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117 lines
3.7 KiB
117 lines
3.7 KiB
/*


* PCG Random Number Generation for C.


*


* Copyright 2014 Melissa O'Neill <oneill@pcgrandom.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/LICENSE2.0


*


* 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.pcgrandom.org


*/




/*


* This code is derived from the full C implementation, which is in turn


* derived from the canonical C++ PCG implementation. The C++ version


* has many additional features and is preferable if you can use C++ in


* your project.


*/




#include "pcg_basic.h"




// state for global RNGs




static pcg32_random_t pcg32_global = PCG32_INITIALIZER;




// pcg32_srandom(initstate, initseq)


// pcg32_srandom_r(rng, initstate, initseq):


// Seed the rng. Specified in two parts, state initializer and a


// sequence selection constant (a.k.a. stream id)




void pcg32_srandom_r(pcg32_random_t* rng, uint64_t initstate, uint64_t initseq)


{


rng>state = 0U;


rng>inc = (initseq << 1u)  1u;


pcg32_random_r(rng);


rng>state += initstate;


pcg32_random_r(rng);


}




void pcg32_srandom(uint64_t seed, uint64_t seq)


{


pcg32_srandom_r(&pcg32_global, seed, seq);


}




// pcg32_random()


// pcg32_random_r(rng)


// Generate a uniformly distributed 32bit random number




uint32_t pcg32_random_r(pcg32_random_t* rng)


{


uint64_t oldstate = rng>state;


rng>state = oldstate * 6364136223846793005ULL + rng>inc;


uint32_t xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;


uint32_t rot = oldstate >> 59u;


return (xorshifted >> rot)  (xorshifted << ((rot) & 31));


}




uint32_t pcg32_random()


{


return pcg32_random_r(&pcg32_global);


}






// pcg32_boundedrand(bound):


// pcg32_boundedrand_r(rng, bound):


// Generate a uniformly distributed number, r, where 0 <= r < bound




uint32_t pcg32_boundedrand_r(pcg32_random_t* rng, 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 64bit div/mod is slower than 32bit div/mod (especially on


// 32bit platforms). In essence, we do


//


// uint32_t threshold = (0x100000000ullbound) % bound;


//


// because this version will calculate the same modulus, but the LHS


// value is less than 2^32.




uint32_t threshold = bound % 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 = pcg32_random_r(rng);


if (r >= threshold)


return r % bound;


}


}






uint32_t pcg32_boundedrand(uint32_t bound)


{


return pcg32_boundedrand_r(&pcg32_global, bound);


}


