GPUDevice from init()
number of elements (must be a positive integer)
Float64Array input vector
stride for x (must be a positive integer)
absolute sum scalar — always a CPU readback, even for GpuVector inputs
Computes the sum of absolute values of a vector of doubles in double precision: result = sum(|x[i]|).
import { init, cleanup } from "wgblas";
import { dasum } from "wgblas/dasum";
import { GpuVector } from "wgblas/classes/GpuVector";
import { randomFloat64Array } from "wgblas/random";
const device = await init();
const n = 10;
const x = randomFloat64Array(n, -10, 10);
const xGpu = GpuVector.from(x);
console.log("x: ", x);
const { asum } = await dasum(device, n, xGpu, 1);
console.log("asum: ", asum);
xGpu.destroy();
if (typeof process !== "undefined") cleanup();
GPUDevice from init()
number of elements (must be a positive integer)
Float64Array-backed GpuVector input vector
stride for x (must be a positive integer)
absolute sum scalar — always a CPU readback, even for GpuVector inputs
Computes the sum of absolute values of a vector of doubles in extended precision: result = sum(|x[i]|). Each element of
xhas abs() applied, then is split into a (hi, lo) double-double f32 pair (seesplitDoubleDouble/f64.mjs) since WGSL has no f64 type; accumulation uses Dekker's double-double algorithm (seeshaders/f64/), giving ~48 bits of mantissa — more than a single f32 (24 bits) but less than true f64 (52 bits), so results are not bit-exact with a CPU double.Browser (standalone HTML):