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kc3-lang/angle/util/random_utils.h

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  • Author : Jamie Madill
    Date : 2020-02-07 14:17:08
    Hash : 8257ac30
    Message : Vulkan: Defer RenderPass image barriers. We accumulate image barriers in two places: * for GL sampler textures * for GL framebuffer attachments (Render Targets) Then we issue the barriers together in a single call before the RP. This fixes a bug where we were missing a layout transition in some cases when transitioning between a sampler and a render target. It should also be faster to issue a single barrier before a RP than issue several smaller barriers. Bug: angleproject:3539 Bug: angleproject:4029 Change-Id: I180b770f0df6b44d209e5c618ba36bcc1c6372e4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2044236 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>

  • util/random_utils.h
  • //
    // Copyright 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // random_utils:
    //   Helper functions for random number generation.
    //
    
    #ifndef UTIL_RANDOM_UTILS_H
    #define UTIL_RANDOM_UTILS_H
    
    #include <random>
    #include <vector>
    
    #include "common/vector_utils.h"
    #include "util/util_export.h"
    
    namespace angle
    {
    
    class ANGLE_UTIL_EXPORT RNG
    {
      public:
        // Seed from clock
        RNG();
        // Seed from fixed number.
        RNG(unsigned int seed);
        ~RNG();
    
        void reseed(unsigned int newSeed);
    
        bool randomBool(float probTrue = 0.5f);
        int randomInt();
        int randomIntBetween(int min, int max);
        unsigned int randomUInt();
        float randomFloat();
        float randomFloatBetween(float min, float max);
        float randomFloatNonnegative();
        float randomNegativeOneToOne();
    
        template <class T>
        T &randomSelect(std::vector<T> &elements)
        {
            return elements[randomIntBetween(0, static_cast<int>(elements.size()) - 1)];
        }
    
        template <class T>
        const T &randomSelect(const std::vector<T> &elements)
        {
            return elements.at(randomIntBetween(0, static_cast<int>(elements.size()) - 1));
        }
    
      private:
        std::default_random_engine mGenerator;
    };
    
    // Implemented inline to avoid cross-module allocation issues.
    inline void FillVectorWithRandomUBytes(RNG *rng, std::vector<uint8_t> *data)
    {
        for (size_t i = 0; i < data->size(); ++i)
        {
            (*data)[i] = static_cast<uint8_t>(rng->randomIntBetween(0, 255));
        }
    }
    
    inline void FillVectorWithRandomUBytes(std::vector<uint8_t> *data)
    {
        RNG rng;
        FillVectorWithRandomUBytes(&rng, data);
    }
    
    inline Vector4 RandomVec4(int seed, float minValue, float maxValue)
    {
        RNG rng(seed);
        srand(seed);
        return Vector4(
            rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue),
            rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue));
    }
    }  // namespace angle
    
    #endif  // UTIL_RANDOM_UTILS_H