Searched refs:quad (Results 1 – 21 of 21) sorted by relevance
181 subdivided primitive in triangle and quad tessellation, and the tessellation192 For quad tessellation, if the subdivision generates a vertex with200 triangular and quad tessellation must: be independent of the specific edge206 For quad tessellation, if vertices at (x, 0) and (1-x, 0) are generated when212 for triangle and quad tessellation must: be identical except for vertex and221 vertex order, the set of interior triangles generated for triangle and quad231 *Rule 7* _For quad and triangle tessellation, the set of triangles
52 form a "`quad`" in shader subgroups?
1494 <<features-subgroup-quad, quad subgroup operations>> must: not be used1862 parameters must: both be _dynamically uniform_ for the quad1876 parameters must: both be _dynamically uniform_ for the quad2003 _dynamically uniform_ for the quad
1958 // Inner Vertices <<tessellation-triangle-tessellation>> <<tessellation-quad-tessellation>>
2674 [[shaders-scope-quad]]2679 In a fragment shader, each invocation in a quad scope instance is formed of2692 specified, each invocation in a quad scope instance is formed of invocations2695 * [eq]#i# is the index of the invocation within the quad scope instance.2702 specified, each invocation in a quad scope instance is formed of invocations2705 * [eq]#i# is the index of the invocation within the quad scope instance.2712 In all shaders, each invocation in a quad scope instance is formed of2715 * [eq]#i# is the index of the invocation within the quad scope instance.2719 Each invocation in a quad scope instance must: be in the same2724 The specific set of invocations that make up a quad scope instance in other[all …]
63 <<tessellation-quad-tessellation, quad tessellation>>.
1684 instruction is not uniform across the quad and1688 flow are uniform across the quad, even if they diverge between different1693 the image or sampler object are not uniform within a quad.3481 \{i_q\}_{q=0}^{q=filterWidth-1} \quad &= i_{0} + q \\[1em]3482 \{j_q\}_{q=0}^{q=filterHeight-1} \quad &= j_{0} + q \\[1em]3483 \{k_q\}_{q=0}^{q=filterWidth-1} \quad &= q \\[1em]3484 \{l_q\}_{q=0}^{q=filterHeight-1} \quad &= q3528 …w_{kl}[\psi]\quad\text{(}\psi\text{ as layer index)} & \text{for 2D array view (non-separable fi…3563 …sum_{{j=j_0} \atop {l=l_0}}^{j_{blockHeight-1} \atop {l_{blockHeight-1}}}\quad \sum_{{i=i_0}\atop …3677 \{i_q\}_{q=0}^{q=blockWidth-1} \quad &= i_{0} + q \\[1em][all …]
416 [[tessellation-quad-tessellation]]471 In the <<img-innerquad,Inner Quad Tessellation>> diagram, inner quad526 As with quad tessellation above, isoline tessellation begins with a
1287 <<shaders-quad-operations,quad group operations>> are available in all1294 If pname:supportedOperations includes <<features-subgroup-quad,1341 * [[features-subgroup-quad]] ename:VK_SUBGROUP_FEATURE_QUAD_BIT specifies1412 includes <<features-subgroup-quad, ename:VK_SUBGROUP_FEATURE_QUAD_BIT>>,2040 uniform within a quad.
115 <<tessellation-quad-tessellation, quad tessellation>>, and
3462 a = {{\mathrm{A}(p p_b p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad3463 b = {{\mathrm{A}(p p_a p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad3840 \text{where} &\quad \mathrm{dbclamp}(x) =
333 <<shaders-quad-operations,quad group operations>> are available in all
2515 See <<shaders-scope-quad, Quad shader scope>> for more information.
84 a = {{\mathrm{A}(p p_b p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad85 b = {{\mathrm{A}(p p_a p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad169 a = {{\mathrm{A}(p p_b p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad170 b = {{\mathrm{A}(p p_a p_c)} \over {\mathrm{A}(p_a p_b p_c)}}, \quad
25 potentially more complicated sampling. A quad domain is natural for some interpretations of map dat…
45 …* The application could attempt to resolve the scaled `r * n` values by drawing a quad with a know…
470 Michal Krol <michal@vmware.com> michal <michal@quad.(none)>
3762 quad: [1.000, 1.171, 1.472], property3987 cssEmPerMu: sigmasAndXis.quad[sizeIndex] / 185355 } // TODO: In TeX these units are relative to the quad of the current5367 scale = unitOptions.fontMetrics().quad;9995 pregap = 1; // add one \quad10165 // \left\{\begin{array}{@{}l@{\quad}l@{}} … \end{array}\right.10188 /* 1em quad */14355 defineMacro("\\enskip", "\\hskip.5em\\relax"); // \def\quad{\hskip1em\relax}14357 defineMacro("\\quad", "\\hskip1em\\relax"); // \def\qquad{\hskip2em\relax}
1 …quad:[1,1.171,1.472],extraSpace:[0,0,0],num1:[.677,.732,.925],num2:[.394,.384,.387],num3:[.444,.47… property
3738 quad: [1.000, 1.171, 1.472], property3968 cssEmPerMu: sigmasAndXis.quad[sizeIndex] / 185365 scale = unitOptions.fontMetrics().quad;
3291 * Clarify that dependent operations of quad-sensitive ops have helpers4567 * Specify that fragment shader invocations in the same quad scope are also5702 * State that a deriviative group is a quad scope instance in the6843 accordingly. Also describe quad invocation groups properly, with6844 derivative and quad group operations referencing the description, and7802 * Fix a typo in the <<tessellation-quad-tessellation, Quad Tessellation>>