Hash :
8257ac30
        
        Author :
  
        
        Date :
2020-02-07T14:17:08
        
      
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>
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//
// 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