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diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solveContact.cl b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solveContact.cl
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+++ b/thirdparty/bullet/Bullet3OpenCL/RigidBody/kernels/solveContact.cl
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+/*
+Copyright (c) 2012 Advanced Micro Devices, Inc.
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+//Originally written by Takahiro Harada
+
+
+//#pragma OPENCL EXTENSION cl_amd_printf : enable
+#pragma OPENCL EXTENSION cl_khr_local_int32_base_atomics : enable
+#pragma OPENCL EXTENSION cl_khr_global_int32_base_atomics : enable
+#pragma OPENCL EXTENSION cl_khr_local_int32_extended_atomics : enable
+#pragma OPENCL EXTENSION cl_khr_global_int32_extended_atomics : enable
+
+
+#ifdef cl_ext_atomic_counters_32
+#pragma OPENCL EXTENSION cl_ext_atomic_counters_32 : enable
+#else
+#define counter32_t volatile global int*
+#endif
+
+typedef unsigned int u32;
+typedef unsigned short u16;
+typedef unsigned char u8;
+
+#define GET_GROUP_IDX get_group_id(0)
+#define GET_LOCAL_IDX get_local_id(0)
+#define GET_GLOBAL_IDX get_global_id(0)
+#define GET_GROUP_SIZE get_local_size(0)
+#define GET_NUM_GROUPS get_num_groups(0)
+#define GROUP_LDS_BARRIER barrier(CLK_LOCAL_MEM_FENCE)
+#define GROUP_MEM_FENCE mem_fence(CLK_LOCAL_MEM_FENCE)
+#define AtomInc(x) atom_inc(&(x))
+#define AtomInc1(x, out) out = atom_inc(&(x))
+#define AppendInc(x, out) out = atomic_inc(x)
+#define AtomAdd(x, value) atom_add(&(x), value)
+#define AtomCmpxhg(x, cmp, value) atom_cmpxchg( &(x), cmp, value )
+#define AtomXhg(x, value) atom_xchg ( &(x), value )
+
+
+#define SELECT_UINT4( b, a, condition ) select( b,a,condition )
+
+#define mymake_float4 (float4)
+//#define make_float2 (float2)
+//#define make_uint4 (uint4)
+//#define make_int4 (int4)
+//#define make_uint2 (uint2)
+//#define make_int2 (int2)
+
+
+#define max2 max
+#define min2 min
+
+
+///////////////////////////////////////
+// Vector
+///////////////////////////////////////
+
+
+
+
+__inline
+float4 fastNormalize4(float4 v)
+{
+ return fast_normalize(v);
+}
+
+
+
+__inline
+float4 cross3(float4 a, float4 b)
+{
+ return cross(a,b);
+}
+
+__inline
+float dot3F4(float4 a, float4 b)
+{
+ float4 a1 = mymake_float4(a.xyz,0.f);
+ float4 b1 = mymake_float4(b.xyz,0.f);
+ return dot(a1, b1);
+}
+
+
+
+
+__inline
+float4 normalize3(const float4 a)
+{
+ float4 n = mymake_float4(a.x, a.y, a.z, 0.f);
+ return fastNormalize4( n );
+// float length = sqrtf(dot3F4(a, a));
+// return 1.f/length * a;
+}
+
+
+
+
+///////////////////////////////////////
+// Matrix3x3
+///////////////////////////////////////
+
+typedef struct
+{
+ float4 m_row[3];
+}Matrix3x3;
+
+
+
+
+
+
+__inline
+float4 mtMul1(Matrix3x3 a, float4 b);
+
+__inline
+float4 mtMul3(float4 a, Matrix3x3 b);
+
+
+
+
+__inline
+float4 mtMul1(Matrix3x3 a, float4 b)
+{
+ float4 ans;
+ ans.x = dot3F4( a.m_row[0], b );
+ ans.y = dot3F4( a.m_row[1], b );
+ ans.z = dot3F4( a.m_row[2], b );
+ ans.w = 0.f;
+ return ans;
+}
+
+__inline
+float4 mtMul3(float4 a, Matrix3x3 b)
+{
+ float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);
+ float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);
+ float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);
+
+ float4 ans;
+ ans.x = dot3F4( a, colx );
+ ans.y = dot3F4( a, coly );
+ ans.z = dot3F4( a, colz );
+ return ans;
+}
+
+///////////////////////////////////////
+// Quaternion
+///////////////////////////////////////
+
+typedef float4 Quaternion;
+
+
+
+
+
+
+
+#define WG_SIZE 64
+
+typedef struct
+{
+ float4 m_pos;
+ Quaternion m_quat;
+ float4 m_linVel;
+ float4 m_angVel;
+
+ u32 m_shapeIdx;
+ float m_invMass;
+ float m_restituitionCoeff;
+ float m_frictionCoeff;
+} Body;
+
+typedef struct
+{
+ Matrix3x3 m_invInertia;
+ Matrix3x3 m_initInvInertia;
+} Shape;
+
+typedef struct
+{
+ float4 m_linear;
+ float4 m_worldPos[4];
+ float4 m_center;
+ float m_jacCoeffInv[4];
+ float m_b[4];
+ float m_appliedRambdaDt[4];
+
+ float m_fJacCoeffInv[2];
+ float m_fAppliedRambdaDt[2];
+
+ u32 m_bodyA;
+ u32 m_bodyB;
+
+ int m_batchIdx;
+ u32 m_paddings[1];
+} Constraint4;
+
+
+
+typedef struct
+{
+ int m_nConstraints;
+ int m_start;
+ int m_batchIdx;
+ int m_nSplit;
+// int m_paddings[1];
+} ConstBuffer;
+
+typedef struct
+{
+ int m_solveFriction;
+ int m_maxBatch; // long batch really kills the performance
+ int m_batchIdx;
+ int m_nSplit;
+// int m_paddings[1];
+} ConstBufferBatchSolve;
+
+void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1);
+
+void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)
+{
+ *linear = mymake_float4(-n.xyz,0.f);
+ *angular0 = -cross3(r0, n);
+ *angular1 = cross3(r1, n);
+}
+
+float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 );
+
+float calcRelVel( float4 l0, float4 l1, float4 a0, float4 a1, float4 linVel0, float4 angVel0, float4 linVel1, float4 angVel1 )
+{
+ return dot3F4(l0, linVel0) + dot3F4(a0, angVel0) + dot3F4(l1, linVel1) + dot3F4(a1, angVel1);
+}
+
+
+float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
+ float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1);
+
+float calcJacCoeff(const float4 linear0, const float4 linear1, const float4 angular0, const float4 angular1,
+ float invMass0, const Matrix3x3* invInertia0, float invMass1, const Matrix3x3* invInertia1)
+{
+ // linear0,1 are normlized
+ float jmj0 = invMass0;//dot3F4(linear0, linear0)*invMass0;
+ float jmj1 = dot3F4(mtMul3(angular0,*invInertia0), angular0);
+ float jmj2 = invMass1;//dot3F4(linear1, linear1)*invMass1;
+ float jmj3 = dot3F4(mtMul3(angular1,*invInertia1), angular1);
+ return -1.f/(jmj0+jmj1+jmj2+jmj3);
+}
+
+
+void solveContact(__global Constraint4* cs,
+ float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,
+ float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB);
+
+void solveContact(__global Constraint4* cs,
+ float4 posA, float4* linVelA, float4* angVelA, float invMassA, Matrix3x3 invInertiaA,
+ float4 posB, float4* linVelB, float4* angVelB, float invMassB, Matrix3x3 invInertiaB)
+{
+ float minRambdaDt = 0;
+ float maxRambdaDt = FLT_MAX;
+
+ for(int ic=0; ic<4; ic++)
+ {
+ if( cs->m_jacCoeffInv[ic] == 0.f ) continue;
+
+ float4 angular0, angular1, linear;
+ float4 r0 = cs->m_worldPos[ic] - posA;
+ float4 r1 = cs->m_worldPos[ic] - posB;
+ setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );
+
+ float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1,
+ *linVelA, *angVelA, *linVelB, *angVelB ) + cs->m_b[ic];
+ rambdaDt *= cs->m_jacCoeffInv[ic];
+
+ {
+ float prevSum = cs->m_appliedRambdaDt[ic];
+ float updated = prevSum;
+ updated += rambdaDt;
+ updated = max2( updated, minRambdaDt );
+ updated = min2( updated, maxRambdaDt );
+ rambdaDt = updated - prevSum;
+ cs->m_appliedRambdaDt[ic] = updated;
+ }
+
+ float4 linImp0 = invMassA*linear*rambdaDt;
+ float4 linImp1 = invMassB*(-linear)*rambdaDt;
+ float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;
+ float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;
+
+ *linVelA += linImp0;
+ *angVelA += angImp0;
+ *linVelB += linImp1;
+ *angVelB += angImp1;
+ }
+}
+
+void btPlaneSpace1 (const float4* n, float4* p, float4* q);
+ void btPlaneSpace1 (const float4* n, float4* p, float4* q)
+{
+ if (fabs(n[0].z) > 0.70710678f) {
+ // choose p in y-z plane
+ float a = n[0].y*n[0].y + n[0].z*n[0].z;
+ float k = 1.f/sqrt(a);
+ p[0].x = 0;
+ p[0].y = -n[0].z*k;
+ p[0].z = n[0].y*k;
+ // set q = n x p
+ q[0].x = a*k;
+ q[0].y = -n[0].x*p[0].z;
+ q[0].z = n[0].x*p[0].y;
+ }
+ else {
+ // choose p in x-y plane
+ float a = n[0].x*n[0].x + n[0].y*n[0].y;
+ float k = 1.f/sqrt(a);
+ p[0].x = -n[0].y*k;
+ p[0].y = n[0].x*k;
+ p[0].z = 0;
+ // set q = n x p
+ q[0].x = -n[0].z*p[0].y;
+ q[0].y = n[0].z*p[0].x;
+ q[0].z = a*k;
+ }
+}
+
+void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs);
+void solveContactConstraint(__global Body* gBodies, __global Shape* gShapes, __global Constraint4* ldsCs)
+{
+ //float frictionCoeff = ldsCs[0].m_linear.w;
+ int aIdx = ldsCs[0].m_bodyA;
+ int bIdx = ldsCs[0].m_bodyB;
+
+ float4 posA = gBodies[aIdx].m_pos;
+ float4 linVelA = gBodies[aIdx].m_linVel;
+ float4 angVelA = gBodies[aIdx].m_angVel;
+ float invMassA = gBodies[aIdx].m_invMass;
+ Matrix3x3 invInertiaA = gShapes[aIdx].m_invInertia;
+
+ float4 posB = gBodies[bIdx].m_pos;
+ float4 linVelB = gBodies[bIdx].m_linVel;
+ float4 angVelB = gBodies[bIdx].m_angVel;
+ float invMassB = gBodies[bIdx].m_invMass;
+ Matrix3x3 invInertiaB = gShapes[bIdx].m_invInertia;
+
+ solveContact( ldsCs, posA, &linVelA, &angVelA, invMassA, invInertiaA,
+ posB, &linVelB, &angVelB, invMassB, invInertiaB );
+
+ if (gBodies[aIdx].m_invMass)
+ {
+ gBodies[aIdx].m_linVel = linVelA;
+ gBodies[aIdx].m_angVel = angVelA;
+ } else
+ {
+ gBodies[aIdx].m_linVel = mymake_float4(0,0,0,0);
+ gBodies[aIdx].m_angVel = mymake_float4(0,0,0,0);
+
+ }
+ if (gBodies[bIdx].m_invMass)
+ {
+ gBodies[bIdx].m_linVel = linVelB;
+ gBodies[bIdx].m_angVel = angVelB;
+ } else
+ {
+ gBodies[bIdx].m_linVel = mymake_float4(0,0,0,0);
+ gBodies[bIdx].m_angVel = mymake_float4(0,0,0,0);
+
+ }
+
+}
+
+
+
+typedef struct
+{
+ int m_valInt0;
+ int m_valInt1;
+ int m_valInt2;
+ int m_valInt3;
+
+ float m_val0;
+ float m_val1;
+ float m_val2;
+ float m_val3;
+} SolverDebugInfo;
+
+
+
+
+__kernel
+__attribute__((reqd_work_group_size(WG_SIZE,1,1)))
+void BatchSolveKernelContact(__global Body* gBodies,
+ __global Shape* gShapes,
+ __global Constraint4* gConstraints,
+ __global int* gN,
+ __global int* gOffsets,
+ __global int* batchSizes,
+ int maxBatch1,
+ int cellBatch,
+ int4 nSplit
+ )
+{
+ //__local int ldsBatchIdx[WG_SIZE+1];
+ __local int ldsCurBatch;
+ __local int ldsNextBatch;
+ __local int ldsStart;
+
+ int lIdx = GET_LOCAL_IDX;
+ int wgIdx = GET_GROUP_IDX;
+
+// int gIdx = GET_GLOBAL_IDX;
+// debugInfo[gIdx].m_valInt0 = gIdx;
+ //debugInfo[gIdx].m_valInt1 = GET_GROUP_SIZE;
+
+
+
+
+ int zIdx = (wgIdx/((nSplit.x*nSplit.y)/4))*2+((cellBatch&4)>>2);
+ int remain= (wgIdx%((nSplit.x*nSplit.y)/4));
+ int yIdx = (remain/(nSplit.x/2))*2 + ((cellBatch&2)>>1);
+ int xIdx = (remain%(nSplit.x/2))*2 + (cellBatch&1);
+ int cellIdx = xIdx+yIdx*nSplit.x+zIdx*(nSplit.x*nSplit.y);
+
+ //int xIdx = (wgIdx/(nSplit/2))*2 + (bIdx&1);
+ //int yIdx = (wgIdx%(nSplit/2))*2 + (bIdx>>1);
+ //int cellIdx = xIdx+yIdx*nSplit;
+
+ if( gN[cellIdx] == 0 )
+ return;
+
+ int maxBatch = batchSizes[cellIdx];
+
+
+ const int start = gOffsets[cellIdx];
+ const int end = start + gN[cellIdx];
+
+
+
+
+ if( lIdx == 0 )
+ {
+ ldsCurBatch = 0;
+ ldsNextBatch = 0;
+ ldsStart = start;
+ }
+
+
+ GROUP_LDS_BARRIER;
+
+ int idx=ldsStart+lIdx;
+ while (ldsCurBatch < maxBatch)
+ {
+ for(; idx<end; )
+ {
+ if (gConstraints[idx].m_batchIdx == ldsCurBatch)
+ {
+ solveContactConstraint( gBodies, gShapes, &gConstraints[idx] );
+
+ idx+=64;
+ } else
+ {
+ break;
+ }
+ }
+ GROUP_LDS_BARRIER;
+
+ if( lIdx == 0 )
+ {
+ ldsCurBatch++;
+ }
+ GROUP_LDS_BARRIER;
+ }
+
+
+}
+
+
+
+__kernel void solveSingleContactKernel(__global Body* gBodies,
+ __global Shape* gShapes,
+ __global Constraint4* gConstraints,
+ int cellIdx,
+ int batchOffset,
+ int numConstraintsInBatch
+ )
+{
+
+ int index = get_global_id(0);
+ if (index < numConstraintsInBatch)
+ {
+ int idx=batchOffset+index;
+ solveContactConstraint( gBodies, gShapes, &gConstraints[idx] );
+ }
+}