Fix a build break: bare Random resolved to CultMath's own xorshift32
Inside namespace CultMath.Tests, unqualified `Random` resolves to the
enclosing CultMath namespace's own Random struct (design.md: "Random is
CultMath's own xorshift32") before `using System;` is even considered, so
`new Random(seed)` in the new test file was constructing CultMath.Random,
which has no NextSingle(). HlslSourceCompatibilityTests.cs already works
around this the same way (`new System.Random(...)`); CellularAndSminGradTests
now qualifies every use the same way.
Found by the second ygg-verify.sh build/test run on e613ed6.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
e613ed6277
commit
77c35808f5
1 changed files with 9 additions and 9 deletions
|
|
@ -11,7 +11,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void SminValueNeverExceedsTheOrdinaryMinimum()
|
||||
{
|
||||
var random = new Random(0xACE1);
|
||||
var random = new System.Random(0xACE1);
|
||||
for (var i = 0; i < 256; i++)
|
||||
{
|
||||
var a = new float4(RandomUnit(random), RandomScalar(random));
|
||||
|
|
@ -27,7 +27,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void SminMatchesTheHardMinimumAndItsGradientOutsideTheBand()
|
||||
{
|
||||
var random = new Random(0xACE2);
|
||||
var random = new System.Random(0xACE2);
|
||||
for (var i = 0; i < 64; i++)
|
||||
{
|
||||
var gradA = RandomUnit(random);
|
||||
|
|
@ -58,7 +58,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void SminGradientMatchesCentralDifferencesOfItsOwnValue()
|
||||
{
|
||||
var random = new Random(0xACE3);
|
||||
var random = new System.Random(0xACE3);
|
||||
var tested = 0;
|
||||
while (tested < 200)
|
||||
{
|
||||
|
|
@ -117,7 +117,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void F1NeverExceedsF2()
|
||||
{
|
||||
var random = new Random(0xCE11);
|
||||
var random = new System.Random(0xCE11);
|
||||
for (var i = 0; i < 256; i++)
|
||||
{
|
||||
var p = new float3(random.NextSingle() * 20.0f - 10.0f, random.NextSingle() * 20.0f - 10.0f, random.NextSingle() * 20.0f - 10.0f);
|
||||
|
|
@ -137,7 +137,7 @@ public sealed class CellularAndSminGradTests
|
|||
// it. Rather than hand-picking a hash value, search random points for one whose true nearest
|
||||
// feature (by independent brute force) happens to live in exactly that last-visited cell, at
|
||||
// a comfortable margin from the F1 = F2 seam, then check math.cellular agrees.
|
||||
var random = new Random(0xCE14);
|
||||
var random = new System.Random(0xCE14);
|
||||
var lastOffset = new float3(1.0f, 1.0f, 1.0f);
|
||||
for (var attempt = 0; attempt < 5000; attempt++)
|
||||
{
|
||||
|
|
@ -177,7 +177,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void GradientMatchesCentralDifferencesAwayFromTheF1EqualsF2Seam()
|
||||
{
|
||||
var random = new Random(0xCE12);
|
||||
var random = new System.Random(0xCE12);
|
||||
var tested = 0;
|
||||
var attempts = 0;
|
||||
while (tested < 120 && attempts < 20000)
|
||||
|
|
@ -209,7 +209,7 @@ public sealed class CellularAndSminGradTests
|
|||
[Fact]
|
||||
public void IdIsConstantAcrossAFeaturesWholeRegionAndVariesBetweenCells()
|
||||
{
|
||||
var random = new Random(0xCE13);
|
||||
var random = new System.Random(0xCE13);
|
||||
var baseCell = new float3(2.0f, 2.0f, 2.0f);
|
||||
var feature = FeaturePoint(baseCell);
|
||||
var idAtFeature = math.cellular(feature).id;
|
||||
|
|
@ -307,8 +307,8 @@ public sealed class CellularAndSminGradTests
|
|||
Assert.Equal(numeric.z, valueAndGradient.z, precision: 2);
|
||||
}
|
||||
|
||||
private static float3 RandomUnit(Random random) =>
|
||||
private static float3 RandomUnit(System.Random random) =>
|
||||
new(random.NextSingle() * 2.0f - 1.0f, random.NextSingle() * 2.0f - 1.0f, random.NextSingle() * 2.0f - 1.0f);
|
||||
|
||||
private static float RandomScalar(Random random) => random.NextSingle() * 20.0f - 10.0f;
|
||||
private static float RandomScalar(System.Random random) => random.NextSingle() * 20.0f - 10.0f;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue