/hardware/google/gfxstream/guest/mesa/src/util/ |
D | driconf_static.py | 74 self.engines = [] 80 self.engines.append(Engine(engine))
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D | xmlconfig.c | 1114 const struct driconf_engine *e = &d->engines[j]; in parseStaticConfig()
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | VK_EXT_headless_surface.adoc | 34 wide range of presentation engines where the actual target presentation 35 engines might be scarce, unavailable or otherwise undesirable or
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D | VK_KHR_incremental_present.adoc | 63 Some presentation engines may scale the pixels of a swapchain's image(s) to 96 ** Clarified alignment of rectangles for presentation engines that support
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D | VK_EXT_pipeline_creation_cache_control.adoc | 64 The job or task based game engines that are being developed to take 67 However, most game engines are already built to "`stream`" in assets
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D | VK_AMD_shader_core_properties.adoc | 49 printf("Number of shader engines: %d\n",
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D | VK_NV_external_memory.adoc | 58 transitions to engines on the same device which are not visible within the
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D | VK_EXT_host_image_copy.adoc | 51 Complicated Vulkan applications such as game engines often have decoupled
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D | VK_NV_external_memory_win32.adoc | 59 transitions to engines on the same device which are not visible within the
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D | VK_QCOM_render_pass_transform.adoc | 51 It is difficult for some game engines to manage this burden; many chose to
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D | VK_KHR_external_memory.adoc | 91 transitions to engines on the same device which are not visible within the
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D | VK_KHR_swapchain.adoc | 188 However, some presentation engines may have more than one "`current`" image, 282 equivalent to a 180 degree rotation, so presentation engines and
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/hardware/google/gfxstream/guest/mesa/include/drm-uapi/ |
D | i915_drm.h | 2304 struct i915_engine_class_instance engines[]; member 2313 struct i915_engine_class_instance engines[N__]; \ 2342 struct i915_engine_class_instance engines[]; member 2352 struct i915_engine_class_instance engines[N__]; \ 2469 struct i915_engine_class_instance engines[]; member 2481 struct i915_engine_class_instance engines[N__]; \ 2544 struct i915_engine_class_instance engines[]; member 2549 struct i915_engine_class_instance engines[N__]; \ 3330 struct drm_i915_engine_info engines[]; member
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_EXT_headless_surface/ |
D | headless.adoc | 18 wide range of presentation engines where the actual target presentation 19 engines might be scarce, unavailable or otherwise undesirable or
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/hardware/invensense/6515/libsensors_iio/software/simple_apps/stress_iio/ |
D | README | 5 In the enable sequence, this will enable all the engines, output, and all dmp
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/hardware/interfaces/audio/effect/4.0/ |
D | types.hal | 200 * enumeration of the effect engines present in a library.
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/hardware/interfaces/audio/effect/7.0/ |
D | types.hal | 203 * enumeration of the effect engines present in a library.
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/hardware/interfaces/audio/effect/5.0/ |
D | types.hal | 202 * enumeration of the effect engines present in a library.
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/hardware/interfaces/audio/effect/2.0/ |
D | types.hal | 200 * enumeration of the effect engines present in a library.
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/hardware/interfaces/audio/effect/6.0/ |
D | types.hal | 202 * enumeration of the effect engines present in a library.
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/ |
D | VK_EXT_graphics_pipeline_library.adoc | 23 The reality however is that for many game engines, requiring most of this state up front 28 Games engines are typically still managing enormous sets of state and
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D | VK_EXT_shader_tile_image.adoc | 73 * Ease of integration; this option requires the least amount of changes to rendering engines
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D | VK_EXT_mesh_shader.adoc | 17 As rendering engines get increasingly complex, the fixed nature of this pipeline has become a bottl…
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | capabilities.adoc | 524 shareable across various hardware engines including the CPU, and 1410 hardware engines including the CPU and software (intra-process and 1651 hardware engines including the CPU and software (intra-process and
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D | fundamentals.adoc | 99 Vulkan queues provide an interface to the execution engines of a device. 100 Commands for these execution engines are recorded into command buffers ahead
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