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TypeScript GPUHashTable.get方法代碼示例

本文整理匯總了TypeScript中neuroglancer/gpu_hash/shader.GPUHashTable.get方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript GPUHashTable.get方法的具體用法?TypeScript GPUHashTable.get怎麽用?TypeScript GPUHashTable.get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/shader.GPUHashTable的用法示例。


在下文中一共展示了GPUHashTable.get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: 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);
      });
    });
開發者ID:google,項目名稱:neuroglancer,代碼行數:57,代碼來源: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);
        }
      }

    });
開發者ID:stephenplaza,項目名稱:neuroglancer,代碼行數:51,代碼來源:shader.spec.ts

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();
      }
    });
開發者ID:j6k4m8,項目名稱:neuroglancer,代碼行數:90,代碼來源:shader.spec.ts

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); });
    });
開發者ID:janelia-flyem,項目名稱:neuroglancer,代碼行數:63,代碼來源:shader.spec.ts


注:本文中的neuroglancer/gpu_hash/shader.GPUHashTable.get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。