/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | VK_EXT_inline_uniform_block.adoc | 23 This extension introduces the ability to back uniform blocks directly with 24 descriptor sets by storing inline uniform data within descriptor pool 26 Compared to push constants this new construct allows uniform data to be 28 may: enable uniform data to be accessed with fewer indirections compared to 46 1) Do we need a new storage class for inline uniform blocks vs. uniform 51 both uniform buffers and inline uniform blocks. 54 or dwords for inline uniform block descriptors? 60 uniform block descriptor type can hold, while the pname:srcArrayElement, 66 sname:VkDescriptorUpdateTemplateEntry is ignored for inline uniform blocks 68 uniform block bindings with must be contiguous in memory. [all …]
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D | VK_KHR_uniform_buffer_standard_layout.adoc | 23 uniform buffers. 25 It modifies the alignment rules for uniform buffers, allowing for tighter 29 be supported in uniform buffers.
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D | VK_AMD_shader_fragment_mask.adoc | 59 layout(binding = 0) uniform sampler2DMS s2DMS; 60 layout(binding = 1) uniform isampler2DMSArray is2DMSArray; 62 layout(binding = 2, input_attachment_index = 0) uniform usubpassInputMS usubpassMS;
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D | VK_KHR_shader_subgroup_uniform_control_flow.adoc | 31 reduce the work performed by a uniform subgroup. 32 This extension will guarantee that uniform subgroup will reconverge in the
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D | VK_NV_clip_space_w_scaling.adoc | 22 Since the original image is rendered at high resolution, which is uniform 26 This extension provides a mechanism to render VR scenes at a non-uniform 125 uniform sampler2D tex; 126 uniform float xcoeff; 127 uniform float ycoeff;
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/hardware/google/gfxstream/host/gl/glestranslator/GLES_V2/ |
D | ProgramData.cpp | 306 const std::pair<const GLuint, GLUniformDesc>& uniform) { in onSave() argument 307 stream->putBe32(uniform.first); in onSave() 308 uniform.second.onSave(stream); in onSave() 466 for (const auto& uniform : mUniNameToGuestLoc) { in restore() local 468 globalName, getTranslatedName(uniform.first).c_str()); in restore() 470 mGuestLocToHostLoc.add(uniform.second, hostLoc); in restore() 474 const auto& uniform = uniformEntry.second; in restore() local 476 globalName, getTranslatedName(uniform.mGuestName).c_str()); in restore() 484 switch (uniform.mType) { in restore() 486 dispatcher.glUniform1fv(location, uniform.mCount, in restore() [all …]
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/hardware/google/gfxstream/host/vulkan/emulated_textures/shaders/ |
D | AstcToRgb.comp | 9 layout(push_constant) uniform ImageFormatBlock { 16 layout(binding = 0, rgba32ui) readonly uniform WITH_TYPE(uimage) srcImage; 17 layout(binding = 1, rgba8ui) writeonly uniform WITH_TYPE(uimage) dstImage;
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D | EacR11Snorm.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rg32ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, r16_snorm) writeonly uniform WITH_TYPE(image) u_image1;
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D | EacR11Unorm.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rg32ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, r16) writeonly uniform WITH_TYPE(image) u_image1;
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D | Etc2RGBA8.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rgba32ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, rgba8ui) writeonly uniform WITH_TYPE(uimage) u_image1;
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D | EacRG11Snorm.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rgba32ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, rg16_snorm) writeonly uniform WITH_TYPE(image) u_image1;
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D | EacRG11Unorm.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rgba32ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, rg16) writeonly uniform WITH_TYPE(image) u_image1;
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D | Etc2RGB8.comp | 20 layout(push_constant) uniform ImageFormatBlock { 26 layout(binding = 0, rgba16ui) readonly uniform WITH_TYPE(uimage) u_image0; 27 layout(binding = 1, rgba8ui) writeonly uniform WITH_TYPE(uimage) u_image1;
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/hardware/qcom/sm7250/display/gpu_tonemapper/ |
D | forward_tonemap.inl | 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" 25 "layout(binding = 1) uniform sampler3D tonemapper; \n" 26 "layout(binding = 2) uniform sampler2D xform; \n" 27 "layout(location = 3) uniform vec2 tSO; \n" 29 "layout(location = 4) uniform vec2 xSO; \n"
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D | rgba_inverse_tonemap.inl | 24 …"layout(binding = 0) uniform samplerExternalOES externalTexture; … 25 …"layout(binding = 1) uniform sampler3D tonemapper; … 26 …"layout(binding = 2) uniform sampler2D xform; … 27 …"layout(location = 3) uniform vec2 tSO; … 29 …"layout(location = 4) uniform vec2 xSO; …
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/hardware/qcom/display/msm8909/gpu_tonemapper/ |
D | forward_tonemap.inl | 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" 25 "layout(binding = 1) uniform sampler3D tonemapper; \n" 26 "layout(binding = 2) uniform sampler2D xform; \n" 27 "layout(location = 3) uniform vec2 tSO; \n" 29 "layout(location = 4) uniform vec2 xSO; \n"
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D | rgba_inverse_tonemap.inl | 24 …"layout(binding = 0) uniform samplerExternalOES externalTexture; … 25 …"layout(binding = 1) uniform sampler3D tonemapper; … 26 …"layout(binding = 2) uniform sampler2D xform; … 27 …"layout(location = 3) uniform vec2 tSO; … 29 …"layout(location = 4) uniform vec2 xSO; …
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/hardware/qcom/display/msm8998/gpu_tonemapper/ |
D | forward_tonemap.inl | 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" 25 "layout(binding = 1) uniform sampler3D tonemapper; \n" 26 "layout(binding = 2) uniform sampler2D xform; \n" 27 "layout(location = 3) uniform vec2 tSO; \n" 29 "layout(location = 4) uniform vec2 xSO; \n"
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D | rgba_inverse_tonemap.inl | 24 …"layout(binding = 0) uniform samplerExternalOES externalTexture; … 25 …"layout(binding = 1) uniform sampler3D tonemapper; … 26 …"layout(binding = 2) uniform sampler2D xform; … 27 …"layout(location = 3) uniform vec2 tSO; … 29 …"layout(location = 4) uniform vec2 xSO; …
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/hardware/qcom/sm8150/display/gpu_tonemapper/ |
D | forward_tonemap.inl | 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" 25 "layout(binding = 1) uniform sampler3D tonemapper; \n" 26 "layout(binding = 2) uniform sampler2D xform; \n" 27 "layout(location = 3) uniform vec2 tSO; \n" 29 "layout(location = 4) uniform vec2 xSO; \n"
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D | rgba_inverse_tonemap.inl | 24 …"layout(binding = 0) uniform samplerExternalOES externalTexture; … 25 …"layout(binding = 1) uniform sampler3D tonemapper; … 26 …"layout(binding = 2) uniform sampler2D xform; … 27 …"layout(location = 3) uniform vec2 tSO; … 29 …"layout(location = 4) uniform vec2 xSO; …
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/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/ |
D | forward_tonemap.inl | 24 "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" 25 "layout(binding = 1) uniform sampler3D tonemapper; \n" 26 "layout(binding = 2) uniform sampler2D xform; \n" 27 "layout(location = 3) uniform vec2 tSO; \n" 29 "layout(location = 4) uniform vec2 xSO; \n"
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D | rgba_inverse_tonemap.inl | 24 …"layout(binding = 0) uniform samplerExternalOES externalTexture; … 25 …"layout(binding = 1) uniform sampler3D tonemapper; … 26 …"layout(binding = 2) uniform sampler2D xform; … 27 …"layout(location = 3) uniform vec2 tSO; … 29 …"layout(location = 4) uniform vec2 xSO; …
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/hardware/google/gfxstream/host/vulkan/ |
D | Compositor.frag | 4 layout(binding = 0) uniform sampler2D texSampler; 5 layout(binding = 1) uniform UniformBufferObject {
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/hardware/google/gfxstream/common/detector/shaders/ |
D | blit_texture.frag | 3 layout(set = 0, binding = 0) uniform sampler2D uTexture;
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