.TH "MPSCNNNeuronPReLU" 3 "Mon Jul 9 2018" "Version MetalPerformanceShaders-119.3" "MetalPerformanceShaders.framework" \" -*- nroff -*- .ad l .nh .SH NAME MPSCNNNeuronPReLU .SH SYNOPSIS .br .PP .PP \fC#import \fP .PP Inherits \fBMPSCNNNeuron\fP\&. .SS "Instance Methods" .in +1c .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:a:count:\fP" .br .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:\fP" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP This depends on Metal\&.framework Specifies the parametric ReLU neuron filter\&. For each pixel, applies the following function: f(x_i) = x_i, if x_i >= 0 = a_i * x_i if x_i < 0 i in [0\&.\&.\&.channels-1] i\&.e\&. parameters a_i are learned and applied to each channel separately\&. Compare this to ReLu where parameter a is shared across all channels\&. See https://arxiv.org/pdf/1502.01852.pdf for details\&. .SH "Method Documentation" .PP .SS "\- (nonnull instancetype) initWithDevice: (nonnull id< MTLDevice >) device" Standard init with default properties per filter type .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device that the filter will be used on\&. May not be NULL\&. .RE .PP \fBReturns:\fP .RS 4 \fBA\fP pointer to the newly initialized object\&. This will fail, returning nil if the device is not supported\&. Devices must be MTLFeatureSet_iOS_GPUFamily2_v1 or later\&. .RE .PP .PP Reimplemented from \fBMPSCNNNeuron\fP\&. .SS "\- (nonnull instancetype) \fBinitWithDevice:\fP (nonnull id< MTLDevice >) device(const float *_Nonnull) a(NSUInteger) count" Initialize the PReLU neuron filter .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device the filter will run on .br \fIa\fP Array of floats containing per channel value of PReLu parameter .br \fIcount\fP Number of float values in array a\&. This usually corresponds to number of output channels in convolution layer .RE .PP \fBReturns:\fP .RS 4 \fBA\fP valid \fBMPSCNNNeuronPReLU\fP object or nil, if failure\&. .RE .PP .SH "Author" .PP Generated automatically by Doxygen for MetalPerformanceShaders\&.framework from the source code\&.