本文整理汇总了TypeScript中neuroglancer/gpu_hash/shader.HashSetShaderManager.defineShader方法的典型用法代码示例。如果您正苦于以下问题:TypeScript HashSetShaderManager.defineShader方法的具体用法?TypeScript HashSetShaderManager.defineShader怎么用?TypeScript HashSetShaderManager.defineShader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/shader.HashSetShaderManager
的用法示例。
在下文中一共展示了HashSetShaderManager.defineShader方法的3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({outputValue: 'uint'}, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('highp uvec2', 'inputValue');
builder.addUniform('highp uint', 'hashSeed');
{
let s = `
uint64_t x;
x.value = inputValue;
outputValue = hashCombine(hashSeed, x);
`;
builder.setFragmentMain(s);
}
tester.build();
let {shader} = tester;
shader.bind();
for (let k = 0; k < 20; ++k) {
const inputValue = Uint64.random();
const hashSeed = getRandomUint32();
gl.uniform1ui(shader.uniform('hashSeed'), hashSeed);
gl.uniform2ui(shader.uniform('inputValue'), inputValue.low, inputValue.high);
tester.execute();
let expected = hashCombine(hashSeed, inputValue.low);
expected = hashCombine(expected, inputValue.high);
expect(tester.values.outputValue).toEqual(expected);
}
});
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 HashSetShaderManager('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 HashSetUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
for (let iter = 0; iter < COUNT; ++iter) {
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();
}
});