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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_EXT_pipeline_library_group_handles.adoc14 and handles are guaranteed to remain bitwise identical when linked into other pipelines.
20 …pipeline libraries are compiled in isolation, and later, pipelines can be linked rapidly on-demand.
21 Based on the relevant materials that are active in a scene, a ray tracing pipeline can be linked th…
41 This is problematic since fully linked pipelines must include a ray generation shader stage. Forcin…
64 …on time and there are no differences in querying group handles from a library or a linked pipeline.
67 Group indices work as-if the pipeline was already fully linked.
69 Note that invariance is not relevant for linked pipelines that are created without `VK_PIPELINE_CRE…
70 These pipelines cannot be linked into any other pipelines, so the question of invariance does not e…
120 The downside of this approach is that we cannot easily remove pipelines once linked.
DVK_EXT_graphics_pipeline_library.adoc105 These pipeline libraries can be linked together to form a final executable.
106 Ray pipelines were relatively straightforward as only shaders are linked,
170 the final linked pipeline.
205 other dynamic states are ignored and play no part in linked pipelines.
207 state, those states must match exactly when linked together.
349 Libraries can be linked into other libraries recursively while there are
350 still state blobs that can be linked together.
356 linked libraries, plus those defined by
387 specified on all pipeline libraries that are being linked together.
391 If the application created the final linked pipeline with pipeline layouts
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DVK_EXT_shader_object.adoc48 …ing pipeline binaries directly bindable without needing to be explicitly linked into a pipeline ob…
52 …ries is still roughly on par with the overhead of binding a single (monolithic or linked) pipeline.
64 …ader stage. `VkShaderEXT` objects may be created either independently or linked with other `VkShad…
76 …ly be linked together. Linking allows the implementation to perform cross-stage optimizations base…
78 Though a set of linked shaders may perform anywhere between the same to substantially better than e…
116 To specify that shaders should be linked, include the `VK_SHADER_CREATE_LINK_STAGE_BIT_EXT` flag in…
127 …t match. This also means that only shaders created with the same `codeType` may be linked together.
165 …ed with `VK_SHADER_CREATE_LINK_STAGE_BIT_EXT` then all shaders that were linked to that shader mus…
367 Later at draw time, the application binds the linked vertex and fragment shaders forming a complete…
665 === RESOLVED: Should there be some kind of shader program object to represent a set of linked shade…
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DVK_EXT_extended_dynamic_state3.adoc24 and potentially remove the need to create and bind linked monolithic pipeline objects at all.
35 …ture as much pipeline state as possible and lay a foundation for potentially doing away with linked
DVK_EXT_pipeline_protected_access.adoc151 The linked pipeline could not be considered protected in that case, as parts of
/hardware/qcom/sm8150p/gps/android/utils/
Dbattery_listener.cpp163 auto linked = mHealth->linkToDeath(this, 0 /* cookie */); in init() local
164 if (!linked.isOk() || linked == false) { in init()
165 ALOGE("Transaction error in linking to HealthHAL death: %s", linked.description().c_str()); in init()
/hardware/qcom/sm7150/gps/android/utils/
Dbattery_listener.cpp167 auto linked = mHealth->linkToDeath(this, 0 /* cookie */); in init() local
168 if (!linked.isOk() || linked == false) { in init()
170 linked.description().c_str()); in init()
/hardware/qcom/sm7250/gps/android/utils/
Dbattery_listener.cpp169 auto linked = mHealth->linkToDeath(this, 0 /* cookie */); in init() local
170 if (!linked.isOk() || linked == false) { in init()
172 linked.description().c_str()); in init()
/hardware/qcom/sm8150/gps/android/utils/
Dbattery_listener.cpp169 auto linked = mHealth->linkToDeath(this, 0 /* cookie */); in init() local
170 if (!linked.isOk() || linked == false) { in init()
172 linked.description().c_str()); in init()
/hardware/interfaces/automotive/evs/aidl/impl/default/src/
DGlWrapper.cpp164 GLint linked = 0; in buildShaderProgram() local
165 glGetProgramiv(program, GL_LINK_STATUS, &linked); in buildShaderProgram()
166 if (!linked) { in buildShaderProgram()
/hardware/interfaces/health/aidl/default/
DHealth.cpp36 LinkedCallback* linked = reinterpret_cast<LinkedCallback*>(cookie); in OnCallbackDiedWrapped() local
37 linked->OnCallbackDied(); in OnCallbackDiedWrapped()
41 LinkedCallback* linked = reinterpret_cast<LinkedCallback*>(cookie); in onCallbackUnlinked() local
42 delete linked; in onCallbackUnlinked()
/hardware/google/camera/common/apex_update_listener/
DAndroid.bp2 // kept to a minimum so that it can be statically linked into both rlsservice
/hardware/interfaces/automotive/evs/1.1/default/
DGlWrapper.cpp160 GLint linked = 0; in buildShaderProgram() local
161 glGetProgramiv(program, GL_LINK_STATUS, &linked); in buildShaderProgram()
162 if (!linked) { in buildShaderProgram()
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_KHR_pipeline_library.adoc19 defines a set of shaders and shader groups which can be linked into other
DVK_EXT_shader_object.adoc58 Create linked pair of vertex and fragment shaders.
122 Later, during command buffer recording, bind the linked shaders and draw.
141 // Bind linked shaders
294 Later, during command buffer recording, bind the linked shaders in different
DVK_EXT_pipeline_library_group_handles.adoc25 linked into different pipelines in an incremental way.
DVK_KHR_display_swapchain.adoc62 linked list of alternating structures, and the pname:pSwapchains out
/hardware/google/pixel/thermal/utils/
Dpowerhal_helper.cpp97 auto linked = AIBinder_linkToDeath(power_hal_ext_aidl_->asBinder().get(), in connect() local
100 if (linked != STATUS_OK) { in connect()
/hardware/google/pixel/usb/
DUsbOverheatEvent.cpp227 auto linked = AIBinder_linkToDeath(thermal_aidl_service->asBinder().get(), in connectAidlThermalService() local
229 if (linked != STATUS_OK) { in connectAidlThermalService()
/hardware/interfaces/tests/msgq/1.0/default/
DAndroid.bp97 // Allow dlsym'ing self for statically linked passthrough implementations
/hardware/interfaces/audio/
DREADME.md71 - `1.0` — note that versions of CAP are not linked to the versions
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/scripts/asciidoctor-chunker/
DREADME.md23 - 2018/7/11 Locally linked files with `link` and `script` tags with relative paths are copied to t…
33 1. Copies the local images and linked files (with `link`, `script` and `img` tags) whose paths are …
/hardware/interfaces/neuralnetworks/utils/
DREADME.md123 * Service death is handled using `AIBinder_DeathRecipient` object which is linked to an interface
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dpipelines.adoc955 info, as opposed to subsets linked from pipeline libraries.
1732 a linked library is static or dynamic; this is set and unchangeable when the
1740 Any linked library that has dynamic state enabled that same dynamic state
1741 must: also be enabled in all the other linked libraries to which that
1756 If different subsets are linked together with pipeline layouts created with
1758 effective pipeline layout is effectively the union of the linked pipeline
4335 state>> or include that state in a linked pipeline library
4345 shader state>> or include that state in a linked pipeline library
4420 shader state>> or include those states in linked pipeline libraries
4435 shader state>> or include those states in linked pipeline libraries
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Dshaders.adoc44 Shaders may: be compiled and linked into pipeline objects as described in
54 optionally: be linked with one or more other stages.
531 linked to all other shaders created in the same flink:vkCreateShadersEXT
749 When binding linked shaders, an application may: bind them in any
751 that were created linked together do not need to be bound in the same

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