Renamed SDL_rand() to SDL_rand_bits() and updated tests

This commit is contained in:
John Kaniarz 2024-06-19 15:31:00 -04:00 committed by Sam Lantinga
parent 237bbfcb9d
commit 8f29f8cae5
12 changed files with 110 additions and 98 deletions

View file

@ -1260,25 +1260,27 @@ extern SDL_DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRI
extern SDL_DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2);
/**
* Seed the pseudo-random number generator.
* Seeds the pseudo-random number generator.
*
* Reusing the seed number will cause SDL_rand() to repeat the same stream of
* 'random' numbers.
* Reusing the seed number will cause SDL_rand_*() to repeat the same stream
* of 'random' numbers.
*
* \param seed the value to use as a random number seed, or 0 to use
* SDL_GetPerformanceCounter().
*
* \threadsafety This should be called on the same thread that calls
* SDL_rand()
* SDL_rand*()
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_rand
* \sa SDL_rand_n
* \sa SDL_rand_float
* \sa SDL_rand_bits
*/
extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed);
/**
* Get 32 pseudo-random bits.
* Generates 32 pseudo-random bits.
*
* You likely want to use SDL_rand_n() to get a psuedo-randum number instead.
*
@ -1301,38 +1303,44 @@ extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed);
* \sa SDL_rand_n
* \sa SDL_rand_float
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand(void);
extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void);
/**
* Generates a pseudo-random number less than n
* Generates a pseudo-random number less than n for positive n
*
* The method used is faster and of better quality than `SDL_rand() % n`.
* However just like with `SDL_rand() % n`, bias increases with larger n. Odds
* are better than 99.9% even for n under 1 million.
* The method used is faster and of better quality than `rand() % n`.
* Odds are roughly 99.9% even for n = 1 million. Evenness is better for
* smaller n, and much worse as n gets bigger.
*
* Example: to simulate a d6 use `SDL_rand_n(6) + 1` The +1 converts 0..5 to
* 1..6
*
* If you want reproducible output, be sure to initialize with SDL_srand() first.
*
* There are no guarantees as to the quality of the random sequence produced,
* and this should not be used for security (cryptography, passwords) or where
* money is on the line (loot-boxes, casinos). There are many random number
* libraries available with different characteristics and you should pick one
* of those to meet any serious needs.
*
* \param n the number of possible values.
* \returns a random value in the range of [0 .. n-1].
* \param n the number of possible outcomes. n must be positive.
*
* \returns a random value in the range of [0 .. n-1]
*
* \threadsafety All calls should be made from a single thread
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_rand
* \sa SDL_srand
* \sa SDL_rand_float
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_n(Uint32 n);
extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_n(Sint32 n);
/**
* Generates a uniform pseudo-random floating point number less than 1.0
*
* If you want reproducible output, be sure to initialize with SDL_srand() first.
*
* There are no guarantees as to the quality of the random sequence produced,
* and this should not be used for security (cryptography, passwords) or where
* money is on the line (loot-boxes, casinos). There are many random number
@ -1345,7 +1353,8 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_n(Uint32 n);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_rand
* \sa SDL_srand
* \sa SDL_rand_n
*/
extern SDL_DECLSPEC float SDLCALL SDL_rand_float(void);

View file

@ -955,8 +955,9 @@ SDL3_0.0.0 {
SDL_powf;
SDL_qsort;
SDL_qsort_r;
SDL_rand;
SDL_rand_r;
SDL_rand_bits;
SDL_rand_float;
SDL_rand_n;
SDL_realloc;
SDL_round;
SDL_roundf;

View file

@ -980,7 +980,7 @@
#define SDL_powf SDL_powf_REAL
#define SDL_qsort SDL_qsort_REAL
#define SDL_qsort_r SDL_qsort_r_REAL
#define SDL_rand SDL_rand_REAL
#define SDL_rand_bits SDL_rand_bits_REAL
#define SDL_rand_float SDL_rand_float_REAL
#define SDL_rand_n SDL_rand_n_REAL
#define SDL_realloc SDL_realloc_REAL

View file

@ -989,9 +989,9 @@ SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_powf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, SDL_CompareCallback d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_qsort_r,(void *a, size_t b, size_t c, SDL_CompareCallback_r d, void *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(Uint32,SDL_rand,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_rand_bits,(void),(),return)
SDL_DYNAPI_PROC(float,SDL_rand_float,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_rand_n,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(Sint32,SDL_rand_n,(Sint32 a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)

View file

@ -34,7 +34,7 @@ void SDL_srand(Uint64 seed)
SDL_rand_initialized = SDL_TRUE;
}
Uint32 SDL_rand(void)
Uint32 SDL_rand_bits(void)
{
if(!SDL_rand_initialized) {
SDL_srand(0);
@ -61,14 +61,14 @@ Uint32 SDL_rand(void)
return (Uint32)(SDL_rand_state >> 32);
}
Uint32 SDL_rand_n(Uint32 n)
Sint32 SDL_rand_n(Sint32 n)
{
// On 32-bit arch, the compiler will optimize to a single 32-bit multiply
Uint64 val = (Uint64)SDL_rand() * n;
return (Uint32)(val >> 32);
Uint64 val = (Uint64)SDL_rand_bits() * n;
return (Sint32)(val >> 32);
}
float SDL_rand_float(void)
{
return (SDL_rand() >> (32-24)) * 0x1p-24f;
return (SDL_rand_bits() >> (32-24)) * 0x1p-24f;
}

View file

@ -227,7 +227,7 @@ static int SDLCALL ping_thread(void *ptr)
sdlevent.type = SDL_EVENT_KEY_DOWN;
sdlevent.key.keysym.sym = SDLK_1;
SDL_PushEvent(&sdlevent);
SDL_Delay(1000 + SDL_rand() % 1000);
SDL_Delay(1000 + SDL_rand_n(1000));
}
return cnt;
}

View file

@ -72,8 +72,8 @@ static void DrawPoints(SDL_Renderer *renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
x = (float)(SDL_rand() % viewport.w);
y = (float)(SDL_rand() % viewport.h);
x = (float)SDL_rand_n(viewport.w);
y = (float)SDL_rand_n(viewport.h);
SDL_RenderPoint(renderer, x, y);
}
}
@ -120,10 +120,10 @@ static void DrawLines(SDL_Renderer *renderer)
SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
} else {
x1 = (float)((SDL_rand() % (viewport.w * 2)) - viewport.w);
x2 = (float)((SDL_rand() % (viewport.w * 2)) - viewport.w);
y1 = (float)((SDL_rand() % (viewport.h * 2)) - viewport.h);
y2 = (float)((SDL_rand() % (viewport.h * 2)) - viewport.h);
x1 = (float)(SDL_rand_n(viewport.w * 2) - viewport.w);
x2 = (float)(SDL_rand_n(viewport.w * 2) - viewport.w);
y1 = (float)(SDL_rand_n(viewport.h * 2) - viewport.h);
y2 = (float)(SDL_rand_n(viewport.h * 2) - viewport.h);
SDL_RenderLine(renderer, x1, y1, x2, y2);
}
}
@ -165,10 +165,10 @@ static void DrawRects(SDL_Renderer *renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
rect.w = (float)(SDL_rand() % (viewport.h / 2));
rect.h = (float)(SDL_rand() % (viewport.h / 2));
rect.x = (float)((SDL_rand() % (viewport.w * 2) - viewport.w) - (rect.w / 2));
rect.y = (float)((SDL_rand() % (viewport.h * 2) - viewport.h) - (rect.h / 2));
rect.w = (float)SDL_rand_n(viewport.h / 2);
rect.h = (float)SDL_rand_n(viewport.h / 2);
rect.x = (float)((SDL_rand_n(viewport.w * 2) - viewport.w) - (rect.w / 2));
rect.y = (float)((SDL_rand_n(viewport.h * 2) - viewport.h) - (rect.h / 2));
SDL_RenderFillRect(renderer, &rect);
}
}

View file

@ -26,9 +26,9 @@
#include <libswscale/swscale.h>
#ifdef HAVE_EGL
#include <SDL3/SDL_egl.h>
#include <SDL3/SDL_opengl.h>
#include <SDL3/SDL_opengles2.h>
#include <SDL3/SDL_egl.h>
#include <libavutil/hwcontext_drm.h>
@ -71,7 +71,6 @@
#include "icon.h"
static SDL_Texture *sprite;
static SDL_FRect *positions;
static SDL_FRect *velocities;
@ -228,7 +227,8 @@ static SDL_bool CreateWindowAndRenderer(SDL_WindowFlags window_flags, const char
return SDL_TRUE;
}
static SDL_Texture *CreateTexture(SDL_Renderer *r, unsigned char *data, unsigned int len, int *w, int *h) {
static SDL_Texture *CreateTexture(SDL_Renderer *r, unsigned char *data, unsigned int len, int *w, int *h)
{
SDL_Texture *texture = NULL;
SDL_Surface *surface;
SDL_IOStream *src = SDL_IOFromConstMem(data, len);
@ -1290,7 +1290,8 @@ static void av_log_callback(void* avcl, int level, const char *fmt, va_list vl)
SDL_free(message);
}
static void print_usage(SDLTest_CommonState *state, const char *argv0) {
static void print_usage(SDLTest_CommonState *state, const char *argv0)
{
static const char *options[] = { "[--verbose]", "[--sprites N]", "[--audio-codec codec]", "[--video-codec codec]", "[--software]", "video_file", NULL };
SDLTest_CommonLogUsage(state, argv0, options);
}
@ -1484,15 +1485,15 @@ int main(int argc, char *argv[])
SDL_Rect viewport;
SDL_GetRenderViewport(renderer, &viewport);
for (i = 0; i < num_sprites; ++i) {
positions[i].x = (float)(SDL_rand() % (viewport.w - sprite_w));
positions[i].y = (float)(SDL_rand() % (viewport.h - sprite_h));
positions[i].x = (float)SDL_rand_n(viewport.w - sprite_w);
positions[i].y = (float)SDL_rand_n(viewport.h - sprite_h);
positions[i].w = (float)sprite_w;
positions[i].h = (float)sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f || velocities[i].y == 0.f) {
velocities[i].x = (float)((SDL_rand() % (2 + 1)) - 1);
velocities[i].y = (float)((SDL_rand() % (2 + 1)) - 1);
velocities[i].x = (float)(SDL_rand_n(2 + 1) - 1);
velocities[i].y = (float)(SDL_rand_n(2 + 1) - 1);
}
}

View file

@ -12,8 +12,8 @@
/* Simple program: draw as many random objects on the screen as possible */
#include <SDL3/SDL_test_common.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test_common.h>
#ifdef SDL_PLATFORM_EMSCRIPTEN
#include <emscripten/emscripten.h>
@ -74,8 +74,8 @@ static void DrawPoints(SDL_Renderer *renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
x = (float)(SDL_rand() % viewport.w);
y = (float)(SDL_rand() % viewport.h);
x = (float)SDL_rand_n(viewport.w);
y = (float)SDL_rand_n(viewport.h);
SDL_RenderPoint(renderer, x, y);
}
}
@ -231,10 +231,10 @@ static void loop(void *arg)
num_lines = 0;
} else {
add_line(
(float)(SDL_rand() % 640),
(float)(SDL_rand() % 480),
(float)(SDL_rand() % 640),
(float)(SDL_rand() % 480));
(float)SDL_rand_n(640),
(float)SDL_rand_n(480),
(float)SDL_rand_n(640),
(float)SDL_rand_n(480));
}
break;
case 'r':
@ -242,10 +242,10 @@ static void loop(void *arg)
num_rects = 0;
} else {
add_rect(
(float)(SDL_rand() % 640),
(float)(SDL_rand() % 480),
(float)(SDL_rand() % 640),
(float)(SDL_rand() % 480));
(float)SDL_rand_n(640),
(float)SDL_rand_n(480),
(float)SDL_rand_n(640),
(float)SDL_rand_n(480));
}
break;
default:

View file

@ -188,15 +188,15 @@ int main(int argc, char *argv[])
quit(2);
}
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = (float)(SDL_rand() % (window_w - (int)sprite_w));
positions[i].y = (float)(SDL_rand() % (window_h - (int)sprite_h));
positions[i].x = (float)(SDL_rand_n((window_w - (int)sprite_w)));
positions[i].y = (float)(SDL_rand_n((window_h - (int)sprite_h)));
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].y = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].x = (float)((SDL_rand_n((MAX_SPEED * 2 + 1))) - MAX_SPEED);
velocities[i].y = (float)((SDL_rand_n((MAX_SPEED * 2 + 1))) - MAX_SPEED);
}
}

View file

@ -33,7 +33,8 @@ static int sprite_w, sprite_h;
static SDL_Renderer *renderer;
static int done;
static SDL_Texture *CreateTexture(SDL_Renderer *r, unsigned char *data, unsigned int len, int *w, int *h) {
static SDL_Texture *CreateTexture(SDL_Renderer *r, unsigned char *data, unsigned int len, int *w, int *h)
{
SDL_Texture *texture = NULL;
SDL_Surface *surface;
SDL_IOStream *src = SDL_IOFromConstMem(data, len);
@ -134,15 +135,15 @@ int main(int argc, char *argv[])
/* Initialize the sprite positions */
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = (float)(SDL_rand() % (WINDOW_WIDTH - sprite_w));
positions[i].y = (float)(SDL_rand() % (WINDOW_HEIGHT - sprite_h));
positions[i].x = (float)SDL_rand_n(WINDOW_WIDTH - sprite_w);
positions[i].y = (float)SDL_rand_n(WINDOW_HEIGHT - sprite_h);
positions[i].w = (float)sprite_w;
positions[i].h = (float)sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].y = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].x = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
velocities[i].y = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
}
}

View file

@ -97,15 +97,15 @@ static int InitSprites(void)
}
for (int i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = (float)(SDL_rand() % (WINDOW_WIDTH - sprite_w));
positions[i].y = (float)(SDL_rand() % (WINDOW_HEIGHT - sprite_h));
positions[i].x = (float)SDL_rand_n(WINDOW_WIDTH - sprite_w);
positions[i].y = (float)SDL_rand_n(WINDOW_HEIGHT - sprite_h);
positions[i].w = (float)sprite_w;
positions[i].h = (float)sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].y = (float)((SDL_rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].x = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
velocities[i].y = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
}
}