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- It's like "real" measurement in that it picks a result and projects the state. - Fix checking for customStatPostProcessor instead of customStateTexturesMaker when marking circuit locations as having a custom stat - Add promiseEffectIsDiagonal to GateBuilder - Add Detector to the "unmeasure" special cases - Fix the return function type of ketShader expecting WglArg named values but not input-order argument values - Add 'alsoStroke' param to print - Defined 'drawMeasurementGate' outside of fluent builder lines. - Changed post-selection column note labels from 'fails' to 'omits' (and 'gain' to 'gains') - Changed end-of-circuit 'Survival rate' label to 'kept' - Added parameter documentation to SingleTypeCoder - Added method documentation to WglTexturePool and WglTextureTrader methods - WglTexture.toString now special-cases float/byte pixel types
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// Copyright 2017 Google Inc. | ||
// | ||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
// | ||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
// | ||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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import {GateBuilder} from 'src/circuit/Gate.js' | ||
import {amplitudesToProbabilities} from 'src/gates/ProbabilityDisplay.js' | ||
import {WglTexturePool} from 'src/webgl/WglTexturePool.js'; | ||
import {WglTextureTrader} from 'src/webgl/WglTextureTrader.js'; | ||
import {Shaders} from 'src/webgl/Shaders.js' | ||
import {currentShaderCoder, Inputs} from 'src/webgl/ShaderCoders.js'; | ||
import {CircuitShaders} from 'src/circuit/CircuitShaders.js' | ||
import {Controls} from 'src/circuit/Controls.js'; | ||
import {WglArg} from 'src/webgl/WglArg.js'; | ||
import {Config} from 'src/Config.js' | ||
import {GatePainting} from 'src/draw/GatePainting.js' | ||
import {makePseudoShaderWithInputsAndOutputAndCode, Outputs} from 'src/webgl/ShaderCoders.js'; | ||
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/** | ||
* @param {!CircuitEvalContext} ctx | ||
* @param {!Controls} controls | ||
* @returns {!WglTexture} | ||
*/ | ||
function controlMaskTex(ctx, controls) { | ||
let powerSize = currentShaderCoder().vec2.arrayPowerSizeOfTexture(ctx.stateTrader.currentTexture); | ||
return CircuitShaders.controlMask(controls).toBoolTexture(powerSize); | ||
} | ||
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/** | ||
* Prepares a 1x1 texture containing the total squared-magnitude of states matching the given controls. | ||
* @param {!WglTexture} ketTexture | ||
* @param {!WglTexture} controlMaskTex | ||
* @param {!boolean} forStats | ||
* @returns {!WglTexture} | ||
*/ | ||
function textureWithTotalWeightMatchingGivenControls(ketTexture, controlMaskTex, forStats=false) { | ||
let powerSize = currentShaderCoder().vec2.arrayPowerSizeOfTexture(ketTexture); | ||
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// Convert the matching amplitudes to probabilities (and the non-matching ones to 0). | ||
let trader = new WglTextureTrader(ketTexture); | ||
trader.dontDeallocCurrentTexture(); | ||
trader.shadeAndTrade( | ||
tex => amplitudesToProbabilities(tex, controlMaskTex), | ||
WglTexturePool.takeVecFloatTex(powerSize)); | ||
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// Sum the probabilities. | ||
let n = currentShaderCoder().vec2.arrayPowerSizeOfTexture(ketTexture); | ||
while (n > 0) { | ||
n -= 1; | ||
trader.shadeHalveAndTrade(Shaders.sumFoldFloat); | ||
} | ||
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trader.shadeAndTrade(Shaders.packFloatIntoVec4, WglTexturePool.takeVec4Tex(0)); | ||
return trader.currentTexture; | ||
} | ||
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/** | ||
* @param {!CircuitEvalContext} ctx | ||
* @returns {!WglTexture} | ||
*/ | ||
function detectorStatTexture(ctx) { | ||
let mask = controlMaskTex(ctx, ctx.controls.and(Controls.bit(ctx.row, true))); | ||
try { | ||
return textureWithTotalWeightMatchingGivenControls(ctx.stateTrader.currentTexture, mask, true); | ||
} finally { | ||
mask.deallocByDepositingInPool('textureWithTotalWeightMatchingPositiveMeasurement:mask') | ||
} | ||
} | ||
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/** | ||
* Discards states that don't meet the detection result. | ||
*/ | ||
let detectorShader = makePseudoShaderWithInputsAndOutputAndCode( | ||
[ | ||
Inputs.float('total_weight'), | ||
Inputs.float('detection_weight'), | ||
Inputs.bool('classification'), | ||
Inputs.vec2('ket'), | ||
], | ||
Outputs.vec2(), | ||
` | ||
uniform float rnd; | ||
vec2 outputFor(float k) { | ||
float detectChance = read_detection_weight(0.0) / read_total_weight(0.0); | ||
float detection_type = float(rnd < detectChance); | ||
float own_type = read_classification(k); | ||
return read_ket(k) * float(detection_type == own_type); | ||
} | ||
`); | ||
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/** | ||
* Applies a sample measurement operation to the state. | ||
* @param {!CircuitEvalContext} ctx | ||
*/ | ||
function sampleMeasure(ctx) { | ||
let maskAll = controlMaskTex(ctx, Controls.NONE); | ||
let maskMatch = controlMaskTex(ctx, ctx.controls.and(Controls.bit(ctx.row, true))); | ||
let weightAll = textureWithTotalWeightMatchingGivenControls(ctx.stateTrader.currentTexture, maskAll); | ||
let weightMatch = textureWithTotalWeightMatchingGivenControls(ctx.stateTrader.currentTexture, maskMatch); | ||
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ctx.applyOperation(detectorShader( | ||
weightAll, | ||
weightMatch, | ||
maskMatch, | ||
ctx.stateTrader.currentTexture, | ||
WglArg.float('rnd', Math.random()))); | ||
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weightMatch.deallocByDepositingInPool(); | ||
weightAll.deallocByDepositingInPool(); | ||
maskMatch.deallocByDepositingInPool(); | ||
maskAll.deallocByDepositingInPool(); | ||
} | ||
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/** | ||
* @param {!GateDrawParams} args | ||
*/ | ||
function drawDetector(args) { | ||
// Draw framing. | ||
if (args.isHighlighted || args.isInToolbox) { | ||
args.painter.fillRect( | ||
args.rect, | ||
args.isHighlighted ? Config.HIGHLIGHTED_GATE_FILL_COLOR : Config.TIME_DEPENDENT_HIGHLIGHT_COLOR); | ||
GatePainting.paintOutline(args); | ||
} | ||
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// Draw semi-circle wedge. | ||
const τ = Math.PI * 2; | ||
let r = args.rect.w*0.4; | ||
let {x, y} = args.rect.center(); | ||
x -= r*0.5; | ||
x += 0.5; | ||
y += 0.5; | ||
args.painter.trace(trace => { | ||
trace.ctx.arc(x, y, r, τ*3/4, τ/4); | ||
trace.ctx.lineTo(x, y - r - 1); | ||
}).thenStroke('black', 2).thenFill(Config.TIME_DEPENDENT_HIGHLIGHT_COLOR); | ||
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// Draw tilted "*click*" text. | ||
let clicked = args.customStats; | ||
if (clicked) { | ||
args.painter.ctx.save(); | ||
args.painter.ctx.translate(args.rect.center().x, args.rect.center().y); | ||
args.painter.ctx.rotate(τ/8); | ||
args.painter.ctx.strokeStyle = 'white'; | ||
args.painter.ctx.lineWidth = 2; | ||
args.painter.print( | ||
'*click*', | ||
0, | ||
0, | ||
'center', | ||
'middle', | ||
'black', | ||
'bold 16px sans-serif', | ||
args.rect.w*1.4, | ||
args.rect.h*1.4, | ||
undefined, | ||
true); | ||
args.painter.ctx.restore(); | ||
} | ||
} | ||
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let Detector = new GateBuilder(). | ||
setSerializedIdAndSymbol('Detector'). | ||
setTitle('Detector'). | ||
setBlurb('Makes a *click* when the target qubit is ON and all controls are satisfied.\n' + | ||
'Measures whether to click, samples the result, then post-selects on it.'). | ||
setDrawer(drawDetector). | ||
promiseEffectIsDiagonal(). | ||
markAsReachingOtherWires(). | ||
setActualEffectToUpdateFunc(sampleMeasure). | ||
setStatTexturesMaker(detectorStatTexture). | ||
setStatPixelDataPostProcessor((pixels, circuit, row, col) => pixels[0] > 0). | ||
gate; | ||
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export {Detector} |
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