Searched refs:fragment (Results 1 – 25 of 104) sorted by relevance
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21 This extension provides a new representative fragment test that allows22 implementations to reduce the amount of rasterization and fragment25 early fragment tests, the implementation is permitted to choose one or more28 lists, strips, or fans, the representative fragment test is performed34 In this render pass, such applications would set up a fragment shader that35 enables early fragment tests and writes to an image or shader storage buffer36 to record the ID of the primitive that generated the fragment.38 visible fragment of each primitive.42 The representative fragment test has no effect if early fragment tests are43 not enabled via the fragment shader.[all …]
25 This extension provides efficient read access to the fragment mask in27 The fragment mask is a lookup table that associates color samples with color28 fragment values.30 From a shader, the fragment mask can be fetched with a call to32 subsequent four bits specify the color fragment index corresponding to the34 For example, when eight color samples are used, the color fragment index for35 color sample 0 will be in bits 0-3 of the fragment mask, for color sample 738 The color fragment for a particular color sample may then be fetched with39 the corresponding fragment mask value using the code:fragmentFetchAMD shader50 This example shows a shader that queries the fragment mask from a[all …]
28 By default, Vulkan will spawn one fragment shader for each pixel covered by31 used to vary the number of fragment shader invocations across the33 Some portions of the screen may be configured to spawn up to 16 fragment34 shaders for each pixel, while other portions may use a single fragment51 That extension provides two fragment shader variable decorations that allow52 fragment shaders to determine the shading rate used for processing the53 fragment:56 pixels processed by the fragment shader.57 * code:InvocationsPerPixel, which indicates the maximum number of fragment59 fragment.[all …]
33 Rather than the usual single fragment invocation for each pixel covered by a34 primitive, multiple pixels can be shaded by a single fragment shader37 Up to three methods are available to the application to change the fragment40 - <<primsrast-fragment-shading-rate-pipeline>>, which allows the42 - <<primsrast-fragment-shading-rate-primitive>>, which allows the44 - <<primsrast-fragment-shading-rate-attachment>>, which allows the58 <<primsrast-fragment-shading-rate-primitive, primitive fragment shading59 rate>>, and allows querying the final shading rate from a fragment shader.
22 `apiext:VK_EXT_fragment_density_map` in order to reduce fragment density map41 By default, the fragment density map is locked by the host for reading48 Apps may wish to modify the fragment density map just before draw execution.59 // Create view for fragment density map71 // Begin fragment density map render pass with deferred view.80 // Can keep making modifications to deferred fragment density maps
36 The extension provides access to three additional fragment shader variable39 * code:PerVertexKHR, which indicates that a fragment shader input will not42 producing the fragment45 the fragment produced using perspective interpolation48 the fragment produced using linear interpolation83 code:Sample qualifiers to specify interpolation, like any other fragment
16 This extension allows the fragment coverage value, represented as an integer21 writing the code:SampleMask fragment shader output, in that the coverage23 as well as after fragment operations such as alpha-to-coverage.
40 the fragment shader, and it is not meaningful to set them dynamically41 since they always need to match the fragment shader state, so this42 hardware state may as well just come from the pipeline with the fragment
19 This extension allows an application to specify offsets to a fragment21 values are applied to without having to regenerate the fragment density map.30 If the fragment density map size is larger than framebuffer size /39 // Create fragment density map66 // Shift fragment density map image by offset to put fovea in center of vision
18 This extension builds on the fragment shading rate functionality provided by20 "`supersample`" fragment shading rates that trigger multiple fragment shader35 using a fragment size in pixels, it lacks a good way to specify supersample39 accepting shading rate enums instead of fragment sizes.63 For those enums, bits 0 and 1 specify the base two logarithm of the fragment64 height and bits 2 and 3 specify the base two logarithm of the fragment
58 Create linked pair of vertex and fragment shaders.69 // SPIR-V shader code for a fragment shader, along with its size in bytes129 // Vertex and fragment shader objects created above175 Create unlinked vertex, geometry, and fragment shaders.190 // SPIR-V shader code for fragment shaders, along with their sizes in bytes270 // either a geometry shader or fragment shader:302 // Vertex, geometry, and fragment shader objects created above335 // Bind a different unlinked fragment shader
33 Enabling these capabilities provides a critical section for fragment shaders35 guarantees about the ordering of fragment shader invocations of fragments of46 operations in the fragment shader, where the destination buffer is read via
28 The extension provides access to three additional fragment shader variable31 * code:PerVertexNV, which indicates that a fragment shader input will not34 producing the fragment36 floating-point vector holding barycentric weights for the fragment40 the fragment produced using linear interpolation
11 When a fragment is generated in a render pass that has a fragment density13 framebuffer region that the fragment occupies.15 their fragment area property is derived from the density map with the21 * <<fragmentdensitymap-conversion-to-fragment-area,Fragment area23 ** <<fragmentdensitymap-fragment-area-filter,Fragment area filter>>24 ** <<fragmentdensitymap-fragment-area-clamp,Fragment area clamp>>32 texel from the fragment density map at integer coordinates:42 texel from the fragment density map.59 The offsetted coordinate [eq]#(x',y')# fetches a texel from the fragment84 When multiview is enabled for the render pass and the fragment density map[all …]
19 (depth), and associated data added by fragment shaders, is called a20 fragment.21 A fragment is located by its upper left corner, which lies on integer grid24 Rasterization operations also refer to a fragment's sample locations, which35 After rasterization, fragments are processed by <<fragops, fragment52 * pname:depthClampEnable controls whether to clamp the fragment's depth77 * pname:depthBiasEnable controls whether to bias fragment depth values.79 constant depth value added to each fragment.81 fragment.82 * pname:depthBiasSlopeFactor is a scalar factor applied to a fragment's[all …]
9 determine whether or how values produced by fragment shading are written to12 The following fragment operations adhere to <<primsrast-order,rasterization40 . <<fragops-rep-frag-test, Representative fragment test>>53 fragment.56 If a fragment operation results in all bits of the coverage mask being `0`,57 the fragment is discarded, and no further operations are performed.58 Fragments can also be programmatically discarded in a fragment shader by69 When one of the fragment operations in this chapter is described as70 "`replacing`" a fragment shader output, that output is replaced71 unconditionally, even if no fragment shader previously wrote to that output.[all …]
77 These fragments are processed by <<fragops,fragment operations>> to84 The attachments can: be used as input attachments in the fragment shader in543 either discard the fragment, or write or initialize the value of550 either discard the fragment, or write or initialize the value of737 * ename:VK_SHADER_STAGE_FRAGMENT_BIT specifies the fragment stage.1508 state>>, <<pipelines-graphics-subsets-fragment-shader,fragment shader1509 state>>, and <<pipelines-graphics-subsets-fragment-output,fragment output1598 [[pipelines-graphics-subsets-fragment-shader]]1602 * A slink:VkPipelineShaderStageCreateInfo entry for the fragment shader1604 * Within the slink:VkPipelineLayout, all descriptor sets with fragment[all …]
8 // Modifies fragment in-place. Useful for writing your own 'copy' handler,11 const katexReplaceWithTex = function katexReplaceWithTex(fragment, copyDelimiters) { argument18 const katexHtml = fragment.querySelectorAll('.katex-mathml + .katex-html');32 const katexMathml = fragment.querySelectorAll('.katex-mathml');50 const displays = fragment.querySelectorAll('.katex-display annotation');57 return fragment;67 const fragment = selection.getRangeAt(0).cloneContents();69 if (!fragment.querySelector('.katex-mathml')) {76 for (let i = 0; i < fragment.childNodes.length; i++) {77 html.push(fragment.childNodes[i].outerHTML);[all …]
124 var katexReplaceWithTex = function katexReplaceWithTex(fragment, copyDelimiters) {131 var katexHtml = fragment.querySelectorAll('.katex-mathml + .katex-html');145 var katexMathml = fragment.querySelectorAll('.katex-mathml');164 var displays = fragment.querySelectorAll('.katex-display annotation');171 return fragment;184 var fragment = selection.getRangeAt(0).cloneContents();186 if (!fragment.querySelector('.katex-mathml')) {193 for (var i = 0; i < fragment.childNodes.length; i++) {194 html.push(fragment.childNodes[i].outerHTML);199 …event.clipboardData.setData('text/plain', katex2tex(fragment).textContent); // Prevent normal copy…
232 var fragment = document.createDocumentFragment();236 fragment.appendChild(document.createTextNode(data[i].data));256 fragment.appendChild(document.createTextNode(data[i].rawData));260 fragment.appendChild(span);264 return fragment;
116 const fragment = document.createDocumentFragment();120 fragment.appendChild(document.createTextNode(data[i].data));140 fragment.appendChild(document.createTextNode(data[i].rawData));144 fragment.appendChild(span);148 return fragment;
10 …oposal for a new SPIR-V execution mode that allows fragment shaders to be discarded by early fragm…15 Most graphics devices are able to take advantage of early fragment operations when a fragment shade…17 However the `EarlyFragmentTests` execution mode makes it invalid to write fragment depth from a sha…19 Some implementations can perform depth testing both before _and_ after fragment shading, allowing a…20 …ed a way to enable this optimisation even when depth was written by the fragment shader, allowing …22 In cases where an application does not care whether storage writes are performed by a fragment shad…30 Ultimately this should be relatively easy to turn on/off, and ideally should be set per-fragment sh…39 …ded is usually a property of whatever algorithm has been written in the fragment shader code itsel…77 Fragment tests can be performed both before and after fragment shader execution, with latter tests …84 See client API for detail on fragment operations.[all …]
10 …than the usual single fragment invocation for each pixel covered by a primitive, multiple pixels c…18 …ion requirements increase: the rasterizer's ability to generate pixels, fragment shading, and band…36 This extension introduces the concept of a fragment size to the API, where a given fragment can cov…37 …fragment is still rasterized at a per-pixel rate, as it effectively has one sample per pixel - but…39 This state also interacts with multisampling, such that one fragment can cover multiple pixels, wit…40 Note though that enabling sample shading will effectively disable the fragment shading rate.66 In each case, the link:{refpage}VkExtent2D.html[VkExtent2D] sets the base fragment size in the x an…96 When none of the above state is set, the fragment size is treated as 1 by 1, and the combiner ops a…107 Output primitive fragment shading rate.134 If no horizontal rate flags are set, it indicates a fragment shader covers one[all …]
10 …ic extension, which adds a cross-vendor way to access barycentric coordinates in a fragment shader.31 adds three fragment shader variable decorations:33 * `PerVertexKHR`, which indicates that a fragment shader input will not36 producing the fragment38 floating-point vector holding barycentric weights for the fragment42 the fragment produced using linear interpolation
55 MessageMutator MessageMutator::fragment(Buffer<nlmsghdr> buf) const { in fragment() function in android::nl::MessageMutator88 return mContainer.fragment(*mCurrent); in operator *()