mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
018ba26b5f
-Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
432 lines
12 KiB
C++
432 lines
12 KiB
C++
#pragma once
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#include "EmberDefines.h"
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/// <summary>
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/// C++ TEMPLATE VERSION OF Robert J. Jenkins Jr.'s
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/// ISAAC Random Number Generator.
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///
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/// Ported from vanilla C to to template C++ class
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/// by Quinn Tyler Jackson on 16-23 July 1998.
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///
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/// quinn@qtj.net
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///
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/// The function for the expected period of this
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/// random number generator, according to Jenkins is:
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///
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/// f(a,b) = 2**((a+b*(3+2^^a)-1)
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///
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/// (where a is ALPHA and b is bitwidth)
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///
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/// So, for a bitwidth of 32 and an ALPHA of 8,
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/// the expected period of ISAAC is:
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///
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/// 2^^(8+32*(3+2^^8)-1) = 2^^8295
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///
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/// Jackson has been able to run implementations
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/// with an ALPHA as high as 16, or
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///
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/// 2^^2097263
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///
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/// -Modified by Matt Feemster to eliminate needless dynamic memory allocation and virtual functions and bring inline with Ember coding style.
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/// </summary>
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#ifndef __ISAAC64
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typedef uint ISAAC_INT;
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const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b9);
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#else
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typedef size_t ISAAC_INT;
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const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b97f4a7c13);
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#endif
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namespace EmberNs
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{
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union UintBytes
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{
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unsigned char Bytes[4];
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uint Uint;
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};
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/// <summary>
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/// QTIsaac class which allows using ISAAC in an OOP manner.
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/// </summary>
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template <int ALPHA = 4, class T = ISAAC_INT>
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class EMBER_API QTIsaac
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{
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public:
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enum { N = (1 << ALPHA) };
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UintBytes m_Cache;
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size_t m_LastIndex;
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/// <summary>
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/// Global ISAAC RNG to be used from anywhere. This is not thread safe, so take caution to only
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/// use it when no other threads are.
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/// </summary>
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static unique_ptr<QTIsaac<ALPHA, ISAAC_INT> > GlobalRand;
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/// <summary>
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/// The structure which holds all of the random information.
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/// </summary>
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struct EMBER_API randctx
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{
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T randcnt;
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T randrsl[N];
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T randmem[N];
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T randa;
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T randb;
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T randc;
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};
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/// <summary>
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/// Constructor which initialized the random context using the values passed in.
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/// Leaving these as their defaults is fine, and will still give different
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/// results because time is internally used if they are default.
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/// However, specifying specific values is useful if you want to duplicate
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/// a sequence of random numbers.
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/// </summary>
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/// <param name="a">First random seed. Default: 0.</param>
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/// <param name="b">Second random seed. Default: 0.</param>
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/// <param name="c">Third random seed. Default: 0.</param>
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/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: nullptr.</param>
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QTIsaac(T a = 0, T b = 0, T c = 0, T* s = nullptr)
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{
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Srand(a, b, c, s);
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m_LastIndex = 0;
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m_Cache.Uint = Rand();
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RandByte();//Need to call at least once so other libraries can link.
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}
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/// <summary>
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/// Return the next random integer in the range of 0-255.
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/// If only a byte is needed, this is a more efficient way because
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/// it only calls rand 1/4 of the time.
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/// </summary>
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/// <returns>The next random integer in the range of 0-255</returns>
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inline T RandByte()
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{
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T ret = m_Cache.Bytes[m_LastIndex++];
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if (m_LastIndex == 4)
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{
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m_LastIndex = 0;
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m_Cache.Uint = Rand();
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}
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return ret;
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}
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/// <summary>
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/// Return the next random integer.
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/// </summary>
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/// <returns>The next random integer</returns>
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inline T Rand()
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{
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#ifdef ISAAC_FLAM3_DEBUG
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return (!m_Rc.randcnt-- ? (Isaac(&m_Rc), m_Rc.randcnt=N-1, m_Rc.randrsl[m_Rc.randcnt]) : m_Rc.randrsl[m_Rc.randcnt]);
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#else
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return (m_Rc.randcnt++ == N ? (Isaac(&m_Rc), m_Rc.randcnt=0, m_Rc.randrsl[m_Rc.randcnt]) : m_Rc.randrsl[m_Rc.randcnt]);
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#endif
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}
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/// <summary>
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/// Return the next random integer between 0 and the value passed in minus 1.
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/// </summary>
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/// <param name="upper">A value one greater than the maximum value that will be returned</param>
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/// <returns>A value between 0 and the value passed in minus 1</returns>
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inline T Rand(T upper)
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{
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return (upper == 0) ? Rand() : Rand() % upper;
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}
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/// <summary>
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/// Returns a random floating point value between the specified minimum and maximum.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <param name="fMin">The minimum value allowed, inclusive.</param>
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/// <param name="fMax">The maximum value allowed, inclusive.</param>
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/// <returns>A new random floating point value within the specified range, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand(floatType fMin, floatType fMax)
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{
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floatType f = static_cast<floatType>(Rand()) / static_cast<floatType>(std::numeric_limits<T>::max());
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return fMin + (f * (fMax - fMin));
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}
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/// <summary>
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/// Thin wrapper around a call to Frand() with a range of 0-1.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <returns>A new random number in the range of 0-1, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand01()
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{
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#ifdef ISAAC_FLAM3_DEBUG
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return (Rand() & 0xfffffff) / (floatType)0xfffffff;
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#else
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return Frand<floatType>(floatType(0), floatType(1));
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#endif
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}
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/// <summary>
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/// Thin wrapper around a call to Frand() with a range of -1-1.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <returns>A new random number in the range of -1-1, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand11()
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{
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#ifdef ISAAC_FLAM3_DEBUG
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return ((Rand() & 0xfffffff) - 0x7ffffff) / (floatType)0x7ffffff;
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#else
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return Frand<floatType>(floatType(-1), floatType(1));
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#endif
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}
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/// <summary>
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/// Not sure what this does.
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/// </summary>
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/// <returns>Something that is golden</returns>
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template<typename floatType>
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inline floatType GoldenBit()
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{
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return RandBit() ? floatType(0.38196) : floatType(0.61804);
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}
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/// <summary>
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/// Returns a random 0 or 1.
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/// </summary>
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/// <returns>A random 0 or 1</returns>
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inline uint RandBit()
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{
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return RandByte() & 1;
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}
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/// <summary>
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/// A different way of getting a floating point rand in the range -1-1.
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/// Flam3 used this but it seems unnecessary now, keep around if it's ever needed.
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/// </summary>
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/// <returns>A new random number in the range of -1-1, inclusive.</returns>
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//double drand11()
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//{
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// return (((int)Rand() & 0xfffffff) - 0x7ffffff) / (double) 0x7ffffff;
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//}
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/// <summary>
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/// Initializes a random context.
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/// Unsure exacly how this works, but it does.
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/// </summary>
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/// <param name="ctx">The random context to initialize</param>
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/// <param name="useSeed">Whether to use the seeds passed in to the constructor, else zero.</param>
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void RandInit(randctx* ctx, bool useSeed)
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{
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int i;
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T a, b, c, d, e, f, g, h;
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T* m = ctx->randmem;
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T* r = ctx->randrsl;
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a = b = c = d = e = f = g = h = GOLDEN_RATIO;
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if (!useSeed)
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{
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ctx->randa = 0;
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ctx->randb = 0;
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ctx->randc = 0;
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}
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//Scramble it.
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for (i = 0; i < 4; ++i)
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{
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Shuffle(a, b, c, d, e, f, g, h);
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}
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if (useSeed)
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{
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//Initialize using the contents of r[] as the seed.
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for (i = 0; i < N; i += 8)
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{
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a += r[i ]; b += r[i + 1]; c += r[i + 2]; d += r[i + 3];
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e += r[i + 4]; f += r[i + 5]; g += r[i + 6]; h += r[i + 7];
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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//Do a second pass to make all of the seed affect all of m.
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for (i = 0; i < N; i += 8)
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{
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a += m[i ]; b += m[i + 1]; c += m[i + 2]; d += m[i + 3];
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e += m[i + 4]; f += m[i + 5]; g += m[i + 6]; h += m[i + 7];
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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}
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else
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{
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//Fill in mm[] with messy stuff.
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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Isaac(ctx); //Fill in the first set of results.
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ctx->randcnt = N;//0;//Prepare to use the first set of results.
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}
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/// <summary>
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/// Initialize the seeds of the member random context using the specified seeds.
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/// If s is null, time plus index up to 256 is used for the random buffer.
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/// </summary>
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/// <param name="a">First random seed. Default: 0.</param>
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/// <param name="b">Second random seed. Default: 0.</param>
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/// <param name="c">Third random seed. Default: 0.</param>
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/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: nullptr.</param>
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void Srand(T a = 0, T b = 0, T c = 0, T* s = nullptr)
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{
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if (s == nullptr)//Default to using time plus index as the seed if s was nullptr.
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{
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for (size_t i = 0; i < N; i++)
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m_Rc.randrsl[i] = static_cast<T>(NowMs() + i);
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}
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else
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{
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for (size_t i = 0; i < N; i++)
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m_Rc.randrsl[i] = s[i];
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}
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#ifndef ISAAC_FLAM3_DEBUG
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if (a == 0 && b == 0 && c == 0)
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{
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m_Rc.randa = static_cast<T>(NowMs());
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m_Rc.randb = static_cast<T>(NowMs()) * static_cast<T>(NowMs());
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m_Rc.randc = static_cast<T>(NowMs()) * static_cast<T>(NowMs()) * static_cast<T>(NowMs());
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}
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else
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#endif
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{
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m_Rc.randa = a;
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m_Rc.randb = b;
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m_Rc.randc = c;
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}
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RandInit(&m_Rc, true);
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}
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protected:
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/// <summary>
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/// Compute the next batch of random numbers for a random context.
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/// </summary>
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/// <param name="ctx">The context to populate.</param>
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void Isaac(randctx* ctx)
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{
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T x,y;
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T* mm = ctx->randmem;
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T* r = ctx->randrsl;
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T a = (ctx->randa);
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T b = (ctx->randb + (++ctx->randc));
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T* m = mm;
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T* m2 = (m + (N / 2));
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T* mend = m2;
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for(; m < mend; )
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{
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#ifndef __ISAAC64
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RngStep((a << 13), a, b, mm, m, m2, r, x, y);
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RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
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RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
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RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
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#else // __ISAAC64
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RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
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#endif // __ISAAC64
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}
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m2 = mm;
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for(; m2<mend;)
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{
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#ifndef __ISAAC64
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RngStep((a << 13), a, b, mm, m, m2, r, x, y);
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RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
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RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
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RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
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#else // __ISAAC64
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RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
|
|
RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
|
|
RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
|
|
#endif // __ISAAC64
|
|
}
|
|
|
|
ctx->randb = b;
|
|
ctx->randa = a;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves a value using indirection.
|
|
/// </summary>
|
|
/// <param name="mm">The buffer.</param>
|
|
/// <param name="x">The offset.</param>
|
|
/// <returns>A new value</returns>
|
|
inline T Ind(T* mm, T x)
|
|
{
|
|
#ifndef __ISAAC64
|
|
return (*reinterpret_cast<T*>(reinterpret_cast<byte*>(mm) + ((x) & ((N - 1) << 2))));
|
|
#else // __ISAAC64
|
|
return (*reinterpret_cast<T*>(reinterpret_cast<byte*>(mm) + ((x) & ((N - 1) << 3))));
|
|
#endif // __ISAAC64
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unsure what this does.
|
|
/// </summary>
|
|
void RngStep(T mix, T& a, T& b, T*& mm, T*& m, T*& m2, T*& r, T& x, T& y)
|
|
{
|
|
x = *m;
|
|
a = (a ^ (mix)) + *(m2++);
|
|
*(m++) = y = Ind(mm, x) + a + b;
|
|
*(r++) = b = Ind(mm, y >> ALPHA) + x;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unsure what this does.
|
|
/// </summary>
|
|
void Shuffle(T& a, T& b, T& c, T& d, T& e, T& f, T& g, T& h)
|
|
{
|
|
#ifndef __ISAAC64
|
|
a ^= b << 11; d += a; b += c;
|
|
b ^= c >> 2; e += b; c += d;
|
|
c ^= d << 8; f += c; d += e;
|
|
d ^= e >> 16; g += d; e += f;
|
|
e ^= f << 10; h += e; f += g;
|
|
f ^= g >> 4; a += f; g += h;
|
|
g ^= h << 8; b += g; h += a;
|
|
h ^= a >> 9; c += h; a += b;
|
|
#else // __ISAAC64
|
|
a -= e; f ^= h >> 9; h += a;
|
|
b -= f; g ^= a << 9; a += b;
|
|
c -= g; h ^= b >> 23; b += c;
|
|
d -= h; a ^= c << 15; c += d;
|
|
e -= a; b ^= d >> 14; d += e;
|
|
f -= b; c ^= e << 20; e += f;
|
|
g -= c; d ^= f >> 17; f += g;
|
|
h -= d; e ^= g << 14; g += h;
|
|
#endif // __ISAAC64
|
|
}
|
|
|
|
private:
|
|
randctx m_Rc;//The random context which holds all of the seed and state information as well as the random number values.
|
|
};
|
|
}
|