本文整理匯總了TypeScript中neuroglancer/webgl/shader_testing.fragmentShaderTest函數的典型用法代碼示例。如果您正苦於以下問題:TypeScript fragmentShaderTest函數的具體用法?TypeScript fragmentShaderTest怎麽用?TypeScript fragmentShaderTest使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了fragmentShaderTest函數的7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: it
it('packFloat', () => {
fragmentShaderTest(1, tester => {
let {gl, builder} = tester;
builder.addUniform('highp float', 'inputValue');
builder.addFragmentCode(glsl_packFloat);
builder.setFragmentMain(`gl_FragData[0] = packFloatIntoVec4(inputValue);`);
tester.build();
function generateRandomNumber() {
let buf = new Uint32Array(1);
let temp = new Float32Array(buf.buffer);
do {
crypto.getRandomValues(buf);
} while (!Number.isFinite(temp[0]) ||
(temp[0] !== 0 && Math.abs(Math.log2(Math.abs(temp[0]))) > 125));
return temp[0];
}
let {shader} = tester;
shader.bind();
let testValues = [0, 1, -1, 2, -2, 3, -3, 5, -5, 1.5, -1.5];
let count = 100;
for (let i = 0; i < count; ++i) {
testValues.push(generateRandomNumber());
}
for (let x of testValues) {
gl.uniform1f(shader.uniform('inputValue'), x);
tester.execute();
let outputValue = tester.readFloat();
expect(outputValue).toEqual(x);
}
});
});
示例2: it
it('hashCombine', () => {
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);
}
});
});
示例3: it
it('float passthrough', () => {
fragmentShaderTest({outputValue: 'float'}, tester => {
let {gl, builder} = tester;
builder.addUniform('highp float', 'inputValue');
builder.setFragmentMain(`outputValue = inputValue;`);
tester.build();
function generateRandomNumber() {
let buf = new Uint32Array(1);
let temp = new Float32Array(buf.buffer);
do {
crypto.getRandomValues(buf);
} while (!Number.isNaN(temp[0]));
return temp[0];
}
let {shader} = tester;
shader.bind();
let testValues = [0, 1, -1, 2, -2, 3, -3, 5, -5, 1.5, -1.5];
let count = 100;
for (let i = 0; i < count; ++i) {
testValues.push(generateRandomNumber());
}
for (const inputValue of testValues) {
gl.uniform1f(shader.uniform('inputValue'), inputValue);
tester.execute();
const values = tester.values;
expect(values.outputValue).toEqual(inputValue);
}
});
});
示例4: it
it('indexBuffer', () => {
fragmentShaderTest({outputValue: 'uint'}, tester => {
let {gl, builder} = tester;
let helper = new IndexBufferAttributeHelper('aVertexIndex');
helper.defineShader(builder);
builder.addVarying('highp uint', 'vVertexIndex', 'flat');
builder.addVertexMain(`vVertexIndex = aVertexIndex;`);
builder.setFragmentMain(`outputValue = vVertexIndex;`);
tester.build();
let {shader} = tester;
shader.bind();
for (let indexValue of [5, 1, 143210]) {
let indices = Uint32Array.of(indexValue, indexValue, indexValue, indexValue);
let indexBuffer = makeIndexBuffer(gl, indices);
try {
helper.bind(indexBuffer, shader);
tester.execute();
helper.disable(shader);
expect(tester.values.outputValue).toEqual(indexValue);
} finally {
indexBuffer.dispose();
}
}
});
});
示例5: it
it('indexBuffer', () => {
fragmentShaderTest(1, tester => {
let {gl, builder} = tester;
let helper = new IndexBufferAttributeHelper('VertexIndex');
helper.defineShader(builder);
builder.addVarying('highp float', 'vVertexIndex');
builder.addVertexMain(`vVertexIndex = getVertexIndex();`);
builder.addOutputBuffer('vec4', 'v4f_fragData0', 0);
builder.setFragmentMain(`v4f_fragData0 = packFloatIntoVec4(vVertexIndex);`);
tester.build();
let {shader} = tester;
shader.bind();
for (let indexValue of [0, 1, 143210]) {
let indices = Uint32Array.of(indexValue, indexValue, indexValue, indexValue);
let indexBuffer = makeIndexBuffer(gl, indices);
try {
helper.bind(indexBuffer, shader);
tester.execute();
helper.disable(shader);
let value = tester.readFloat();
expect(value).toEqual(indexValue);
} finally {
indexBuffer.dispose();
}
}
});
});
示例6: it
it('hash function', () => {
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7: it
it('the JavaScript implementation matches the WebGL shader implementation', () => {
fragmentShaderTest(3, tester => {
const shaderManager = new SegmentColorShaderManager('getColor');
let {gl, builder} = tester;
shaderManager.defineShader(builder);
builder.addUniform('highp vec4', 'inputValue', 2);
const colorHash = SegmentColorHash.getDefault();
builder.addOutputBuffer('vec4', 'v4f_fragData0', 0);
builder.addOutputBuffer('vec4', 'v4f_fragData1', 1);
builder.addOutputBuffer('vec4', 'v4f_fragData2', 2);
builder.setFragmentMain(`
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
highp vec3 color = getColor(x);
v4f_fragData0 = packFloatIntoVec4(color.x);
v4f_fragData1 = packFloatIntoVec4(color.y);
v4f_fragData2 = packFloatIntoVec4(color.z);
`);
tester.build();
let {shader} = tester;
shader.bind();
shaderManager.enable(gl, shader, colorHash);
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}`);
}
testValue(Uint64.parseString('0'));
testValue(Uint64.parseString('8'));
const COUNT = 100;
for (let iter = 0; iter < COUNT; ++iter) {
let x = Uint64.random();
testValue(x);
}
});
});