本文整理汇总了TypeScript中neuroglancer/webgl/shader_lib.encodeBytesToFloat32函数的典型用法代码示例。如果您正苦于以下问题:TypeScript encodeBytesToFloat32函数的具体用法?TypeScript encodeBytesToFloat32怎么用?TypeScript encodeBytesToFloat32使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了encodeBytesToFloat32函数的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: checkPresent
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 = ${alt}`);
}
let resultBytes = tester.readBytes();
return resultBytes[0] === 255;
}
示例2: fragmentShaderTest
fragmentShaderTest(3 * 2, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
`;
{
let outputNumber = 0;
for (let alt = 0; alt < 3; ++alt) {
for (let i = 0; i < 2; ++i) {
builder.addOutputBuffer('vec4', `v4f_fragData${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: testValue
function testValue(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);
tester.execute();
let actual = new Float32Array(3);
for (let i = 0; i < 3; ++i) {
actual[i] = tester.readFloat(i);
}
let expected = new Float32Array(3);
colorHash.compute(expected, x);
expect(actual).toEqual(expected, `x = ${x}`);
}
示例4: 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();
}
});