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common: Add implementation of TinyMT (Mersenne Twister RNG).

bunnei 5 лет назад
Родитель
Сommit
c9235764c7
2 измененных файлов с 251 добавлено и 0 удалено
  1. 1 0
      src/common/CMakeLists.txt
  2. 250 0
      src/common/tiny_mt.h

+ 1 - 0
src/common/CMakeLists.txt

@@ -167,6 +167,7 @@ add_library(common STATIC
     threadsafe_queue.h
     time_zone.cpp
     time_zone.h
+    tiny_mt.h
     tree.h
     uint128.h
     uuid.cpp

+ 250 - 0
src/common/tiny_mt.h

@@ -0,0 +1,250 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <array>
+
+#include "common/alignment.h"
+#include "common/common_types.h"
+
+namespace Common {
+
+// Implementation of TinyMT (mersenne twister RNG).
+// Like Nintendo, we will use the sample parameters.
+class TinyMT {
+public:
+    static constexpr std::size_t NumStateWords = 4;
+
+    struct State {
+        std::array<u32, NumStateWords> data{};
+    };
+
+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;
+
+    static constexpr u32 XorByShifted27(u32 value) {
+        return value ^ (value >> 27);
+    }
+
+    static constexpr u32 XorByShifted30(u32 value) {
+        return value ^ (value >> 30);
+    }
+
+private:
+    State state{};
+
+private:
+    // Internal API.
+    void FinalizeInitialization() {
+        const u32 state0 = this->state.data[0] & TopBitmask;
+        const u32 state1 = this->state.data[1];
+        const u32 state2 = this->state.data[2];
+        const u32 state3 = this->state.data[3];
+
+        if (state0 == 0 && state1 == 0 && state2 == 0 && state3 == 0) {
+            this->state.data[0] = 'T';
+            this->state.data[1] = 'I';
+            this->state.data[2] = 'N';
+            this->state.data[3] = 'Y';
+        }
+
+        for (int i = 0; i < NumDiscardedInitOutputs; i++) {
+            this->GenerateRandomU32();
+        }
+    }
+
+    u32 GenerateRandomU24() {
+        return (this->GenerateRandomU32() >> 8);
+    }
+
+    static void GenerateInitialValuePlus(TinyMT::State* state, int index, u32 value) {
+        u32& state0 = state->data[(index + 0) % NumStateWords];
+        u32& state1 = state->data[(index + 1) % NumStateWords];
+        u32& state2 = state->data[(index + 2) % NumStateWords];
+        u32& state3 = state->data[(index + 3) % NumStateWords];
+
+        const u32 x = XorByShifted27(state0 ^ state1 ^ state3) * ParamPlus;
+        const u32 y = x + index + value;
+
+        state0 = y;
+        state1 += x;
+        state2 += y;
+    }
+
+    static void GenerateInitialValueXor(TinyMT::State* state, int index) {
+        u32& state0 = state->data[(index + 0) % NumStateWords];
+        u32& state1 = state->data[(index + 1) % NumStateWords];
+        u32& state2 = state->data[(index + 2) % NumStateWords];
+        u32& state3 = state->data[(index + 3) % NumStateWords];
+
+        const u32 x = XorByShifted27(state0 + state1 + state3) * ParamXor;
+        const u32 y = x - index;
+
+        state0 = y;
+        state1 ^= x;
+        state2 ^= y;
+    }
+
+public:
+    constexpr TinyMT() = default;
+
+    // Public API.
+
+    // Initialization.
+    void Initialize(u32 seed) {
+        this->state.data[0] = seed;
+        this->state.data[1] = ParamMat1;
+        this->state.data[2] = ParamMat2;
+        this->state.data[3] = ParamTmat;
+
+        for (int i = 1; i < MinimumInitIterations; i++) {
+            const u32 mixed = XorByShifted30(this->state.data[(i - 1) % NumStateWords]);
+            this->state.data[i % NumStateWords] ^= mixed * ParamMult + i;
+        }
+
+        this->FinalizeInitialization();
+    }
+
+    void Initialize(const u32* seed, int seed_count) {
+        this->state.data[0] = 0;
+        this->state.data[1] = ParamMat1;
+        this->state.data[2] = ParamMat2;
+        this->state.data[3] = ParamTmat;
+
+        {
+            const int num_init_iterations = std::max(seed_count + 1, MinimumInitIterations) - 1;
+
+            GenerateInitialValuePlus(&this->state, 0, seed_count);
+
+            for (int i = 0; i < num_init_iterations; i++) {
+                GenerateInitialValuePlus(&this->state, (i + 1) % NumStateWords,
+                                         (i < seed_count) ? seed[i] : 0);
+            }
+
+            for (int i = 0; i < static_cast<int>(NumStateWords); i++) {
+                GenerateInitialValueXor(&this->state,
+                                        (i + 1 + num_init_iterations) % NumStateWords);
+            }
+        }
+
+        this->FinalizeInitialization();
+    }
+
+    // State management.
+    void GetState(TinyMT::State& out) const {
+        out.data = this->state.data;
+    }
+
+    void SetState(const TinyMT::State& state_) {
+        this->state.data = state_.data;
+    }
+
+    // Random generation.
+    void GenerateRandomBytes(void* dst, std::size_t size) {
+        const uintptr_t start = reinterpret_cast<uintptr_t>(dst);
+        const uintptr_t end = start + size;
+        const uintptr_t aligned_start = Common::AlignUp(start, 4);
+        const uintptr_t aligned_end = Common::AlignDown(end, 4);
+
+        // Make sure we're aligned.
+        if (start < aligned_start) {
+            const u32 rnd = this->GenerateRandomU32();
+            std::memcpy(dst, &rnd, aligned_start - start);
+        }
+
+        // Write as many aligned u32s as we can.
+        {
+            u32* cur_dst = reinterpret_cast<u32*>(aligned_start);
+            u32* const end_dst = reinterpret_cast<u32*>(aligned_end);
+
+            while (cur_dst < end_dst) {
+                *(cur_dst++) = this->GenerateRandomU32();
+            }
+        }
+
+        // Handle any leftover unaligned data.
+        if (aligned_end < end) {
+            const u32 rnd = this->GenerateRandomU32();
+            std::memcpy(reinterpret_cast<void*>(aligned_end), &rnd, end - aligned_end);
+        }
+    }
+
+    u32 GenerateRandomU32() {
+        // Advance state.
+        const u32 x0 =
+            (this->state.data[0] & TopBitmask) ^ this->state.data[1] ^ this->state.data[2];
+        const u32 y0 = this->state.data[3];
+        const u32 x1 = x0 ^ (x0 << 1);
+        const u32 y1 = y0 ^ (y0 >> 1) ^ x1;
+
+        const u32 state0 = this->state.data[1];
+        u32 state1 = this->state.data[2];
+        u32 state2 = x1 ^ (y1 << 10);
+        const u32 state3 = y1;
+
+        if ((y1 & 1) != 0) {
+            state1 ^= ParamMat1;
+            state2 ^= ParamMat2;
+        }
+
+        this->state.data[0] = state0;
+        this->state.data[1] = state1;
+        this->state.data[2] = state2;
+        this->state.data[3] = state3;
+
+        // Temper.
+        const u32 t1 = state0 + (state2 >> 8);
+        u32 t0 = state3 ^ t1;
+
+        if ((t1 & 1) != 0) {
+            t0 ^= ParamTmat;
+        }
+
+        return t0;
+    }
+
+    u64 GenerateRandomU64() {
+        const u32 lo = this->GenerateRandomU32();
+        const u32 hi = this->GenerateRandomU32();
+        return (u64{hi} << 32) | u64{lo};
+    }
+
+    float GenerateRandomF32() {
+        // Floats have 24 bits of mantissa.
+        constexpr u32 MantissaBits = 24;
+        return static_cast<float>(GenerateRandomU24()) * (1.0f / (1U << MantissaBits));
+    }
+
+    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 u32 MantissaBits = 53;
+        constexpr u32 Shift1st = (64 - MantissaBits) / 2;
+        constexpr u32 Shift2nd = (64 - MantissaBits) - Shift1st;
+
+        const u32 first = (this->GenerateRandomU32() >> Shift1st);
+        const u32 second = (this->GenerateRandomU32() >> Shift2nd);
+
+        return (1.0 * first * (u64{1} << (32 - Shift2nd)) + second) *
+               (1.0 / (u64{1} << MantissaBits));
+    }
+};
+
+} // namespace Common