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/hardware/google/gfxstream/guest/mesa/src/util/
Ddriconf_static.py74 self.engines = []
80 self.engines.append(Engine(engine))
Dxmlconfig.c1114 const struct driconf_engine *e = &d->engines[j]; in parseStaticConfig()
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_EXT_headless_surface.adoc34 wide range of presentation engines where the actual target presentation
35 engines might be scarce, unavailable or otherwise undesirable or
DVK_KHR_incremental_present.adoc63 Some presentation engines may scale the pixels of a swapchain's image(s) to
96 ** Clarified alignment of rectangles for presentation engines that support
DVK_EXT_pipeline_creation_cache_control.adoc64 The job or task based game engines that are being developed to take
67 However, most game engines are already built to "`stream`" in assets
DVK_AMD_shader_core_properties.adoc49 printf("Number of shader engines: %d\n",
DVK_NV_external_memory.adoc58 transitions to engines on the same device which are not visible within the
DVK_EXT_host_image_copy.adoc51 Complicated Vulkan applications such as game engines often have decoupled
DVK_NV_external_memory_win32.adoc59 transitions to engines on the same device which are not visible within the
DVK_QCOM_render_pass_transform.adoc51 It is difficult for some game engines to manage this burden; many chose to
DVK_KHR_external_memory.adoc91 transitions to engines on the same device which are not visible within the
DVK_KHR_swapchain.adoc188 However, some presentation engines may have more than one "`current`" image,
282 equivalent to a 180 degree rotation, so presentation engines and
/hardware/google/gfxstream/guest/mesa/include/drm-uapi/
Di915_drm.h2304 struct i915_engine_class_instance engines[]; member
2313 struct i915_engine_class_instance engines[N__]; \
2342 struct i915_engine_class_instance engines[]; member
2352 struct i915_engine_class_instance engines[N__]; \
2469 struct i915_engine_class_instance engines[]; member
2481 struct i915_engine_class_instance engines[N__]; \
2544 struct i915_engine_class_instance engines[]; member
2549 struct i915_engine_class_instance engines[N__]; \
3330 struct drm_i915_engine_info engines[]; member
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_EXT_headless_surface/
Dheadless.adoc18 wide range of presentation engines where the actual target presentation
19 engines might be scarce, unavailable or otherwise undesirable or
/hardware/invensense/6515/libsensors_iio/software/simple_apps/stress_iio/
DREADME5 In the enable sequence, this will enable all the engines, output, and all dmp
/hardware/interfaces/audio/effect/4.0/
Dtypes.hal200 * enumeration of the effect engines present in a library.
/hardware/interfaces/audio/effect/7.0/
Dtypes.hal203 * enumeration of the effect engines present in a library.
/hardware/interfaces/audio/effect/5.0/
Dtypes.hal202 * enumeration of the effect engines present in a library.
/hardware/interfaces/audio/effect/2.0/
Dtypes.hal200 * enumeration of the effect engines present in a library.
/hardware/interfaces/audio/effect/6.0/
Dtypes.hal202 * enumeration of the effect engines present in a library.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_EXT_graphics_pipeline_library.adoc23 The reality however is that for many game engines, requiring most of this state up front
28 Games engines are typically still managing enormous sets of state and
DVK_EXT_shader_tile_image.adoc73 * Ease of integration; this option requires the least amount of changes to rendering engines
DVK_EXT_mesh_shader.adoc17 As rendering engines get increasingly complex, the fixed nature of this pipeline has become a bottl…
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dcapabilities.adoc524 shareable across various hardware engines including the CPU, and
1410 hardware engines including the CPU and software (intra-process and
1651 hardware engines including the CPU and software (intra-process and
Dfundamentals.adoc99 Vulkan queues provide an interface to the execution engines of a device.
100 Commands for these execution engines are recorded into command buffers ahead

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