feat(physics): wire physx sdk into build
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193
engine/third_party/physx/source/gpunarrowphase/src/CUDA/nputils.cuh
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193
engine/third_party/physx/source/gpunarrowphase/src/CUDA/nputils.cuh
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef __NPUTILS_CUH__
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#define __NPUTILS_CUH__
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#include "foundation/PxQuat.h"
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#include "foundation/PxTransform.h"
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#include "foundation/PxVec3.h"
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#include "PxgCommonDefines.h"
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#include "utils.cuh"
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template <typename T> __device__ static inline T ldS(const volatile T& val) { return val; }
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template <typename T> __device__ static inline void stS(volatile T& dst, const T& src) { dst = src; }
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template <> __device__ inline physx::PxVec3 ldS<physx::PxVec3>(const volatile physx::PxVec3& val) { return physx::PxVec3(val.x, val.y, val.z); }
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template <> __device__ inline void stS<physx::PxVec3>(volatile physx::PxVec3& dst, const physx::PxVec3& src) { dst.x = src.x, dst.y = src.y, dst.z = src.z; }
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template <> __device__ __forceinline__ physx::PxQuat ldS<physx::PxQuat>(const volatile physx::PxQuat& val) { return physx::PxQuat(val.x, val.y, val.z, val.w); }
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template <> __device__ __forceinline__ void stS<physx::PxQuat>(volatile physx::PxQuat& dst, const physx::PxQuat& src) { dst.x = src.x, dst.y = src.y, dst.z = src.z, dst.w = src.w; }
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template <> __device__ __forceinline__ physx::PxTransform ldS<physx::PxTransform>(const volatile physx::PxTransform& val) { return physx::PxTransform(ldS(val.p), ldS(val.q)); }
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template <> __device__ __forceinline__ void stS<physx::PxTransform>(volatile physx::PxTransform& dst, const physx::PxTransform& src)
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{
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stS(dst.p, src.p);
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stS(dst.q, src.q);
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}
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static __device__ __forceinline__ int next3(int x)
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{
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return x==2 ? 0 : x+1;
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}
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static __device__ inline int prev3(int x)
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{
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return x==0 ? 2 : x-1;
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}
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// operators dealing with 8 4-vectors in a warp
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static __device__ inline float dot(float a, float b) // leaves answer in x
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{
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float x = a*b;
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return x + __shfl_down_sync(FULL_MASK, x,1) + __shfl_down_sync(FULL_MASK, x,2);
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}
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static __device__ inline float cross(float a, float b, int cp0, int cp1)
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{
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return __shfl_sync(FULL_MASK, a, cp0) * __shfl_sync(FULL_MASK, b, cp1) - __shfl_sync(FULL_MASK, a, cp1) * __shfl_sync(FULL_MASK, b, cp0);
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}
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static __device__ inline float splatV(int index, float v) // splat a vector across all 8 vectors
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{
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return __shfl_sync(FULL_MASK, v, (index << 2) | threadIdx.x & 3);
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}
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static __device__ inline float splatX(float a) // splat the x-component of each vector into yzw
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{
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return __shfl_sync(FULL_MASK, a, threadIdx.x & 28);
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}
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static __device__ inline float normalize(float x) // normalize each vector
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{
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return x * splatX(rsqrt(dot(x,x))); // TODO: precision
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}
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static __device__ inline float magnitude(float x) // normalize each vector
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{
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return splatX(sqrt(dot(x,x))); // TODO: precision
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}
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template<int N>
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static __device__ inline int packXFlags(bool a) // pack a boolean from each x into a byte
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{
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return __ballot_sync(FULL_MASK, __shfl_sync(FULL_MASK, a, threadIdx.x<<2)) & ((1<<N)-1);
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}
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template<int N>
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static __device__ inline bool allX(bool a) // check some number initial set of the x-flags are all set
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{
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return packXFlags<N>(a) == ((1<<N)-1);
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}
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template<int N>
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static __device__ inline bool anyX(bool a) // check if any of an initial segment of x-flags are all set
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{
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return packXFlags<N>(a) != 0;
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}
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static __device__ inline float loadV3Unsafe(const physx::PxVec3* v) // NB requires padding (i.e. the 4th element is loaded)
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{
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return reinterpret_cast<const float*>(v)[threadIdx.x&3];
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}
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static __device__ void storeV3(volatile physx::PxVec3* v, int index, float value)
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{
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int lane = index<<2;
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volatile float* dest = reinterpret_cast<volatile float*>(v);
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if(threadIdx.x>=lane && threadIdx.x<lane+3)
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{
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dest[threadIdx.x&3] = value;
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}
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}
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// experimentally, seems more register-efficient to coalesce this
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static __device__ __forceinline__
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physx::PxReal shuffleDot(const physx::PxU32 syncMask, const physx::PxVec3& v0, int shuffle0, const physx::PxVec3& v1)
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{
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return __shfl_sync(syncMask, v0.x, shuffle0)*v1.x + __shfl_sync(syncMask, v0.y, shuffle0)*v1.y + __shfl_sync(syncMask, v0.z, shuffle0)*v1.z;
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}
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static __device__ __forceinline__
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physx::PxU32 maxIndex(physx::PxReal v, physx::PxU32 mask, physx::PxReal& maxV)
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{
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maxV = mask & (1 << (threadIdx.x&31)) ? v : -FLT_MAX;
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maxV = fmaxf(maxV, __shfl_xor_sync(FULL_MASK, maxV, 16));
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maxV = fmaxf(maxV, __shfl_xor_sync(FULL_MASK, maxV, 8));
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maxV = fmaxf(maxV, __shfl_xor_sync(FULL_MASK, maxV, 4));
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maxV = fmaxf(maxV, __shfl_xor_sync(FULL_MASK, maxV, 2));
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maxV = fmaxf(maxV, __shfl_xor_sync(FULL_MASK, maxV, 1));
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return physx::lowestSetIndex(__ballot_sync(FULL_MASK, maxV == v)&mask);
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}
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static __device__ __forceinline__
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physx::PxU32 minIndex(physx::PxReal v, physx::PxU32 mask, physx::PxReal& minV)
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{
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minV = mask & (1 << (threadIdx.x & 31)) ? v : FLT_MAX;
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minV = fminf(minV, __shfl_xor_sync(FULL_MASK, minV, 16));
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minV = fminf(minV, __shfl_xor_sync(FULL_MASK, minV, 8));
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minV = fminf(minV, __shfl_xor_sync(FULL_MASK, minV, 4));
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minV = fminf(minV, __shfl_xor_sync(FULL_MASK, minV, 2));
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minV = fminf(minV, __shfl_xor_sync(FULL_MASK, minV, 1));
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return physx::lowestSetIndex(__ballot_sync(FULL_MASK, minV == v)&mask);
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}
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// similar as above but only with blocks of 4 threads
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// mask must have exactly 4 consecutive bits set and the corresponding
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// threads must execute this function together
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static __device__ __forceinline__
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physx::PxU32 minIndex4(physx::PxReal v, physx::PxU32 mask, physx::PxU32 threadIndexInGroup)
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{
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// sanity checks that function has been called as expected
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assert(__popc(mask) == 4); // exactly 4 threads in mask
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assert(mask & (1 << (threadIdx.x & 31))); // executing thread must be in the mask
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assert(threadIndexInGroup == 0 || (mask & (1 << (threadIdx.x - 1 & 31)))); // threads consecutive
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physx::PxReal minV = v;
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physx::PxReal minV_m1 = __shfl_sync(mask, minV, (threadIdx.x & 31) - 1);
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if(threadIndexInGroup > 0)
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minV = fminf(minV, minV_m1);
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physx::PxReal minV_m2 = __shfl_sync(mask, minV, (threadIdx.x & 31) - 2);
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if(threadIndexInGroup > 2)
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minV = fminf(minV, minV_m2);
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// Now the last thread (idx 3) of the group knows the min.
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// Send it back to all the threads.
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minV = __shfl_sync(mask, minV, (threadIdx.x & 31) | 3);
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return physx::lowestSetIndex(__ballot_sync(mask, minV == v)&mask);
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}
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#endif
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