jak-project/game/mips2c/mips2c_table.h

79 lines
1.8 KiB
C
Raw Normal View History

#pragma once
#include <cstring>
#include <random>
#include <string>
#include <unordered_map>
#include <vector>
#include "common/common_types.h"
#include "common/util/Assert.h"
#include "game/kernel/common/Ptr.h"
namespace Mips2C {
class LinkedFunctionTable {
public:
void reg(const std::string& name, u64 (*exec)(void*), u32 goal_stack_size);
u32 get(const std::string& name);
private:
struct Func {
u64 (*c_func)(void*);
Ptr<u8> goal_trampoline;
};
std::unordered_map<std::string, Func> m_executes;
};
extern PerGameVersion<std::unordered_map<std::string, std::vector<void (*)()>>>
gMips2CLinkCallbacks;
extern LinkedFunctionTable gLinkedFunctionTable;
struct Rng {
Rng() { init(); }
float R = 0.;
std::mt19937 extra_random_generator;
u32 R_u32() {
u32 result;
memcpy(&result, &R, 4);
return result;
}
float from23_bits(float in) {
u32 val;
memcpy(&val, &in, 4);
val = 0x3F800000 | (0x0007FFFFF & val);
memcpy(&in, &val, 4);
return in;
}
float from23_bits(u32 val) {
val = 0x3F800000 | (0x0007FFFFF & val);
float out;
memcpy(&out, &val, 4);
return out;
}
void init(float rinit = 1.418091058731079f) { R = from23_bits(rinit); }
void advance() {
u32 r32 = R_u32();
u32 x = 1 & (r32 >> 4);
u32 y = 1 & (r32 >> 22);
r32 <<= 1;
r32 = r32 ^ x ^ y;
// we add a bit of extra randomness here. They XOR the random number generator with an
// uninitialized register, and in our port this corresponds to some random value on the stack.
// If we get unlucky this can end up being the current value in r32, and the random generator
// will get stuck outputting 1 for a while.
r32 ^= extra_random_generator();
R = from23_bits(r32);
}
void rxor(u32 in) { R = from23_bits(in ^ R_u32()); }
};
extern Rng gRng;
} // namespace Mips2C