r5sdk/r5dev/mathlib/randsse.cpp
Kawe Mazidjatari f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00

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//========= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: generates 4 random numbers in the range 0..1 quickly, using SIMD
//
//=====================================================================================//
#include "tier0/threadtools.h"
#include "mathlib/mathlib.h"
#include "mathlib/vector.h"
#include "mathlib/ssemath.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// see knuth volume 3 for insight.
class SIMDRandStreamContext
{
fltx4 m_RandY[55];
fltx4* m_pRand_J, * m_pRand_K;
public:
void Seed(uint32 seed)
{
m_pRand_J = m_RandY + 23; m_pRand_K = m_RandY + 54;
for (int i = 0; i < 55; i++)
{
for (int j = 0; j < 4; j++)
{
SubFloat(m_RandY[i], j) = (seed >> 16) / 65536.0f;
seed = (seed + 1) * 3141592621u;
}
}
}
inline fltx4 RandSIMD(void)
{
// ret= rand[k]+rand[j]
fltx4 retval = AddSIMD(*m_pRand_K, *m_pRand_J);
// if ( ret>=1.0) ret-=1.0
bi32x4 overflow_mask = CmpGeSIMD(retval, Four_Ones);
retval = SubSIMD(retval, AndSIMD(Four_Ones, overflow_mask));
*m_pRand_K = retval;
// update pointers w/ wrap-around
if (--m_pRand_J < m_RandY)
m_pRand_J = m_RandY + 54;
if (--m_pRand_K < m_RandY)
m_pRand_K = m_RandY + 54;
return retval;
}
};
#define MAX_SIMULTANEOUS_RANDOM_STREAMS 32
static SIMDRandStreamContext s_SIMDRandContexts[MAX_SIMULTANEOUS_RANDOM_STREAMS];
static volatile LONG s_nRandContextsInUse[MAX_SIMULTANEOUS_RANDOM_STREAMS];
void SeedRandSIMD(uint32 seed)
{
for (int i = 0; i < MAX_SIMULTANEOUS_RANDOM_STREAMS; i++)
s_SIMDRandContexts[i].Seed(seed + i);
}
fltx4 RandSIMD(int nContextIndex)
{
return s_SIMDRandContexts[nContextIndex].RandSIMD();
}
int GetSIMDRandContext(void)
{
for (;;)
{
for (int i = 0; i < NELEMS(s_SIMDRandContexts); i++)
{
if (!s_nRandContextsInUse[i]) // available?
{
// try to take it!
if (ThreadInterlockedAssignIf(&(s_nRandContextsInUse[i]), 1, 0))
{
ThreadMemoryBarrier();
return i; // done!
}
}
}
Assert(0); // why don't we have enough buffers?
ThreadSleep(0);
}
}
void ReleaseSIMDRandContext(int nContext)
{
ThreadMemoryBarrier();
s_nRandContextsInUse[nContext] = 0;
}
fltx4 RandSIMD(void)
{
return s_SIMDRandContexts[0].RandSIMD();
}