.TH "MPSMatrixSolveTriangular" 3 "Mon Jul 9 2018" "Version MetalPerformanceShaders-119.3" "MetalPerformanceShaders.framework" \" -*- nroff -*- .ad l .nh .SH NAME MPSMatrixSolveTriangular .SH SYNOPSIS .br .PP .PP \fC#import \fP .PP Inherits \fBMPSMatrixBinaryKernel\fP\&. .SS "Instance Methods" .in +1c .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:right:upper:transpose:unit:order:numberOfRightHandSides:alpha:\fP" .br .ti -1c .RI "(void) \- \fBencodeToCommandBuffer:sourceMatrix:rightHandSideMatrix:solutionMatrix:\fP" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP \fBMPSMatrixSolve\&.h\fP MetalPerformanceShaders\&.framework .PP \fBCopyright:\fP .RS 4 Copyright (c) 2016 Apple Inc\&. All rights reserved\&. MetalPerformanceShaders filter base classes .RE .PP This depends on Metal\&.framework\&. .PP \fBA\fP kernel for computing the solution of a linear system of equations using a triangular coefficient matrix\&. .PP \fBA\fP \fBMPSMatrixSolveTriangular\fP finds the solution matrix to the triangular system: .PP .nf op(A) * X = alpha * B or X * op(A) = alpha * B .fi .PP .PP Where \fBA\fP is either upper or lower triangular and op(A) is A**T or \fBA\fP\&. B is the array of right hand sides for which the equations are to be solved\&. X is the resulting matrix of solutions\&. .SH "Method Documentation" .PP .SS "\- (void) encodeToCommandBuffer: (nonnull id< MTLCommandBuffer >) commandBuffer(\fBMPSMatrix\fP *__nonnull) sourceMatrix(\fBMPSMatrix\fP *__nonnull) rightHandSideMatrix(\fBMPSMatrix\fP *__nonnull) solutionMatrix" Encode a \fBMPSMatrixSolveTriangular\fP kernel into a command Buffer\&. .PP \fBParameters:\fP .RS 4 \fIcommandBuffer\fP \fBA\fP valid MTLCommandBuffer to receive the encoded filter .br \fIsourceMatrix\fP \fBA\fP valid \fBMPSMatrix\fP containing the source matrix\&. .br \fIrightHandSideMatrix\fP \fBA\fP valid \fBMPSMatrix\fP containing the right hand side values\&. .br \fIsolutionMatrix\fP \fBA\fP valid \fBMPSMatrix\fP to contain the result\&. .RE .PP This function encodes the \fBMPSMatrixSolveTriangular\fP object to a valid command buffer\&. .PP rightHandSideMatrix and solutionMatrix must be large enough to hold at least order * numberOfRightHandSides values starting at secondarySourceMatrixOrigin and resultMatrixOrigin respectively\&. .PP sourceMatrix must be at least size order x order starting at primarySourceMatrixOrigin\&. .SS "\- (nonnull instancetype) \fBinitWithDevice:\fP (nonnull id< MTLDevice >) device(BOOL) right(BOOL) upper(BOOL) transpose(BOOL) unit(NSUInteger) order(NSUInteger) numberOfRightHandSides(double) alpha" Initialize an \fBMPSMatrixSolveTriangular\fP object on a device .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device on which the kernel will execute\&. .br \fIright\fP \fBA\fP boolean value which indicates if the coefficient matrix is multiplied on the left or right side of the solution\&. NO indicates the multiplication is on the left\&. .br \fIupper\fP \fBA\fP boolean value which indicates if the source is lower or upper triangular\&. NO indicates that the coefficient matrix is lower triangular\&. .br \fItranspose\fP \fBA\fP boolean value which indicates if the source matrix should be used in transposed form\&. NO indicates that the coefficient matrix is to be used normally\&. .br \fIunit\fP \fBA\fP boolean value which indicates if the source matrix is unit triangular\&. .br \fIorder\fP The order of the source matrix and, if right == NO, the number of rows in the solution and right hand side matrices\&. If right == YES the number of columns in the solution and right hand side matrices\&. .br \fInumberOfRightHandSides\fP If right == NO, the number of columns in the solution and right hand side matrices\&. The number of rows otherwise\&. .br \fIalpha\fP \fBA\fP double precision value used to scale the right hand sides\&. .RE .PP This function initializes a \fBMPSMatrixSolveTriangular\fP object\&. It may allocate device side memory\&. .PP \fBReturns:\fP .RS 4 \fBA\fP valid \fBMPSMatrixSolveTriangular\fP object or nil, if failure\&. .RE .PP .SH "Author" .PP Generated automatically by Doxygen for MetalPerformanceShaders\&.framework from the source code\&.