Hash :
d0febe7a
Author :
Date :
2018-05-17T22:36:52
Reland "GLES1: Entry points for lighting and materials" This is a reland of 4a09c1a245c406e402b3996b7ed33798b897e60f Entry points have been autogenerated again. Original change's description: > GLES1: Entry points for lighting and materials > > - glLight*/glMaterial and their queries > - Use new packed enums in these entry points, except for lightmodel > which stays GLenum to be consistent with other generic glGet's > - State.cpp: New glGet* queries related to light model and > light/normal rescale enablement > - GLES1State.cpp: Functions to get/set lighting/material state > - Validation for lighting/materials > > + Add a few convenience methods to random_utils for sampling > non-negative floats and a sampler for random booleans > > BUG=angleproject:2306 > > Change-Id: If7ba0c0a0dc75f88fbaa986b904f1ea96ee6512e > Reviewed-on: https://chromium-review.googlesource.com/1065502 > Commit-Queue: Lingfeng Yang <lfy@google.com> > Reviewed-by: Geoff Lang <geofflang@chromium.org> Bug: angleproject:2306 Change-Id: I434273acd5200dd9f4925e239a032cc8db31a434 Reviewed-on: https://chromium-review.googlesource.com/1072849 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Lingfeng Yang <lfy@google.com>
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//
// Copyright (c) 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
// TODO(jmadill): Rework this if Chromium decides to ban <random>
#include <random>
#include <export.h>
namespace angle
{
class ANGLE_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();
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);
}
} // namespace angle
#endif // UTIL_RANDOM_UTILS_H