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TypeScript shader_lib.encodeBytesToFloat32函数代码示例

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;
 }
开发者ID:janelia-flyem,项目名称:neuroglancer,代码行数:25,代码来源:shader.spec.ts

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);
        }
      }

    });
开发者ID:stephenplaza,项目名称:neuroglancer,代码行数:51,代码来源:shader.spec.ts

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}`);
      }
开发者ID:janelia-flyem,项目名称:neuroglancer,代码行数:18,代码来源:segment_color.spec.ts

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();
      }
    });
开发者ID:j6k4m8,项目名称:neuroglancer,代码行数:90,代码来源:shader.spec.ts


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