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- // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #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
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