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/****************************************************************************
**
** Copyright (C) 2009-2011 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "nv_math.h"

static const double a = 16807.0;
static const double m = 2147483647.0;

static double nextSeed(double seed)
{
    double t = a * seed;
    return t - m * (double)((int)(t / m));
}

GLfloat NvRandf()
{
    static double seed = 1.0;
    seed = nextSeed(seed);
    return (GLfloat)(seed * (1 / m));
}

GLfloat NvClockDiffInSecs(long long int newTime, long long int oldTime)
{
    // kdGetTimeUST is never supposed to decrease (i.e. that
    // means it can't wrap, either.  IIRC, it will wrap in
    // 593 years).  So we ignore that option...

    // Used for frame-to-frame diffs, this will fit in 32b
    // as long as the times are < ~4.3s apart
    long long int diffTime = newTime - oldTime;

    // Need to find a better way to do this.
    // However, I believe we will be uSec precise (not run
    // out of mantissa bits for uSecs) as long as the diff
    // is < ~16s  (1e-6 * (2^24))
    return ((GLfloat)diffTime) / 1.0e9f;
}