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TypeScript HashSetUint64.add方法代碼示例

本文整理匯總了TypeScript中neuroglancer/gpu_hash/hash_table.HashSetUint64.add方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript HashSetUint64.add方法的具體用法?TypeScript HashSetUint64.add怎麽用?TypeScript HashSetUint64.add使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在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個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。

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();
 }
開發者ID:google,項目名稱:neuroglancer,代碼行數:7,代碼來源:hash_table.spec.ts

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);
   }
 });
開發者ID:google,項目名稱:neuroglancer,代碼行數:8,代碼來源:hash_table.benchmark.ts

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}`);
      });
    });
開發者ID:google,項目名稱:neuroglancer,代碼行數:50,代碼來源:shader.spec.ts

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}`);
      });
    });
開發者ID:janelia-flyem,項目名稱:neuroglancer,代碼行數:89,代碼來源:shader.spec.ts


注:本文中的neuroglancer/gpu_hash/hash_table.HashSetUint64.add方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。