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template<typename T > |
void | add (const GLImageVector< T > &input_image0, const GLImageVector< T > &input_image1, const GLImageVector< T > &output_image) |
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| GLFilter (const std::string kernel_name, const std::string vertex_shader, const std::string fragment_shader, const std::vector< binding * > uniforms, const std::vector< binding * > uniform_blocks={}, const std::vector< binding * > attributes={}, const replacements_t &replacements={}) |
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void | throwRuntimeError (std::function< void(std::stringstream &errmsg)> error_formatter) const |
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void | checkGLError (std::function< void(std::stringstream &errmsg)> error_formatter) const |
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template<typename T > |
void | attach_uniform_buffer (const binding *block, GLuint bindingPoint, std::function< void(T *, size_t)> loader) |
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void | run (const std::vector< texture_attachment > &input, const std::vector< const GLTexture * > &output, std::function< void(void)> uniforms_initializer, int width, int height) |
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void | releaseBuffers () |
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void | deleteProgram () |
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void | deleteBindings () |
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binding * | inputData [2] |
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binding * | outputSize |
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static const char * | fragment_shader |
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static const char * | vertex_shader |
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typedef std::vector< std::pair< std::string, std::string > > | replacements_t |
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const std::string | kernel_name |
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GLuint | program = 0 |
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GLuint | frameBuffer = 0 |
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GLuint | uniformBlock [kMaxUniformBlocks] = {0} |
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GLint | blockSize [kMaxUniformBlocks] = {0} |
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bool | frame_buffer_initialized = false |
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static constexpr int | kMaxUniformBlocks = 12 |
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static constexpr bool | check_opengl_errors = true |
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Definition at line 11 of file GLAdd.cc.
const char * GLAdd::fragment_shader |
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static |
Initial value:= R"GLSL(#version 300 es
precision mediump float;
precision mediump int;
in highp vec2 v_texCoord;
uniform ivec2 outputSize;
TEXTURE_INPUT(inputData[2]);
TEXTURE_OUTPUT(0, outputData);
void main() {
ivec2 texelCoord = ivec2(v_texCoord * vec2(outputSize));
vec4 A = TEXTURE_LOAD(inputData[0], texelCoord);
vec4 B = TEXTURE_LOAD(inputData[1], texelCoord);
vec4 value = A + B;
outputData = TEXTURE_STORE(value);
}
)GLSL"
Definition at line 31 of file GLAdd.cc.
The documentation for this class was generated from the following file:
- caffe2/mobile/contrib/opengl/operators/GLAdd.cc