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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dgeometry.adoc9 data assembled from a single input primitive, and emits zero or more output
11 each output primitive.
19 Each geometry shader invocation has access to all vertices in the primitive
23 The input primitive type expected by the geometry shader is specified with
25 the incoming primitive type specified by either the pipeline's
26 <<drawing-primitive-topologies, primitive topology>> if tessellation is
30 * An input primitive type of code:InputPoints must: only be used with a
36 * An input primitive type of code:InputLines must: only be used with a
44 * An input primitive type of code:InputLinesAdjacency must: only be used
52 * An input primitive type of code:Triangles must: only be used with a
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Dvertexpostproc.adoc73 When an individual point, line, or triangle primitive reaches the transform
78 primitive are written at the starting offsets of the bound transform
95 may: write out any vertex within the primitive first, but all subsequent
96 vertices for that primitive must: be written out in a consistent winding
100 shading>> is active, vertices within a primitive are appended according
101 to the winding order described by the <<drawing-primitive-topologies,
102 primitive topology>> defined by the
105 * If <<geometry,geometry shading>> is active, vertices within a primitive
107 <<drawing-primitive-topologies, primitive topology>> defined by the
112 <<geometry,geometry shading>> is not, vertices within a primitive are
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Ddrawing.adoc31 * <<drawing-primitive-shading,Programmable Primitive Shading>>, the input
48 * pname:topology is a elink:VkPrimitiveTopology defining the primitive
78 if those elements formed an incomplete primitive, and restarts the primitive
81 The primitive restart index value comparison is performed before adding the
138 [open,refpage='vkCmdSetPrimitiveRestartEnable',desc='Set primitive assembly restart state dynamical…
160 This command sets the primitive restart enable for subsequent drawing
187 [[drawing-primitive-topologies]]
191 primitives, and determines the type of primitive that is used at the
201 [open,refpage='VkPrimitiveTopology',desc='Supported primitive topologies',type='enums']
203 The primitive topologies defined by elink:VkPrimitiveTopology are:
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_KHR_timeline_semaphore.adoc62 the proposed synchronization primitive.
64 2) What type of payload the new synchronization primitive has?
70 3) Does the new synchronization primitive have the same signal-before-wait
77 4) Does the new synchronization primitive allow resetting its payload?
82 synchronization primitive instead.
84 5) How do we enable host waits on the synchronization primitive?
87 synchronization primitive, and a blocking wait operation are provided.
90 primitive?
97 7) Can the new synchronization primitive be used to synchronize presentation
104 primitive type?
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DVK_NV_geometry_shader_passthrough.adoc28 primitive sent through the graphics pipeline using a programmable shader.
31 from each vertex of the input primitive to corresponding outputs in the
32 vertices of the output primitive.
34 user-defined per-primitive attributes (e.g., code:Layer) to be assigned to
35 all the vertices of the output primitive.
40 this input are copied to the corresponding vertex of the output primitive.
65 output layout qualifiers for the output primitive type and maximum vertex
72 primitive type and to explicitly emit them in the SPIR-V according to the
133 emitting a code:gl_Layer value for the primitive.
142 // No output primitive layout qualifiers required.
DVK_AMD_rasterization_order.adoc23 order of primitive rasterization.
34 defined primitive rasterization order that may allow better parallel
35 processing of primitives and thus enabling higher primitive throughput.
36 It is applicable in cases where the primitive rasterization order is known
41 A few examples of cases when using the relaxed primitive rasterization order
59 *RESOLVED*: Allows them to increase primitive throughput for cases when
73 3) Are there any guarantees about the primitive rasterization order when
DVK_KHR_fragment_shading_rate.adoc34 primitive, multiple pixels can be shaded by a single fragment shader
42 - <<primsrast-fragment-shading-rate-primitive>>, which allows the
43 specification of a rate per primitive, specified during shading.
58 <<primsrast-fragment-shading-rate-primitive, primitive fragment shading
DVK_NV_representative_fragment_test.adoc23 processing work performed for each point, line, or triangle primitive.
24 For any primitive that produces one or more fragments that pass all other
36 to record the ID of the primitive that generated the fragment.
38 visible fragment of each primitive.
47 fragments for a given primitive.
56 As specified, we only guarantee that each primitive with at least one
DVK_NV_fragment_shading_rate_enums.adoc22 discards any portions of a primitive that would use that shading rate.
34 Because VK_KHR_fragment_shading_rate specifies the primitive shading rate
58 accepted as pipeline, primitive, and attachment shading rates and behave
62 for the primitive and attachment shading rates in the KHR extension.
69 None of those values are supported as primitive or attachment shading rates
DVK_EXT_conservative_rasterization.adoc41 When overestimation is enabled, if any part of the primitive, including its
45 for differences in overestimation, where the generating primitive size is
54 rectangular pixel area is fully covered by the generating primitive.
DVK_NV_viewport_array2.adoc29 which allows a single primitive to be broadcast to multiple viewports and/or
32 single primitive to be output to multiple viewports simultaneously.
36 These capabilities allow a single primitive to be output to multiple layers
DVK_NV_viewport_swizzle.adoc27 single-pass cube map rendering (broadcasting a primitive to multiple faces
52 feedback, and makes primitive queries only count each primitive once.
97 // If the primitive does not project onto this face, we are done.
102 // Otherwise, emit a copy of the input primitive to the
133 // Figure out which faces the primitive projects onto and
154 (cube face) the primitive should be sent to.
DVK_NV_shading_rate_image.adoc29 a primitive.
43 When rasterizing a primitive covering one of these rectangles, the Vulkan
117 intersection of the area of the primitive being rasterized and the area of
120 intersection of the primitive and the *set* of pixels corresponding to the
129 When rendering a primitive that covers only a small part of a coarse
130 fragment, sampling a color outside the primitive can produce overly bright
Dinvariance.adoc57 * "`Erasing`" a primitive from the framebuffer by redrawing it, either in
140 primitive p' obtained by translating a primitive p through an offset (x, y)
159 fixed-function tessellation primitive generator consumes the input patch
170 tessellation levels, the tessellation primitive generator will emit an
177 coordinates for the vertex numbered m of the primitive numbered n are
181 subdivided primitive in triangle and quad tessellation, and the tessellation
186 *Rule 3* _The set of vertices generated when subdividing any outer primitive
229 none of its vertices lie on an outer edge of the subdivided primitive._
/hardware/interfaces/vibrator/aidl/vts/
DVtsHalVibratorTargetTest.cpp405 for (auto primitive : kCompositePrimitives) { in TEST_P() local
407 std::find(supported.begin(), supported.end(), primitive) != supported.end(); in TEST_P()
409 std::find(kRequiredPrimitives.begin(), kRequiredPrimitives.end(), primitive) != in TEST_P()
412 EXPECT_TRUE(isPrimitiveSupported || !isPrimitiveRequired) << toString(primitive); in TEST_P()
422 for (auto primitive : kCompositePrimitives) { in TEST_P() local
424 std::find(supported.begin(), supported.end(), primitive) != supported.end(); in TEST_P()
427 Status status = vibrator->getPrimitiveDuration(primitive, &duration); in TEST_P()
431 if (primitive != CompositePrimitive::NOOP) { in TEST_P()
432 ASSERT_GT(duration, 0) << toString(primitive) << " " << duration; in TEST_P()
456 auto primitive = supported[i]; in TEST_P() local
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_mesh_shader/
Dmesh.adoc23 primitive.
96 For shaders using the code:MeshNV {ExecutionModel} the primitive mode is
102 For shaders using the code:MeshEXT {ExecutionModel} the primitive mode is
107 Each mesh shader must: include exactly one output primitive mode.
126 primitive count is specified as a literal in the shader using an
133 primitive count is specified as a literal in the shader using an
143 must: be less than or equal to the maximum output primitive count specified
147 assembled according to the output primitive type.
156 output primitive count specified in the shader.
158 Depending on the output primitive mode an appropriately-decorated variable
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/hardware/interfaces/vibrator/bench/
Dbenchmark.cpp712 for (const auto& primitive : enum_range<Aidl::CompositePrimitive>()) { in DefaultArgs() local
713 b->Args({static_cast<long>(primitive)}); in DefaultArgs()
722 bool isPrimitiveSupported(const Aidl::CompositePrimitive& primitive) { in isPrimitiveSupported() argument
725 return std::find(supported.begin(), supported.end(), primitive) != supported.end(); in isPrimitiveSupported()
763 auto primitive = getPrimitive(state);
766 if (!isPrimitiveSupported(primitive)) {
772 if (shouldSkipWithError(state, mVibrator->getPrimitiveDuration(primitive, &ms))) {
785 effect.primitive = getPrimitive(state);
789 if (effect.primitive == Aidl::CompositePrimitive::NOOP) {
793 if (!isPrimitiveSupported(effect.primitive)) {
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_KHR_fragment_shader_barycentric.adoc14 …ock for various algorithms. By being able to access the location of a pixel within a primitive and
15 …such as custom attribute interpolation or effects based on the pixel's location within a primitive.
35 array index that identifies one of the vertices of the primitive
47 …and `BaryCoordNoPerspKHR` are assigned the values (1,0,0) and (0,1,0) at the ends of the primitive.
52 Per-vertex attributes for "missing" vertices, such as the third vertex of a line primitive, will re…
DVK_EXT_mesh_shader.adoc64 Additionally, the mesh shader outputs indices per primitive according to the output primitive type …
66 Other user data can be emitted at per-vertex or per-primitive rates alongside these built-ins.
68 …shaders can retrieve input data at both rates, tied to the vertices and primitive being rasterized.
148 An active query of this type will generate a count of every individual primitive emitted from any m…
263 * `meshOutputPerPrimitiveGranularity` is the alignment of each per-primitive mesh shader output.
271 …l perform best when each invocation writes to an array index in the per-primitive output matching …
297 …* `primitiveFragmentShadingRateMeshShader` indicates whether the per-primitive fragment shading ra…
330 Mesh shaders declare the type of primitive being output by way of three execution modes, two of whi…
345 …added to for mesh shader outputs/fragment shader inputs to indicate per-primitive data rather than…
351 New per-primitive built-ins are added:
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/hardware/interfaces/vibrator/aidl/aidl_api/android.hardware.vibrator/1/android/hardware/vibrator/
DCompositeEffect.aidl22 android.hardware.vibrator.CompositePrimitive primitive;
/hardware/interfaces/vibrator/aidl/android/hardware/vibrator/
DCompositeEffect.aidl25 CompositePrimitive primitive = CompositePrimitive.NOOP;
/hardware/interfaces/vibrator/aidl/aidl_api/android.hardware.vibrator/2/android/hardware/vibrator/
DCompositeEffect.aidl38 …android.hardware.vibrator.CompositePrimitive primitive = android.hardware.vibrator.CompositePrimit…
/hardware/interfaces/vibrator/aidl/aidl_api/android.hardware.vibrator/current/android/hardware/vibrator/
DCompositeEffect.aidl38 …android.hardware.vibrator.CompositePrimitive primitive = android.hardware.vibrator.CompositePrimit…
/hardware/interfaces/vibrator/aidl/default/
DVibrator.cpp144 ndk::ScopedAStatus Vibrator::getPrimitiveDuration(CompositePrimitive primitive, in getPrimitiveDuration() argument
148 if (std::find(supported.begin(), supported.end(), primitive) == supported.end()) { in getPrimitiveDuration()
151 if (primitive != CompositePrimitive::NOOP) { in getPrimitiveDuration()
175 if (std::find(supported.begin(), supported.end(), e.primitive) == supported.end()) { in compose()
188 LOG(VERBOSE) << "triggering primitive " << static_cast<int>(e.primitive) << " @ scale " in compose()
192 sharedThis->getPrimitiveDuration(e.primitive, &durationMs); in compose()
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_HUAWEI_cluster_culling_shader/
Dclusterculling.adoc107 [[cluster-culling-primitive-ordering]]
112 <<drawing-primitive-order,primitive order>>.
115 produced by a cluster culling shader, as they pertain to primitive

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