Generate some pseudo-random numbers with a PRNG class in the shaders.
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1 changed files with 39 additions and 3 deletions
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@ -7,9 +7,42 @@
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//
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//
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#include <metal_stdlib>
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#include <metal_stdlib>
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#include <metal_types>
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#include "ShaderTypes.h"
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#include "ShaderTypes.h"
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using namespace metal;
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using namespace metal;
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/// A pseudo-random number generator providing several algorithms.
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/// - http://reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/
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struct PRNG {
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PRNG(uint seed) : mSeed(wangHash(seed)) { }
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/// Generate a random unsigned integer using a linear congruential generator.
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uint lcg() {
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mSeed = 1664525 * mSeed + 1013904223;
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return mSeed;
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}
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/// Generate a random unsigned integer using the Xorshift algorithm from George Marsaglia's paper.
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uint xorShift() {
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mSeed ^= (mSeed << 13);
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mSeed ^= (mSeed >> 17);
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mSeed ^= (mSeed << 5);
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return mSeed;
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}
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uint wangHash(uint seed) {
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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private:
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uint mSeed;
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};
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kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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uint2 tid [[thread_position_in_grid]])
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uint2 tid [[thread_position_in_grid]])
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{
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{
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@ -17,8 +50,11 @@ kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(Gene
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}
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}
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kernel void randomKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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kernel void randomKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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uint2 tid [[thread_position_in_grid]])
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uint2 tid [[thread_position_in_grid]],
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uint2 tgid [[threadgroup_position_in_grid]])
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{
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{
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float x = 2.0 * M_PI_F * (tid.x / 128.0);
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PRNG rng(tid.x * tid.y);
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outTexture.write(sin(x), tid);
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uint r = rng.lcg();
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float x = float(r * (1.0 / float(UINT_MAX))) * 0.5f;
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outTexture.write(x, tid);
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}
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}
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