.TH "MPSCNNNeuronReLU" 3 "Mon Jul 9 2018" "Version MetalPerformanceShaders-119.3" "MetalPerformanceShaders.framework" \" -*- nroff -*- .ad l .nh .SH NAME MPSCNNNeuronReLU .SH SYNOPSIS .br .PP .PP \fC#import \fP .PP Inherits \fBMPSCNNNeuron\fP\&. .SS "Instance Methods" .in +1c .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:a:\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 ReLU neuron filter\&. For each pixel, applies the following function: f(x) = x, if x >= 0 = a * x if x < 0 This is called Leaky ReLU in literature\&. Some literature defines classical ReLU as max(0, x)\&. If you want this behavior, simply pass a = 0 .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(float) a" Initialize the ReLU neuron filter .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device the filter will run on .br \fIa\fP Filter property 'a'\&. See class discussion\&. .RE .PP \fBReturns:\fP .RS 4 \fBA\fP valid \fBMPSCNNNeuronReLU\fP object or nil, if failure\&. .RE .PP .SH "Author" .PP Generated automatically by Doxygen for MetalPerformanceShaders\&.framework from the source code\&.