本文整理汇总了TypeScript中neuroglancer/gpu_hash/shader.HashTableShaderManager类的典型用法代码示例。如果您正苦于以下问题:TypeScript HashTableShaderManager类的具体用法?TypeScript HashTableShaderManager怎么用?TypeScript HashTableShaderManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了HashTableShaderManager类的2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,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: fragmentShaderTest
fragmentShaderTest(3 * 2, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashTableShaderManager('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) {
s += `
gl_FragData[${outputNumber++}] = packFloatIntoVec4(h_computeHash_${alt}_${i}(x));
`;
}
}
}
builder.setFragmentMain(s);
tester.build();
let {shader} = tester;
shader.bind();
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 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:j6k4m8,项目名称:neuroglancer,代码行数:50,代码来源:shader.spec.ts
示例2: 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 = hashTable.tables[alt][h];
let expectedValueHigh = hashTable.tables[alt][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:funkey,项目名称:neuroglancer,代码行数:25,代码来源:shader.spec.ts
注:本文中的neuroglancer/gpu_hash/shader.HashTableShaderManager类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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