/hardware/interfaces/neuralnetworks/utils/common/test/ |
D | ResilientExecution.cpp | 100 TEST(ResilientExecutionTest, compute) { in TEST() argument 103 EXPECT_CALL(*mockExecution, compute(_)).Times(1).WillOnce(Return(kNoExecutionError)); in TEST() 106 const auto result = execution->compute({}); in TEST() 116 EXPECT_CALL(*mockExecution, compute(_)).Times(1).WillOnce(kReturnGeneralFailure); in TEST() 119 const auto result = execution->compute({}); in TEST() 129 EXPECT_CALL(*mockExecution, compute(_)).Times(1).WillOnce(kReturnDeadObject); in TEST() 133 const auto result = execution->compute({}); in TEST() 143 EXPECT_CALL(*mockExecution, compute(_)).Times(1).WillOnce(kReturnDeadObject); in TEST() 145 EXPECT_CALL(*recoveredMockExecution, compute(_)).Times(1).WillOnce(Return(kNoExecutionError)); in TEST() 149 const auto result = execution->compute({}); in TEST()
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D | MockExecution.h | 28 MOCK_METHOD((ExecutionResult<std::pair<std::vector<OutputShape>, Timing>>), compute,
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | VK_NV_device_generated_commands_compute.adoc | 23 This extension allows the device to generate commands for binding compute 24 pipelines, setting push constants and launching compute dispatches.
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D | VK_NV_compute_shader_derivatives.adoc | 28 compute shaders to use built-ins that evaluate compute derivatives 51 derivatives in a compute shader are the same groups of four invocations that
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D | VK_AMDX_shader_enqueue.adoc | 36 This extension adds the ability for developers to enqueue compute shader 37 workgroups from other compute shaders.
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D | VK_EXT_shader_subgroup_vote.adoc | 34 to compute the composite of a set of boolean conditions across a group of 50 In particular, a subgroup has no necessary relationship with the compute 51 shader _local workgroup_ -- any pair of shader invocations in a compute 56 workgroup), but many implementations will also group non-compute shader
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D | VK_HUAWEI_cluster_culling_shader.adoc | 29 Cluster Culling Shaders (CCS) are similar to the existing compute shaders. 34 The traditional 2-pass GPU culling solution using a compute shader sometimes 35 needs a pipeline barrier between compute and graphics pipeline to optimize 38 This extension addresses these shortcomings, allowing compute shaders to 51 directly outputting transformed vertices from the compute shader.
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | dispatch.adoc | 9 work in a compute pipeline. 11 a queue, will produce work which executes according to the bound compute 13 A compute pipeline must: be bound to a command buffer before any dispatching 16 [open,refpage='vkCmdDispatch',desc='Dispatch compute work items',type='protos'] 55 [open,refpage='vkCmdDispatchIndirect',desc='Dispatch compute work items with indirect parameters',t… 120 [open,refpage='vkCmdDispatchBase',desc='Dispatch compute work items with non-zero base values for t… 187 not zero, then the bound compute pipeline must: have been created with 196 [open,refpage='vkCmdSubpassShadingHUAWEI',desc='Dispatch compute work items',type='protos'] 200 A subpass shading dispatches a compute pipeline work with the work dimension
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/hardware/interfaces/neuralnetworks/1.2/utils/test/ |
D | PreparedModelTest.cpp | 357 const auto computeResult = createResult.value()->compute({}); in TEST() 380 const auto computeResult = createResult.value()->compute({}); in TEST() 401 const auto computeResult = createResult.value()->compute({}); in TEST() 422 const auto computeResult = createResult.value()->compute({}); in TEST() 446 const auto computeResult = createResult.value()->compute({}); in TEST() 470 const auto computeResult = createResult.value()->compute({}); in TEST() 492 const auto computeResult = createResult.value()->compute({}); in TEST() 513 const auto computeResult = createResult.value()->compute({}); in TEST() 534 const auto computeResult = createResult.value()->compute({}); in TEST() 557 const auto computeResult = createResult.value()->compute({}); in TEST()
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/hardware/interfaces/neuralnetworks/aidl/utils/test/ |
D | ExecutionTest.cpp | 92 const auto result = execution->compute({}); in TEST() 108 const auto result = execution->compute({}); in TEST() 124 const auto result = execution->compute({}); in TEST() 140 const auto result = execution->compute({}); in TEST()
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/hardware/interfaces/neuralnetworks/1.0/utils/test/ |
D | PreparedModelTest.cpp | 245 const auto computeResult = createResult.value()->compute({}); in TEST() 267 const auto computeResult = createResult.value()->compute({}); in TEST() 288 const auto computeResult = createResult.value()->compute({}); in TEST() 308 const auto computeResult = createResult.value()->compute({}); in TEST() 328 const auto computeResult = createResult.value()->compute({}); in TEST() 350 const auto computeResult = createResult.value()->compute({}); in TEST()
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/hardware/interfaces/neuralnetworks/aidl/utils/include/nnapi/hal/aidl/ |
D | Execution.h | 55 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> compute( 82 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> compute(
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/hardware/interfaces/neuralnetworks/utils/common/src/ |
D | ResilientExecution.cpp | 104 ResilientExecution::compute(const nn::OptionalTimePoint& deadline) const { in compute() function in android::hardware::neuralnetworks::utils::ResilientExecution 106 return execution.compute(deadline); in compute()
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D | InvalidExecution.cpp | 28 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> InvalidExecution::compute( in compute() function in android::hardware::neuralnetworks::utils::InvalidExecution
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_device_generated_commands/ |
D | generatedcommands.adoc | 18 * Retrieve device addresses of compute pipelines by 32 pipeline from either graphics or compute.
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/hardware/qcom/display/msm8960/liboverlay/ |
D | overlayUtils.cpp | 223 static inline int compute(const uint32_t& x, const uint32_t& y, in compute() function 233 srcCrop.x = compute(whf.w, srcCrop.x, srcCrop.w); in preRotateSource() 236 srcCrop.y = compute(whf.h, srcCrop.y, srcCrop.h); in preRotateSource() 240 srcCrop.x = compute(whf.h, in preRotateSource()
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/hardware/qcom/display/msm8226/liboverlay/ |
D | overlayUtils.cpp | 314 static inline int compute(const uint32_t& x, const uint32_t& y, in compute() function 321 srcCrop.x = compute(whf.w, srcCrop.x, srcCrop.w); in preRotateSource() 324 srcCrop.y = compute(whf.h, srcCrop.y, srcCrop.h); in preRotateSource() 328 srcCrop.x = compute(whf.h, in preRotateSource()
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/hardware/qcom/display/msm8994/liboverlay/ |
D | overlayUtils.cpp | 307 static inline int compute(const uint32_t& x, const uint32_t& y, in compute() function 314 srcCrop.x = compute(whf.w, srcCrop.x, srcCrop.w); in preRotateSource() 317 srcCrop.y = compute(whf.h, srcCrop.y, srcCrop.h); in preRotateSource() 321 srcCrop.x = compute(whf.h, in preRotateSource()
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/hardware/interfaces/neuralnetworks/utils/common/include/nnapi/hal/ |
D | InvalidExecution.h | 31 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> compute(
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/hardware/qcom/display/msm8084/liboverlay/ |
D | overlayUtils.cpp | 303 static inline int compute(const uint32_t& x, const uint32_t& y, in compute() function 310 srcCrop.x = compute(whf.w, srcCrop.x, srcCrop.w); in preRotateSource() 313 srcCrop.y = compute(whf.h, srcCrop.y, srcCrop.h); in preRotateSource() 317 srcCrop.x = compute(whf.h, in preRotateSource()
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/ |
D | VK_HUAWEI_cluster_culling_shader.adoc | 15 …g many clusters than the CPU. Many developers use compute shader for GPU culling tasks. Because co… 18 …on to connect the output of the compute shader to the existing rednering pipeline, developers who … 24 …culling on GPU. This mechanism does not require pipeline barrier between compute shader and other … 26 This new shader type have execution environments similar to that of compute shaders, where a collec…
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D | VK_EXT_mesh_shader.adoc | 17 …eneck; many developers are augmenting their rasterization pipelines with compute shaders to make t… 18 Using compute shaders comes at a cost though - data has to be piped via global memory, and once the… 19 …compute shaders processing geometry, the role of the vertex shader is also somewhat redundant - tr… 26 …the set of geometry as a whole in the way developers are currently using compute shaders, and how … 30 . Use compute shaders in place of pre-rasterization shader stages 39 …o effectively use compute shaders in place of existing rasterization stages, enabling applications… 40 …efining the interface between the shader and the rasterizer, as existing compute shaders simply wr… 42 …n shaders in the graphics pipeline with two new stages that operate like compute shaders but with … 54 Mesh shaders are a new compute-like shader stage that has a primary aim of generating a set of prim… 55 For the most part, these map well to compute shaders - they are dispatched in workgroups and have a… [all …]
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/hardware/interfaces/neuralnetworks/1.0/utils/src/ |
D | Execution.cpp | 60 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> Execution::compute( in compute() function in android::hardware::neuralnetworks::V1_0::utils::Execution
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/hardware/interfaces/neuralnetworks/1.0/utils/include/nnapi/hal/1.0/ |
D | Execution.h | 49 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> compute(
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/hardware/interfaces/neuralnetworks/1.2/utils/include/nnapi/hal/1.2/ |
D | Execution.h | 50 nn::ExecutionResult<std::pair<std::vector<nn::OutputShape>, nn::Timing>> compute(
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