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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_NV_representative_fragment_test.adoc21 This extension provides a new representative fragment test that allows
22 implementations to reduce the amount of rasterization and fragment
25 early fragment tests, the implementation is permitted to choose one or more
28 lists, strips, or fans, the representative fragment test is performed
34 In this render pass, such applications would set up a fragment shader that
35 enables early fragment tests and writes to an image or shader storage buffer
36 to record the ID of the primitive that generated the fragment.
38 visible fragment of each primitive.
42 The representative fragment test has no effect if early fragment tests are
43 not enabled via the fragment shader.
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DVK_AMD_shader_fragment_mask.adoc25 This extension provides efficient read access to the fragment mask in
27 The fragment mask is a lookup table that associates color samples with color
28 fragment values.
30 From a shader, the fragment mask can be fetched with a call to
32 subsequent four bits specify the color fragment index corresponding to the
34 For example, when eight color samples are used, the color fragment index for
35 color sample 0 will be in bits 0-3 of the fragment mask, for color sample 7
38 The color fragment for a particular color sample may then be fetched with
39 the corresponding fragment mask value using the code:fragmentFetchAMD shader
50 This example shows a shader that queries the fragment mask from a
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DVK_NV_shading_rate_image.adoc28 By default, Vulkan will spawn one fragment shader for each pixel covered by
31 used to vary the number of fragment shader invocations across the
33 Some portions of the screen may be configured to spawn up to 16 fragment
34 shaders for each pixel, while other portions may use a single fragment
51 That extension provides two fragment shader variable decorations that allow
52 fragment shaders to determine the shading rate used for processing the
53 fragment:
56 pixels processed by the fragment shader.
57 * code:InvocationsPerPixel, which indicates the maximum number of fragment
59 fragment.
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DVK_KHR_fragment_shading_rate.adoc33 Rather than the usual single fragment invocation for each pixel covered by a
34 primitive, multiple pixels can be shaded by a single fragment shader
37 Up to three methods are available to the application to change the fragment
40 - <<primsrast-fragment-shading-rate-pipeline>>, which allows the
42 - <<primsrast-fragment-shading-rate-primitive>>, which allows the
44 - <<primsrast-fragment-shading-rate-attachment>>, which allows the
58 <<primsrast-fragment-shading-rate-primitive, primitive fragment shading
59 rate>>, and allows querying the final shading rate from a fragment shader.
DVK_EXT_fragment_density_map2.adoc22 `apiext:VK_EXT_fragment_density_map` in order to reduce fragment density map
41 By default, the fragment density map is locked by the host for reading
48 Apps may wish to modify the fragment density map just before draw execution.
59 // Create view for fragment density map
71 // Begin fragment density map render pass with deferred view.
80 // Can keep making modifications to deferred fragment density maps
DVK_KHR_fragment_shader_barycentric.adoc36 The extension provides access to three additional fragment shader variable
39 * code:PerVertexKHR, which indicates that a fragment shader input will not
42 producing the fragment
45 the fragment produced using perspective interpolation
48 the fragment produced using linear interpolation
83 code:Sample qualifiers to specify interpolation, like any other fragment
DVK_NV_fragment_coverage_to_color.adoc16 This extension allows the fragment coverage value, represented as an integer
21 writing the code:SampleMask fragment shader output, in that the coverage
23 as well as after fragment operations such as alpha-to-coverage.
DVK_EXT_extended_dynamic_state3.adoc40 the fragment shader, and it is not meaningful to set them dynamically
41 since they always need to match the fragment shader state, so this
42 hardware state may as well just come from the pipeline with the fragment
DVK_QCOM_fragment_density_map_offset.adoc19 This extension allows an application to specify offsets to a fragment
21 values are applied to without having to regenerate the fragment density map.
30 If the fragment density map size is larger than framebuffer size /
39 // Create fragment density map
66 // Shift fragment density map image by offset to put fovea in center of vision
DVK_NV_fragment_shading_rate_enums.adoc18 This extension builds on the fragment shading rate functionality provided by
20 "`supersample`" fragment shading rates that trigger multiple fragment shader
35 using a fragment size in pixels, it lacks a good way to specify supersample
39 accepting shading rate enums instead of fragment sizes.
63 For those enums, bits 0 and 1 specify the base two logarithm of the fragment
64 height and bits 2 and 3 specify the base two logarithm of the fragment
DVK_EXT_shader_object.adoc58 Create linked pair of vertex and fragment shaders.
69 // SPIR-V shader code for a fragment shader, along with its size in bytes
129 // Vertex and fragment shader objects created above
175 Create unlinked vertex, geometry, and fragment shaders.
190 // SPIR-V shader code for fragment shaders, along with their sizes in bytes
270 // either a geometry shader or fragment shader:
302 // Vertex, geometry, and fragment shader objects created above
335 // Bind a different unlinked fragment shader
DVK_EXT_fragment_shader_interlock.adoc33 Enabling these capabilities provides a critical section for fragment shaders
35 guarantees about the ordering of fragment shader invocations of fragments of
46 operations in the fragment shader, where the destination buffer is read via
DVK_NV_fragment_shader_barycentric.adoc28 The extension provides access to three additional fragment shader variable
31 * code:PerVertexNV, which indicates that a fragment shader input will not
34 producing the fragment
36 floating-point vector holding barycentric weights for the fragment
40 the fragment produced using linear interpolation
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dfragmentdensitymapops.adoc11 When a fragment is generated in a render pass that has a fragment density
13 framebuffer region that the fragment occupies.
15 their fragment area property is derived from the density map with the
21 * <<fragmentdensitymap-conversion-to-fragment-area,Fragment area
23 ** <<fragmentdensitymap-fragment-area-filter,Fragment area filter>>
24 ** <<fragmentdensitymap-fragment-area-clamp,Fragment area clamp>>
32 texel from the fragment density map at integer coordinates:
42 texel from the fragment density map.
59 The offsetted coordinate [eq]#(x',y')# fetches a texel from the fragment
84 When multiview is enabled for the render pass and the fragment density map
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Dprimsrast.adoc19 (depth), and associated data added by fragment shaders, is called a
20 fragment.
21 A fragment is located by its upper left corner, which lies on integer grid
24 Rasterization operations also refer to a fragment's sample locations, which
35 After rasterization, fragments are processed by <<fragops, fragment
52 * pname:depthClampEnable controls whether to clamp the fragment's depth
77 * pname:depthBiasEnable controls whether to bias fragment depth values.
79 constant depth value added to each fragment.
81 fragment.
82 * pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's
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Dfragops.adoc9 determine whether or how values produced by fragment shading are written to
12 The following fragment operations adhere to <<primsrast-order,rasterization
40 . <<fragops-rep-frag-test, Representative fragment test>>
53 fragment.
56 If a fragment operation results in all bits of the coverage mask being `0`,
57 the fragment is discarded, and no further operations are performed.
58 Fragments can also be programmatically discarded in a fragment shader by
69 When one of the fragment operations in this chapter is described as
70 "`replacing`" a fragment shader output, that output is replaced
71 unconditionally, even if no fragment shader previously wrote to that output.
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Dpipelines.adoc77 These fragments are processed by <<fragops,fragment operations>> to
84 The attachments can: be used as input attachments in the fragment shader in
543 either discard the fragment, or write or initialize the value of
550 either discard the fragment, or write or initialize the value of
737 * ename:VK_SHADER_STAGE_FRAGMENT_BIT specifies the fragment stage.
1508 state>>, <<pipelines-graphics-subsets-fragment-shader,fragment shader
1509 state>>, and <<pipelines-graphics-subsets-fragment-output,fragment output
1598 [[pipelines-graphics-subsets-fragment-shader]]
1602 * A slink:VkPipelineShaderStageCreateInfo entry for the fragment shader
1604 * Within the slink:VkPipelineLayout, all descriptor sets with fragment
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/katex/contrib/
Dcopy-tex.mjs8 // Modifies fragment in-place. Useful for writing your own 'copy' handler,
11 const katexReplaceWithTex = function katexReplaceWithTex(fragment, copyDelimiters) { argument
18 const katexHtml = fragment.querySelectorAll('.katex-mathml + .katex-html');
32 const katexMathml = fragment.querySelectorAll('.katex-mathml');
50 const displays = fragment.querySelectorAll('.katex-display annotation');
57 return fragment;
67 const fragment = selection.getRangeAt(0).cloneContents();
69 if (!fragment.querySelector('.katex-mathml')) {
76 for (let i = 0; i < fragment.childNodes.length; i++) {
77 html.push(fragment.childNodes[i].outerHTML);
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Dcopy-tex.js124 var katexReplaceWithTex = function katexReplaceWithTex(fragment, copyDelimiters) {
131 var katexHtml = fragment.querySelectorAll('.katex-mathml + .katex-html');
145 var katexMathml = fragment.querySelectorAll('.katex-mathml');
164 var displays = fragment.querySelectorAll('.katex-display annotation');
171 return fragment;
184 var fragment = selection.getRangeAt(0).cloneContents();
186 if (!fragment.querySelector('.katex-mathml')) {
193 for (var i = 0; i < fragment.childNodes.length; i++) {
194 html.push(fragment.childNodes[i].outerHTML);
199 …event.clipboardData.setData('text/plain', katex2tex(fragment).textContent); // Prevent normal copy…
Dauto-render.js232 var fragment = document.createDocumentFragment();
236 fragment.appendChild(document.createTextNode(data[i].data));
256 fragment.appendChild(document.createTextNode(data[i].rawData));
260 fragment.appendChild(span);
264 return fragment;
Dauto-render.mjs116 const fragment = document.createDocumentFragment();
120 fragment.appendChild(document.createTextNode(data[i].data));
140 fragment.appendChild(document.createTextNode(data[i].rawData));
144 fragment.appendChild(span);
148 return fragment;
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_AMD_shader_early_and_late_fragment_tests.adoc10 …oposal for a new SPIR-V execution mode that allows fragment shaders to be discarded by early fragm…
15 Most graphics devices are able to take advantage of early fragment operations when a fragment shade…
17 However the `EarlyFragmentTests` execution mode makes it invalid to write fragment depth from a sha…
19 Some implementations can perform depth testing both before _and_ after fragment shading, allowing a…
20 …ed a way to enable this optimisation even when depth was written by the fragment shader, allowing …
22 In cases where an application does not care whether storage writes are performed by a fragment shad…
30 Ultimately this should be relatively easy to turn on/off, and ideally should be set per-fragment sh…
39 …ded is usually a property of whatever algorithm has been written in the fragment shader code itsel…
77 Fragment tests can be performed both before and after fragment shader execution, with latter tests …
84 See client API for detail on fragment operations.
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DVK_KHR_fragment_shading_rate.adoc10 …than the usual single fragment invocation for each pixel covered by a primitive, multiple pixels c…
18 …ion requirements increase: the rasterizer's ability to generate pixels, fragment shading, and band…
36 This extension introduces the concept of a fragment size to the API, where a given fragment can cov…
37fragment is still rasterized at a per-pixel rate, as it effectively has one sample per pixel - but…
39 This state also interacts with multisampling, such that one fragment can cover multiple pixels, wit…
40 Note though that enabling sample shading will effectively disable the fragment shading rate.
66 In each case, the link:{refpage}VkExtent2D.html[VkExtent2D] sets the base fragment size in the x an…
96 When none of the above state is set, the fragment size is treated as 1 by 1, and the combiner ops a…
107 Output primitive fragment shading rate.
134 If no horizontal rate flags are set, it indicates a fragment shader covers one
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DVK_KHR_fragment_shader_barycentric.adoc10 …ic extension, which adds a cross-vendor way to access barycentric coordinates in a fragment shader.
31 adds three fragment shader variable decorations:
33 * `PerVertexKHR`, which indicates that a fragment shader input will not
36 producing the fragment
38 floating-point vector holding barycentric weights for the fragment
42 the fragment produced using linear interpolation
/hardware/interfaces/automotive/can/1.0/default/libnl++/
DMessageMutator.cpp55 MessageMutator MessageMutator::fragment(Buffer<nlmsghdr> buf) const { in fragment() function in android::nl::MessageMutator
88 return mContainer.fragment(*mCurrent); in operator *()

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