Atmosphere/libraries/libstratosphere/include/stratosphere/util/util_tinymt.hpp
2019-12-09 23:50:47 -08:00

99 lines
3.8 KiB
C++

/*
* Copyright (c) 2018-2019 Atmosphère-NX
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU General Public License,
* version 2, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <vapours.hpp>
namespace ams::util {
/* Implementation of TinyMT (mersenne twister RNG). */
/* Like Nintendo, we will use the sample parameters. */
class TinyMT {
public:
static constexpr size_t NumStateWords = 4;
struct State {
u32 data[NumStateWords];
};
private:
static constexpr u32 ParamMat1 = 0x8F7011EE;
static constexpr u32 ParamMat2 = 0xFC78FF1F;
static constexpr u32 ParamTmat = 0x3793FDFF;
static constexpr u32 ParamMult = 0x6C078965;
static constexpr u32 ParamPlus = 0x0019660D;
static constexpr u32 ParamXor = 0x5D588B65;
static constexpr u32 TopBitmask = 0x7FFFFFFF;
static constexpr int MinimumInitIterations = 8;
static constexpr int NumDiscardedInitOutputs = 8;
private:
State state;
private:
/* Internal API. */
void FinalizeInitialization();
u32 GenerateRandomU24() { return (this->GenerateRandomU32() >> 8); }
static void GenerateInitialValuePlus(TinyMT::State *state, int index, u32 value);
static void GenerateInitialValueXor(TinyMT::State *state, int index);
public:
/* Public API. */
/* Initialization. */
void Initialize(u32 seed);
void Initialize(const u32 *seed, int seed_count);
/* State management. */
void GetState(TinyMT::State *out) const;
void SetState(const TinyMT::State *state);
/* Random generation. */
void GenerateRandomBytes(void *dst, size_t size);
u32 GenerateRandomU32();
inline u64 GenerateRandomU64() {
const u32 lo = this->GenerateRandomU32();
const u32 hi = this->GenerateRandomU32();
return (static_cast<u64>(hi) << 32) | static_cast<u64>(lo);
}
inline float GenerateRandomF32() {
/* Floats have 24 bits of mantissa. */
constexpr int MantissaBits = 24;
return GenerateRandomU24() * (1.0f / (1ul << MantissaBits));
}
inline double GenerateRandomF64() {
/* Doubles have 53 bits of mantissa. */
/* The smart way to generate 53 bits of random would be to use 32 bits */
/* from the first rnd32() call, and then 21 from the second. */
/* Nintendo does not. They use (32 - 5) = 27 bits from the first rnd32() */
/* call, and (32 - 6) bits from the second. We'll do what they do, but */
/* There's not a clear reason why. */
constexpr int MantissaBits = 53;
constexpr int Shift1st = (64 - MantissaBits) / 2;
constexpr int Shift2nd = (64 - MantissaBits) - Shift1st;
const u32 first = (this->GenerateRandomU32() >> Shift1st);
const u32 second = (this->GenerateRandomU32() >> Shift2nd);
return (1.0 * first * (1ul << (32 - Shift2nd)) + second) * (1.0 / (1ul << MantissaBits));
}
};
}