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#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 <vector>
namespace rsg
{
void computeUnifiedUniforms(const Shader &vertexShader, const Shader &fragmentShader,
std::vector<const ShaderInput *> &uniforms);
void computeUniformValues(de::Random &rnd, std::vector<VariableValue> &values,
const std::vector<const ShaderInput *> &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 * (float)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;
}
} // namespace rsg
#endif // _RSGUTILS_HPP