本文整理汇总了TypeScript中neuroglancer/gpu_hash/hash_table.HashSetUint64.add方法的典型用法代码示例。如果您正苦于以下问题:TypeScript HashSetUint64.add方法的具体用法?TypeScript HashSetUint64.add怎么用?TypeScript HashSetUint64.add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类neuroglancer/gpu_hash/hash_table.HashSetUint64
的用法示例。
在下文中一共展示了HashSetUint64.add方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: testInsert
function testInsert(k: Uint64) {
let s = '' + k;
set.add(s);
expect(ht.has(k)).toBe(false, `Unexpected positive has result for ${[k.low, k.high]}`);
ht.add(k);
compare();
}
示例2: benchmark
benchmark('insert', () => {
ht.clear();
for (let i = 0, length = values.length; i < length; i += 2) {
temp.low = values[i];
temp.high = values[i + 1];
ht.add(temp);
}
});
示例3: fragmentShaderTest
fragmentShaderTest({outputValue: 'uint'}, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addFragmentCode(glsl_unpackUint64leFromUint32);
builder.addUniform('highp uvec2', 'inputValue');
let s = `
outputValue = uint(h_has(unpackUint64leFromUint32(inputValue)));
`;
builder.setFragmentMain(s);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashSetUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
let testValues = new Array<Uint64>();
while (testValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
testValues.push(x);
hashTable.add(x);
}
let notPresentValues = new Array<Uint64>();
notPresentValues.push(new Uint64(hashTable.emptyLow, hashTable.emptyHigh));
while (notPresentValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
notPresentValues.push(x);
}
function checkPresent(x: Uint64) {
gl.uniform2ui(shader.uniform('inputValue'), x.low, x.high);
hashTableShaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
return tester.values.outputValue === 1;
}
testValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(true, `cpu: i = ${i}, x = ${x}`);
expect(checkPresent(x))
.toBe(true, `gpu: i = ${i}, x = ${x}, index = ${hashTable.indexOf(x)}`);
});
notPresentValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(false, `cpu: i = ${i}, x = ${x}`);
expect(checkPresent(x)).toBe(false, `gpu: i = ${i}, x = ${x}`);
});
});
示例4: fragmentShaderTest
fragmentShaderTest(1 + 2 * NUM_ALTERNATIVES, tester => {
let numAlternatives = NUM_ALTERNATIVES;
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
let {bName, samplerName} = hashTableShaderManager;
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
gl_FragData[0] = h_has(x) ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 0.0);
float highOffset = ${bName}[${numAlternatives * 4 + 2}];
`;
{
let outputNumber = 1;
for (let alt = 0; alt < NUM_ALTERNATIVES; ++alt) {
s += `
{
vec2 v = h_computeHash_${alt}(x);
gl_FragData[${outputNumber++}] = texture2D(${samplerName}, v);
gl_FragData[${outputNumber++}] = texture2D(${samplerName}, vec2(v.x + highOffset, v.y));
}
`;
}
}
builder.setFragmentMain(s);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashSetUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
let testValues = new Array<Uint64>();
while (testValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
testValues.push(x);
hashTable.add(x);
}
let notPresentValues = new Array<Uint64>();
notPresentValues.push(new Uint64(hashTable.emptyLow, hashTable.emptyHigh));
while (notPresentValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
notPresentValues.push(x);
}
let executeIndex = 0;
let mungedTable: Uint32Array;
hashTable.tableWithMungedEmptyKey(table => { mungedTable = new Uint32Array(table); });
function checkPresent(x: Uint64) {
let temp = new Uint32Array(2);
temp[0] = x.low;
temp[1] = x.high;
let inputValue = encodeBytesToFloat32(temp);
gl.uniform4fv(shader.uniform('inputValue'), inputValue);
hashTableShaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
let curIndex = executeIndex;
++executeIndex;
let outputNumber = 1;
for (let alt = 0; alt < NUM_ALTERNATIVES; ++alt) {
let valueLow = tester.readUint32(outputNumber++);
let valueHigh = tester.readUint32(outputNumber++);
let h = hashTable.getHash(alt, x.low, x.high);
let expectedValueLow = mungedTable[h];
let expectedValueHigh = mungedTable[h + 1];
expect(valueLow).toEqual(
expectedValueLow, `curIndex = ${curIndex}, x = ${[x.low, x.high]}, alt = ${alt}`);
expect(valueHigh).toEqual(
expectedValueHigh, `curIndex = ${curIndex}, x = ${[x.low, x.high]}, alt = ${alt}`);
}
let resultBytes = tester.readBytes();
return resultBytes[0] === 255;
}
testValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(true, `cpu: i = ${i}, x = ${x}`);
expect(checkPresent(x))
.toBe(true, `gpu: i = ${i}, x = ${x}, index = ${hashTable.indexOf(x)}`);
});
notPresentValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(false, `cpu: i = ${i}, x = ${x}`);
expect(checkPresent(x)).toBe(false, `gpu: i = ${i}, x = ${x}`);
});
});