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Removed SDL_rand_r()
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4 changed files with 15 additions and 51 deletions
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@ -1292,42 +1292,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed);
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*
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*
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* \returns a random value in the range of [0-SDL_MAX_UINT32].
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* \returns a random value in the range of [0-SDL_MAX_UINT32].
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*
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*
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* \threadsafety All calls should be made from a single thread, use
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* \threadsafety All calls should be made from a single thread
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* SDL_rand_r() when using multiple threads.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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* \sa SDL_rand_r
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* \sa SDL_srand
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* \sa SDL_srand
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* \sa SDL_rand_n
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* \sa SDL_rand_n
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* \sa SDL_rand_float
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* \sa SDL_rand_float
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*/
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*/
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extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand(void);
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extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand(void);
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/**
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* Get 32 pseudo-random bits.
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*
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* There are no guarantees as to the quality of the random sequence produced,
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* and this should not be used for security (cryptography, passwords) or where
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* money is on the line (loot-boxes, casinos). There are many random number
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* libraries available with different characteristics and you should pick one of
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* those to meet any serious needs.
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*
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* \param state a pointer to a 64-bit seed value that will be updated with
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* each call to SDL_rand_r(). If the value of the seed is 0, it
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* will be initialized with SDL_GetPerformanceCounter().
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* \returns a random value in the range of [0-SDL_MAX_UINT32], or 0 if state
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* is NULL.
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*
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* \threadsafety This can be called from any thread, however each thread
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* should pass its own state pointer.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_rand
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*/
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extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_r(Uint64 *state);
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/**
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/**
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* Generates a pseudo-random number less than n
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* Generates a pseudo-random number less than n
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*
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*
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@ -983,7 +983,6 @@
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#define SDL_rand SDL_rand_REAL
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#define SDL_rand SDL_rand_REAL
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#define SDL_rand_float SDL_rand_float_REAL
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#define SDL_rand_float SDL_rand_float_REAL
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#define SDL_rand_n SDL_rand_n_REAL
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#define SDL_rand_n SDL_rand_n_REAL
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#define SDL_rand_r SDL_rand_r_REAL
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#define SDL_realloc SDL_realloc_REAL
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#define SDL_realloc SDL_realloc_REAL
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#define SDL_round SDL_round_REAL
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#define SDL_round SDL_round_REAL
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#define SDL_roundf SDL_roundf_REAL
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#define SDL_roundf SDL_roundf_REAL
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@ -992,7 +992,6 @@ SDL_DYNAPI_PROC(void,SDL_qsort_r,(void *a, size_t b, size_t c, SDL_CompareCallba
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SDL_DYNAPI_PROC(Uint32,SDL_rand,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_rand,(void),(),return)
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SDL_DYNAPI_PROC(float,SDL_rand_float,(void),(),return)
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SDL_DYNAPI_PROC(float,SDL_rand_float,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_rand_n,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_rand_n,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_rand_r,(Uint64 *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
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@ -39,26 +39,6 @@ Uint32 SDL_rand(void)
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if(!SDL_rand_initialized) {
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if(!SDL_rand_initialized) {
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SDL_srand(0);
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SDL_srand(0);
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}
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}
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return SDL_rand_r(&SDL_rand_state);
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}
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Uint32 SDL_rand_n(Uint32 n)
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{
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// On 32-bit arch, the compiler will optimize to a single 32-bit multiply
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Uint64 val = (Uint64)SDL_rand() * n;
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return (Uint32)(val >> 32);
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}
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float SDL_rand_float(void)
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{
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return (SDL_rand() >> (32-24)) * 0x1p-24f;
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}
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Uint32 SDL_rand_r(Uint64 *state)
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{
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if (!state) {
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return 0;
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}
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// The C and A parameters of this LCG have been chosen based on hundreds
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// The C and A parameters of this LCG have been chosen based on hundreds
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// of core-hours of testing with PractRand and TestU01's Crush.
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// of core-hours of testing with PractRand and TestU01's Crush.
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@ -75,8 +55,20 @@ Uint32 SDL_rand_r(Uint64 *state)
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// Softw Pract Exper. 2022;52(2):443-458. doi: 10.1002/spe.3030
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// Softw Pract Exper. 2022;52(2):443-458. doi: 10.1002/spe.3030
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// https://arxiv.org/abs/2001.05304v2
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// https://arxiv.org/abs/2001.05304v2
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*state = *state * 0xff1cd035ul + 0x05;
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SDL_rand_state = SDL_rand_state * 0xff1cd035ul + 0x05;
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// Only return top 32 bits because they have a longer period
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// Only return top 32 bits because they have a longer period
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return (Uint32)(*state >> 32);
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return (Uint32)(SDL_rand_state >> 32);
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}
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Uint32 SDL_rand_n(Uint32 n)
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{
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// On 32-bit arch, the compiler will optimize to a single 32-bit multiply
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Uint64 val = (Uint64)SDL_rand() * n;
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return (Uint32)(val >> 32);
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}
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float SDL_rand_float(void)
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{
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return (SDL_rand() >> (32-24)) * 0x1p-24f;
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}
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}
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