Você está na página 1de 4

Quick Reference

1.0
NextStream

SUPPORT DATA TYPE


float
double
int
uint
bool (true(1) – false(0))
byte
char
short
ushort
long
ulong
void
Bool1 (bool)
Bool3 (bool, bool, bool)
Byte3 (byte, byte, byte)

MULTIDEVICE TYPE
cudaGPU
oclCPU
oclGPU
tbbCPU

VECTOR COMPONENT ADDRESSING


Float2 v.x(0), v.y(1)
Float3 v.x(0), v.y(1), v.z(2)
Float4 v.x(0), v.y(1), v.z(2), v.w(3)

(*)Los tipos de variables que comienzan con mayúsculas son propias de NextStream.
(*)The types of variables that are specific to star with shift own of NextStream

MATH FUNCTION
void Sin (in, out) Sine
void ASin(in, out) Arc sine
void Cos (in, out) Cosine
void ACos(in, out) Arc cosine
void Tan (in, out) Tangent
void ATan(in, out) Arc tangent

void Log (NsArray<float> x, NsArray<float> z) Natural logarithm


void Log (NsArray<Bool1> filter, NsArray<float> x, NsArray<float> z) Natural logarithm with filter
void Log 2(NsArray<float> x, NsArray<float> z) Natural logarithm base 2
void Log2 (NsArray<Bool1> filter, NsArray<float> x, NsArray<float> z) Natural logarithm base 2 with
filter
Quick Reference
1.0
NextStream

void Add (NsArray<Bool1> filter, NsArray<float> x, Addition with filter (Tz = Tx + Ty)
NsArray<Float3> y, NsArray<Float3> z)

void Add (NsArray<Bool1> filter, NsArray<Float3> x, Addition


NsArray<Float3> y, NsArray<Float3> z)
void Add (NsArray<Bool1> filter, NsArray<Float4> x, float4 y, NsArray<Float4> z) Addition
void Add (NsArray<float> op1, NsArray<float> op2, NsArray<float> res) Addition
void Add (NsArray<float> x, float y, NsArray<float> z) Addition
void Add (NsArray<float> x, NsArray<Float3> y, NsArray<Float3> z) Addition
void Add (NsArray<Float2> x, Float2 y, NsArray<Foat2> z) Addition
void Add (NsArray<Float3> op1, NsArray<Float3> op2, NsArray<Float3> res) Addition
void Add (NsArray<Float3> x, Float3 y, NsArray<Float3> z) Addition
void Add (NsArray<Float4> x, Float4 y, NsArray<Float4> z) Addition

void Abs (NsArray<float> x, NsArray<float> y) Absolute value (y = |x|)


void Abs (NsArray<Float2> x, NsArray<Float2> y) Absolute value
void Abs (NsArray<Float3> x, NsArray<Float3> y) Absolute value
void Abs (NsArray<Float4> x, NsArray<Float4> y) Absolute value

void Sub (NsArray<float> op1, NsArray<float> op2, NsArray<float> res) Difference (res = op1 – op2)
void Sub (NsArray<Float2> op1, NsArray<Float2> op2, NsArray<Float2> res) Difference
void Sub (NsArray<Float3> op1, NsArray<Float3> op2, NsArray<Float3> res) Difference
void Sub (NsArray<Float4> op1, NsArray<Float4> op2, NsArray<Float4> res) Difference

void Dot (NsArray<float> op1, NsArray<float> op2, NsArray<float> product)


void Dot (NsArray<Float2> op1, NsArray<Float2> op2, NsArray<float> product)
void Dot (NsArray<Float3> op1, NsArray<Float3> op2, NsArray<float> product)
void Dot (NsArray<Float4> op1, NsArray<Float4> op2, NsArray<float> product)
void Dot (NsArray<Bool1> filter, NsArray<float> x, NsArray<float> y, NsArray<float> product)
void Dot (NsArray<Bool1> filter, NsArray<Float2> x, NsArray<Float2> y, NsArray<float> product)
void Dot (NsArray<Bool1> filter, NsArray<Float3> x, NsArray<Float3> y, NsArray<float> product)
void Dot (NsArray<Bool1> filter, NsArray<Float4> x, NsArray<Float4> y, NsArray<float> product)

void Mul (NsArray<float> x, float y, NsArray<float> z) Multiplication (z = x * y)


void Mul (NsArray<Bool1> filter, NsArray<float> x, float y, NsArray<float> z) Multiplication with filter
void Mul (NsArray<Float2> x, Float2 y, NsArray<Float2> z) Multiplication
void Mul (NsArray<Float3> x, Float3 y, NsArray<Float3> z) Multiplication
void Mul (NsArray<Float4> x, Float4 y, NsArray<Float4> z) Multiplication
void Mul (NsArray<Bool1> filter, NsArray<Float4> x, Float4 y, NsArray<Float4> z) Multiplication with filter
void Mul (NsArray<Float3> x, float y, NsArray<Float3> z) Multiplication
void Mul (NsArray<float> x, Float3 y, NsArray<Float3> z) Multiplication
void Mul (NsArray<float> x, NsArray<Float3> y, NsArray<Float3> z) Multiplication
void Mul (NsArray<float> x, NsArray<float> y, NsArray<float> z) Multiplication
void Mul (NsArray<Bool1> filter, NsArray<float> x, NsArray<float> y, NsArray<float> z) Multiplication
void Mul (NsArray<Bool1> filter, NsArray<float> x, NsArray<Float3> y, NsArray<Float3> z) Multiplication

void Div (NsArray<float> dividend, NsArray<float> divisor, NsArray<float> quotient) Divide (q = d/d)
void Div (NsArray<Float2> dividend, NsArray<Float2> divisor, NsArray<Float2> quotient) Divide
void Div (NsArray<Float3> dividend, NsArray<Float3> divisor, NsArray<Float3> quotient) Divide )
void Div (NsArray<Float4> dividend, NsArray<Float4> divisor, NsArray<Float4> quotient) Divide

void Sqrt (NsArray<float> x, NsArray<float> z) Square root


void Sqrt (NsArray<Bool1> filter, NsArray<float> x, NsArray<float> z) Square root with filter
Quick Reference
1.0
NextStream

void Pow (NsArray<float> x, float exponent, NsArray<float> y) Compute x to the power of y (x^y)
(ACLARACION)

RELATIONAL FUNCTION
void LessThan (NsArray<float> x, float value, NsArray<Bool1> eval) Compare x < value
void LessThan (NsArray<float> x, NsArray<float> y, NsArray<Bool1> eval) Compare x < value

void GreaterThan (NsArray<float > x, float value, NsArray<Bool1> eval) Compare x > value

LOGIC FUNCTION
void Not (NsArray<Bool1> x, NsArray<Bool1> y)
void Or (NsArray<Bool1> x, NsArray<Bool1> y, NsArray<Bool1> z)
void And (NsArray<Bool1> x, NsArray<Bool1> y, NsArray<Bool1> z)

CONVERSIONS
void Convert (NsArray<Float3> in, NsArray<Bytet3> out)

void Assign (NsArray<Bool1> assigned, bool assigning)


void Assign (NsArray<Bool1> assigned, NsArray<Bool1> assigning)
void Assign (NsArray<Bool1> filter, NsArray<float> assigned, float assigning)
void Assign (NsArray<Bool1> filter, NsArray<float> assigned, NsArray<float> assigning)
void Assign (NsArray<Bool1> filter, NsArray<Float4> assigned, NsArray<Float3> assigning, float fourthValue)
void Assign (NsArray<Bool1> filter, NsArray<Float4> assigned, Float4 assigning)
void Assign (NsArray<float> assigned, float assigning)
void Assign (NsArray<Float2> assigned, Float2 assigning)
void Assign (NsArray<Float3> assigned, Float3 assigning)
void Assign (NsArray<Float4> assigned, Float4 assigning)
void Assign (NsArray<Float4> assigned, NsArray<Float3> assigning, float fourthValue)

RANDOM FUNCTION
void Random (NsArray<float> out, uint seed)
Quick Reference
1.0
NextStream

REDUCTIONS
uint Count (NsArray<Bool1> in) Returns count
void Prefixsum (NsArray<float> in, NsArray<float> out) Returns count
float Min (NsArray<float> in) Returns MIN
float Max (NsArray<float> in) Returns MAX

GEOMETRIC FUNCTION
void Normalize (NsArray<float> in, NsArray<float> out) NORMAL VECTOR
void Normalize (NsArray<Float2> in, NsArray<Float2> out)
void Normalize (NsArray<Float3> in, NsArray<Float3> out)
void Normalize (NsArray<Float4> in, NsArray<Float4> out)

void Norm (NsArray<T> x, NsArray<float> norm) Calculate Normal vector


void Norm (NsArray<T> x, NsArray<Float2> norm) Calculate Normal vector
void Norm (NsArray<T> x, NsArray<Float3> norm) Calculate Normal vector
void Norm (NsArray<T> x, NsArray<Float4> norm) Calculate Normal vector

void Norm (NsArray<Bool1> filter, NsArray<T> x, NsArray< float > norm) Calculate Normal vector WHIT FILTER
void Norm (NsArray<Bool1> filter, NsArray<T> x, NsArray< Float2 > norm)
void Norm (NsArray<Bool1> filter, NsArray<T> x, NsArray< Float3 > norm)
void Norm (NsArray<Bool1> filter, NsArray<T> x, NsArray< Float4 > norm)

MULTIDEVICE
MultiDevice (int deviceCount, MultideviceType mdType) Assign device count and device type.
MultiDevice (MultideviceType mdType) Assign device type
¬MultiDevice() Destroyer MultiDevice
GetdeviceCount (MultideviceType mdType) Return device count
ListBackends() BackEnds list
GetDeviceHandle()
Dispose(bool)
Dispose()
CreateNsArray(int m, int n, int p)
CreateNsArray(int m, int n)
CreateNsArray(int m)

VECTOR DATA LOAD


void Load (data) Load vector data from memory
void Read (data) Read vector data from memory
NsArray (int m, int n, int p, Multidevice) Create array for types float, Float2,
Float3, Float4, Bool1, Bool3, Byte3
!NsArray Destroy array

CUATERNIONS

Você também pode gostar