summaryrefslogtreecommitdiffstats
path: root/src/common/tiny_mt.h
blob: 4689fd55bd93248b2c1ce81b7ce72a2f098685b7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
// 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 static 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 static u32 MantissaBits = 53;
        constexpr static u32 Shift1st = (64 - MantissaBits) / 2;
        constexpr static 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