12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- /*
- Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
- Copyright (C) 2006, 2009 Sony Computer Entertainment 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.
- */
- //----------------------------------------------------------------------------------------
- // Shared code for GPU-based utilities
- //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- // Keep this file free from Bullet headers
- // will be compiled by both CPU and CUDA compilers
- // file with definitions of BT_GPU_xxx should be included first
- //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //----------------------------------------------------------------------------------------
- #include "btGpuUtilsSharedDefs.h"
- //----------------------------------------------------------------------------------------
- extern "C"
- {
- //----------------------------------------------------------------------------------------
- //Round a / b to nearest higher integer value
- int BT_GPU_PREF(iDivUp)(int a, int b)
- {
- return (a % b != 0) ? (a / b + 1) : (a / b);
- } // iDivUp()
- //----------------------------------------------------------------------------------------
- // compute grid and thread block size for a given number of elements
- void BT_GPU_PREF(computeGridSize)(int n, int blockSize, int &numBlocks, int &numThreads)
- {
- numThreads = BT_GPU_min(blockSize, n);
- numBlocks = BT_GPU_PREF(iDivUp)(n, numThreads);
- } // computeGridSize()
- //----------------------------------------------------------------------------------------
- } // extern "C"
|