本文整理汇总了TypeScript中neuroglancer/gpu_hash/shader.GPUHashTable类的典型用法代码示例。如果您正苦于以下问题:TypeScript GPUHashTable类的具体用法?TypeScript GPUHashTable怎么用?TypeScript GPUHashTable使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GPUHashTable类的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: fragmentShaderTest
fragmentShaderTest({isPresent: 'uint', outLow: 'uint', outHigh: 'uint'}, tester => {
let {gl, builder} = tester;
let shaderManager = new HashMapShaderManager('h');
shaderManager.defineShader(builder);
builder.addUniform('highp uvec2', 'inputValue');
builder.setFragmentMain(`
uint64_t key = unpackUint64leFromUint32(inputValue);
uint64_t value;
isPresent = uint(h_get(key, value));
outLow = value.value[0];
outHigh = value.value[1];
`);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashMapUint64();
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.set(x, Uint64.random());
}
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);
shaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
const {values} = tester;
let expectedValue = new Uint64();
let expectedHas = hashTable.get(x, expectedValue);
const has = values.isPresent === 1;
expect(has).toBe(expectedHas, `x=${x}`);
if (has) {
expect(values.outLow).toBe(expectedValue.low, `x=${x}, low`);
expect(values.outHigh).toBe(expectedValue.high, `x=${x}, high`);
}
}
testValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(true, `cpu: i = ${i}, x = ${x}`);
checkPresent(x);
});
notPresentValues.forEach(x => {
checkPresent(x);
});
});
示例2: fragmentShaderTest
fragmentShaderTest(3 * 2, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
`;
{
let outputNumber = 0;
for (let alt = 0; alt < 3; ++alt) {
for (let i = 0; i < 2; ++i) {
builder.addOutputBuffer('vec4', `v4f_fragData${outputNumber}`, outputNumber);
s += `
v4f_fragData${outputNumber++} = packFloatIntoVec4(h_computeHash_${alt}_${i}(x));
`;
}
}
}
builder.setFragmentMain(s);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashSetUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
for (let i = 0; i < COUNT; ++i) {
let x = Uint64.random();
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 outputNumber = 0;
for (let alt = 0; alt < 3; ++alt) {
let output0 = tester.readFloat(outputNumber++);
let output1 = tester.readFloat(outputNumber++);
let hashes = hashTable.hashFunctions[alt];
let {width, height} = hashTable;
let expected0 = ((hashes[0].compute(x.low, x.high) % width) + 0.25) / width;
let expected1 = ((hashes[1].compute(x.low, x.high) % height) + 0.5) / height;
expect(expected0).toBeCloseTo(output0, 1e-6, `x = ${[x.low, x.high]}, alt = ${alt}`);
expect(expected1).toBeCloseTo(output1, 1e-6);
}
}
});
示例3: fragmentShaderTest
fragmentShaderTest(6, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashTableShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
builder.addFragmentCode(glsl_exactDot);
{
let alt = 0, i = 0;
let bIndex = alt * 4 + 2 * i;
let aIndex = alt * 4 + 2 * i;
let {aName, bName, numAlternatives} = hashTableShaderManager;
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
x.low *= 255.0;
x.high *= 255.0;
float modulus = ${bName}[${numAlternatives * 4 + i}];
float scalar = ${bName}[${numAlternatives * 4 + 3 + i}];
vec4 a0 = ${aName}[${aIndex}];
vec4 a1 = ${aName}[${aIndex + 1}];
float b = ${bName}[${bIndex}];
float c = ${bName}[${bIndex + 1}];
float dotResult0 = exactDot(a0, x.low) + exactDot(a1, x.high);
float dotResult = imod(dotResult0, modulus);
float dotResult2 = imod(dotResult * dotResult, modulus);
float y = imod(dotResult2 * c, modulus);
float modResult = imod(dotResult + y + b, modulus);
gl_FragData[4] = packFloatIntoVec4(dotResult0);
gl_FragData[0] = packFloatIntoVec4(dotResult);
gl_FragData[1] = packFloatIntoVec4(dotResult2);
gl_FragData[5] = packFloatIntoVec4(dotResult * dotResult);
gl_FragData[2] = packFloatIntoVec4(y);
gl_FragData[3] = packFloatIntoVec4(modResult);
`;
builder.setFragmentMain(s);
}
tester.build();
let {shader} = tester;
shader.bind();
for (let k = 0; k < 20; ++k) {
let hashTable = new HashTable();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
for (let i = 0; i < COUNT; ++i) {
let x = Uint64.random();
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 alt = 0;
let i = 0;
let dotResult0 = tester.readFloat(4);
let dotResult = tester.readFloat(0);
let dotResult2 = tester.readFloat(1);
let dotResultSquared = tester.readFloat(5);
let y = tester.readFloat(2);
let modResult = tester.readFloat(3);
let modulus = PRIME_MODULUS;
let h = hashTable.hashFunctions[alt][i];
let expectedDotResult0 = h.computeDotProduct(x.low, x.high);
let expectedDotResult = expectedDotResult0 % modulus;
let expectedDotResultSquared = expectedDotResult * expectedDotResult;
let expectedDotResult2 = (expectedDotResult * expectedDotResult) % modulus;
let expectedY = (expectedDotResult2 * h.c) % modulus;
let expectedModResult = (dotResult + y + h.b + 0.25) % modulus;
expect(dotResult0).toEqual(expectedDotResult0);
expect(dotResult).toEqual(expectedDotResult);
expect(dotResultSquared).toEqual(expectedDotResultSquared);
expect((dotResult2 + modulus) % modulus)
.toEqual(expectedDotResult2, `dotResult=${dotResult}`);
expect((y + modulus) % modulus).toEqual(expectedY);
expect(modResult).toEqual(expectedModResult);
}
gpuHashTable.dispose();
}
});
示例4: fragmentShaderTest
fragmentShaderTest(3, tester => {
let {gl, builder} = tester;
let shaderManager = new HashMapShaderManager('h');
shaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
builder.setFragmentMain(`
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
uint64_t y;
gl_FragData[0] = h_get(x, y) ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 0.0);
gl_FragData[1] = y.low;
gl_FragData[2] = y.high;
`);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashMapUint64();
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.set(x, Uint64.random());
}
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 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);
shaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
let resultBytes = tester.readBytes();
let has = resultBytes[0] === 255;
let expectedValue = new Uint64();
let expectedHas = hashTable.get(x, expectedValue);
expect(has).toEqual(expectedHas);
if (has) {
expect(tester.readUint32(1)).toEqual(expectedValue.low);
expect(tester.readUint32(2)).toEqual(expectedValue.high);
}
}
testValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(true, `cpu: i = ${i}, x = ${x}`);
checkPresent(x);
});
notPresentValues.forEach((x, ) => { checkPresent(x); });
});