#ifndef _RSGUTILS_HPP #define _RSGUTILS_HPP /*------------------------------------------------------------------------- * drawElements Quality Program Random Shader Generator * ---------------------------------------------------- * * Copyright 2014 The Android Open Source Project * * 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. * *//*! * \file * \brief Utilities. *//*--------------------------------------------------------------------*/ #include "rsgDefs.hpp" #include "rsgShader.hpp" #include "rsgVariableValue.hpp" #include "deRandom.hpp" #include "rsgGeneratorState.hpp" #include "deMath.h" #include namespace rsg { void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector& uniforms); void computeUniformValues (de::Random& rnd, std::vector& values, const std::vector& uniforms); // \todo [2011-03-26 pyry] Move to ExpressionUtils! bool isUndefinedValueRange (ConstValueRangeAccess valueRange); int getConservativeValueExprDepth (const GeneratorState& state, ConstValueRangeAccess valueRange); int getTypeConstructorDepth (const VariableType& type); VariableType computeRandomType (GeneratorState& state, int maxScalars); void computeRandomValueRange (GeneratorState& state, ValueRangeAccess valueRange); float computeDynamicRangeWeight (ConstValueRangeAccess valueRange); inline float getQuantizedFloat (de::Random& rnd, float min, float max, float step) { int numSteps = (int)((max-min)/step); return min + step*rnd.getInt(0, numSteps); } inline bool quantizeFloatRange (float& min, float& max) { const float subdiv = 8; float newMin = deFloatCeil(min*subdiv)/subdiv; if (newMin <= max) min = newMin; // Minimum value quantized else return false; float newMax = deFloatFloor(max*subdiv)/subdiv; if (min <= newMax) max = newMax; else return false; return true; } } // rsg #endif // _RSGUTILS_HPP