| /* | |
| * Tiny self-contained version of the PCG Random Number Generation for C++ | |
| * put together from pieces of the much larger C/C++ codebase. | |
| * Wenzel Jakob, February 2015 | |
| * | |
| * The PCG random number generator was developed by Melissa O'Neill | |
| * <oneill@pcg-random.org> | |
| * | |
| * Licensed under the Apache License, Version 2.0 (the "License"); | |
| * you may not use this file except in compliance with the License. | |
| * You may obtain a copy of the License at | |
| * | |
| * http://www.apache.org/licenses/LICENSE-2.0 | |
| * | |
| * Unless required by applicable law or agreed to in writing, software | |
| * distributed under the License is distributed on an "AS IS" BASIS, | |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| * See the License for the specific language governing permissions and | |
| * limitations under the License. | |
| * | |
| * For additional information about the PCG random number generation scheme, | |
| * including its license and other licensing options, visit | |
| * | |
| * http://www.pcg-random.org | |
| * | |
| * Note: This code was modified to work with CUDA by the tiny-cuda-nn authors. | |
| */ | |
| // #include <gpu/common.h> | |
| namespace cubvh { | |
| /// PCG32 Pseudorandom number generator | |
| struct pcg32 { | |
| /// Initialize the pseudorandom number generator with default seed | |
| __host__ __device__ pcg32() : state(PCG32_DEFAULT_STATE), inc(PCG32_DEFAULT_STREAM) {} | |
| /// Initialize the pseudorandom number generator with the \ref seed() function | |
| __host__ __device__ pcg32(uint64_t initstate, uint64_t initseq = 1u) { seed(initstate, initseq); } | |
| /** | |
| * \brief Seed the pseudorandom number generator | |
| * | |
| * Specified in two parts: a state initializer and a sequence selection | |
| * constant (a.k.a. stream id) | |
| */ | |
| __host__ __device__ void seed(uint64_t initstate, uint64_t initseq = 1) { | |
| state = 0U; | |
| inc = (initseq << 1u) | 1u; | |
| next_uint(); | |
| state += initstate; | |
| next_uint(); | |
| } | |
| /// Generate a uniformly distributed unsigned 32-bit random number | |
| __host__ __device__ uint32_t next_uint() { | |
| uint64_t oldstate = state; | |
| state = oldstate * PCG32_MULT + inc; | |
| uint32_t xorshifted = (uint32_t) (((oldstate >> 18u) ^ oldstate) >> 27u); | |
| uint32_t rot = (uint32_t) (oldstate >> 59u); | |
| return (xorshifted >> rot) | (xorshifted << ((~rot + 1u) & 31)); | |
| } | |
| /// Generate a uniformly distributed number, r, where 0 <= r < bound | |
| __host__ __device__ uint32_t next_uint(uint32_t bound) { | |
| // To avoid bias, we need to make the range of the RNG a multiple of | |
| // bound, which we do by dropping output less than a threshold. | |
| // A naive scheme to calculate the threshold would be to do | |
| // | |
| // uint32_t threshold = 0x100000000ull % bound; | |
| // | |
| // but 64-bit div/mod is slower than 32-bit div/mod (especially on | |
| // 32-bit platforms). In essence, we do | |
| // | |
| // uint32_t threshold = (0x100000000ull-bound) % bound; | |
| // | |
| // because this version will calculate the same modulus, but the LHS | |
| // value is less than 2^32. | |
| uint32_t threshold = (~bound+1u) % bound; | |
| // Uniformity guarantees that this loop will terminate. In practice, it | |
| // should usually terminate quickly; on average (assuming all bounds are | |
| // equally likely), 82.25% of the time, we can expect it to require just | |
| // one iteration. In the worst case, someone passes a bound of 2^31 + 1 | |
| // (i.e., 2147483649), which invalidates almost 50% of the range. In | |
| // practice, bounds are typically small and only a tiny amount of the range | |
| // is eliminated. | |
| for (;;) { | |
| uint32_t r = next_uint(); | |
| if (r >= threshold) | |
| return r % bound; | |
| } | |
| } | |
| /// Generate a single precision floating point value on the interval [0, 1) | |
| __host__ __device__ float next_float() { | |
| /* Trick from MTGP: generate an uniformly distributed | |
| single precision number in [1,2) and subtract 1. */ | |
| union { | |
| uint32_t u; | |
| float f; | |
| } x; | |
| x.u = (next_uint() >> 9) | 0x3f800000u; | |
| return x.f - 1.0f; | |
| } | |
| /** | |
| * \brief Generate a double precision floating point value on the interval [0, 1) | |
| * | |
| * \remark Since the underlying random number generator produces 32 bit output, | |
| * only the first 32 mantissa bits will be filled (however, the resolution is still | |
| * finer than in \ref next_float(), which only uses 23 mantissa bits) | |
| */ | |
| __host__ __device__ double next_double() { | |
| /* Trick from MTGP: generate an uniformly distributed | |
| double precision number in [1,2) and subtract 1. */ | |
| union { | |
| uint64_t u; | |
| double d; | |
| } x; | |
| x.u = ((uint64_t) next_uint() << 20) | 0x3ff0000000000000ULL; | |
| return x.d - 1.0; | |
| } | |
| /** | |
| * \brief Multi-step advance function (jump-ahead, jump-back) | |
| * | |
| * The method used here is based on Brown, "Random Number Generation | |
| * with Arbitrary Stride", Transactions of the American Nuclear | |
| * Society (Nov. 1994). The algorithm is very similar to fast | |
| * exponentiation. | |
| * | |
| * The default value of 2^32 ensures that the PRNG is advanced | |
| * sufficiently far that there is (likely) no overlap with | |
| * previously drawn random numbers, even if small advancements. | |
| * are made inbetween. | |
| */ | |
| __host__ __device__ void advance(int64_t delta_ = (1ll<<32)) { | |
| uint64_t | |
| cur_mult = PCG32_MULT, | |
| cur_plus = inc, | |
| acc_mult = 1u, | |
| acc_plus = 0u; | |
| /* Even though delta is an unsigned integer, we can pass a signed | |
| integer to go backwards, it just goes "the long way round". */ | |
| uint64_t delta = (uint64_t) delta_; | |
| while (delta > 0) { | |
| if (delta & 1) { | |
| acc_mult *= cur_mult; | |
| acc_plus = acc_plus * cur_mult + cur_plus; | |
| } | |
| cur_plus = (cur_mult + 1) * cur_plus; | |
| cur_mult *= cur_mult; | |
| delta /= 2; | |
| } | |
| state = acc_mult * state + acc_plus; | |
| } | |
| /// Compute the distance between two PCG32 pseudorandom number generators | |
| __host__ __device__ int64_t operator-(const pcg32 &other) const { | |
| assert(inc == other.inc); | |
| uint64_t | |
| cur_mult = PCG32_MULT, | |
| cur_plus = inc, | |
| cur_state = other.state, | |
| the_bit = 1u, | |
| distance = 0u; | |
| while (state != cur_state) { | |
| if ((state & the_bit) != (cur_state & the_bit)) { | |
| cur_state = cur_state * cur_mult + cur_plus; | |
| distance |= the_bit; | |
| } | |
| assert((state & the_bit) == (cur_state & the_bit)); | |
| the_bit <<= 1; | |
| cur_plus = (cur_mult + 1ULL) * cur_plus; | |
| cur_mult *= cur_mult; | |
| } | |
| return (int64_t) distance; | |
| } | |
| /// Equality operator | |
| __host__ __device__ bool operator==(const pcg32 &other) const { return state == other.state && inc == other.inc; } | |
| /// Inequality operator | |
| __host__ __device__ bool operator!=(const pcg32 &other) const { return state != other.state || inc != other.inc; } | |
| uint64_t state; // RNG state. All values are possible. | |
| uint64_t inc; // Controls which RNG sequence (stream) is selected. Must *always* be odd. | |
| }; | |
| } |