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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_EXT_inline_uniform_block.adoc23 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 …]
DVK_KHR_uniform_buffer_standard_layout.adoc23 uniform buffers.
25 It modifies the alignment rules for uniform buffers, allowing for tighter
29 be supported in uniform buffers.
DVK_AMD_shader_fragment_mask.adoc59 layout(binding = 0) uniform sampler2DMS s2DMS;
60 layout(binding = 1) uniform isampler2DMSArray is2DMSArray;
62 layout(binding = 2, input_attachment_index = 0) uniform usubpassInputMS usubpassMS;
DVK_KHR_shader_subgroup_uniform_control_flow.adoc31 reduce the work performed by a uniform subgroup.
32 This extension will guarantee that uniform subgroup will reconverge in the
DVK_NV_clip_space_w_scaling.adoc22 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;
/hardware/google/gfxstream/host/gl/glestranslator/GLES_V2/
DProgramData.cpp306 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 …]
/hardware/google/gfxstream/host/vulkan/emulated_textures/shaders/
DAstcToRgb.comp9 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;
DEacR11Snorm.comp20 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;
DEacR11Unorm.comp20 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;
DEtc2RGBA8.comp20 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;
DEacRG11Snorm.comp20 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;
DEacRG11Unorm.comp20 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;
DEtc2RGB8.comp20 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;
/hardware/qcom/sm7250/display/gpu_tonemapper/
Dforward_tonemap.inl24 "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"
Drgba_inverse_tonemap.inl24 …"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; …
/hardware/qcom/display/msm8909/gpu_tonemapper/
Dforward_tonemap.inl24 "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"
Drgba_inverse_tonemap.inl24 …"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; …
/hardware/qcom/display/msm8998/gpu_tonemapper/
Dforward_tonemap.inl24 "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"
Drgba_inverse_tonemap.inl24 …"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; …
/hardware/qcom/sm8150/display/gpu_tonemapper/
Dforward_tonemap.inl24 "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"
Drgba_inverse_tonemap.inl24 …"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; …
/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
Dforward_tonemap.inl24 "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"
Drgba_inverse_tonemap.inl24 …"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; …
/hardware/google/gfxstream/host/vulkan/
DCompositor.frag4 layout(binding = 0) uniform sampler2D texSampler;
5 layout(binding = 1) uniform UniformBufferObject {
/hardware/google/gfxstream/common/detector/shaders/
Dblit_texture.frag3 layout(set = 0, binding = 0) uniform sampler2D uTexture;

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