Jolt Physics
A multi core friendly Game Physics Engine
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#include <PhysicsUpdateContext.h>
Public Attributes | |
atomic< uint32 > | mWriteIdx { 0 } |
Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue) | |
uint8 | mPadding1 [JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)] |
Moved to own cache line to avoid conflicts with consumer jobs. | |
atomic< uint32 > | mReadIdx { 0 } |
Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue) | |
uint8 | mPadding2 [JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)] |
Moved to own cache line to avoid conflicts with producer/consumer jobs. | |
uint8 PhysicsUpdateContext::BodyPairQueue::mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)] |
Moved to own cache line to avoid conflicts with consumer jobs.
uint8 PhysicsUpdateContext::BodyPairQueue::mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)] |
Moved to own cache line to avoid conflicts with producer/consumer jobs.
atomic<uint32> PhysicsUpdateContext::BodyPairQueue::mReadIdx { 0 } |
Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
atomic<uint32> PhysicsUpdateContext::BodyPairQueue::mWriteIdx { 0 } |
Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)