struct ThreadConstructionInfo
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{
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ThreadConstructionInfo(const char* uniqueName,
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b3PosixThreadFunc userThreadFunc,
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b3PosixlsMemorySetupFunc lsMemoryFunc,
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int numThreads=1,
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int threadStackSize=65535
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)
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:m_uniqueName(uniqueName),
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m_userThreadFunc(userThreadFunc),
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m_lsMemoryFunc(lsMemoryFunc),
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m_numThreads(numThreads),
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m_threadStackSize(threadStackSize)
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{
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}
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const char* m_uniqueName;
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b3PosixThreadFunc m_userThreadFunc;
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b3PosixlsMemorySetupFunc m_lsMemoryFunc;
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int m_numThreads;
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int m_threadStackSize;
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};
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b3PosixThreadSupport(ThreadConstructionInfo& threadConstructionInfo);
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///cleanup/shutdown Libspe2
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virtual ~b3PosixThreadSupport();
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void startThreads(ThreadConstructionInfo& threadInfo);
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virtual void runTask(int uiCommand, void* uiArgument0, int uiArgument1);
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virtual void waitForResponse(int *puiArgument0, int *puiArgument1);
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///tell the task scheduler we are done with the SPU tasks
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virtual void stopThreads();
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virtual void setNumTasks(int numTasks) {}
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virtual int getNumTasks() const
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{
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return m_activeThreadStatus.size();
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}
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///non-blocking test if a task is completed. First implement all versions, and then enable this API
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virtual bool isTaskCompleted(int *puiArgument0, int *puiArgument1, int timeOutInMilliseconds);
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virtual b3Barrier* createBarrier();
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virtual b3CriticalSection* createCriticalSection();
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virtual void deleteBarrier(b3Barrier* barrier);
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virtual void deleteCriticalSection(b3CriticalSection* criticalSection);
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virtual void* getThreadLocalMemory(int taskId)
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{
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return m_activeThreadStatus[taskId].m_lsMemory;
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}
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};
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#endif // B3_POSIX_THREAD_SUPPORT_H
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