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TypeScript HashSetShaderManager.defineShader方法代碼示例

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


在下文中一共展示了HashSetShaderManager.defineShader方法的3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({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);
      }
    });
開發者ID:google,項目名稱:neuroglancer,代碼行數:29,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 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();
      }
    });
開發者ID:janelia-flyem,項目名稱:neuroglancer,代碼行數:90,代碼來源:shader.spec.ts


注:本文中的neuroglancer/gpu_hash/shader.HashSetShaderManager.defineShader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。