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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dgeometry.adoc5 [[geometry]] anchor
8 The geometry shader operates on a group of vertices and their associated
12 Geometry shading is enabled when a geometry shader is included in the
16 [[geometry-input]]
19 Each geometry shader invocation has access to all vertices in the primitive
23 The input primitive type expected by the geometry shader is specified with
24 an code:OpExecutionMode instruction in the geometry shader, and must: match
80 [[geometry-output]]
83 A geometry shader generates primitives in one of three output modes: points,
88 Each geometry shader must: include exactly one output primitive mode.
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Daccelstructures.adoc13 efficiently manage scene geometry as it is <<ray-traversal, traversed during
38 [[acceleration-structure-geometry]]
67 from geometry:
87 * Change the index or vertex formats of triangle geometry.
88 * Change triangle geometry transform pointers from null to non-null or
91 * Change the geometry flags for any geometry in the structure.
92 * Change the number of vertices or primitives for any geometry in the
108 geometry which previously had them, or vice versa.
231 are greater than or equal to the build size and each geometry in
313 the geometry used to build each acceleration structure.
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Draytraversal.adoc55 geometry transformed into a space determined by that viewport.
356 front-facing geometry, and code:HitKindBackFacingTriangleKHR if the
357 intersection is with back-facing geometry, for shader stages considering
382 which the intersected geometry belongs to.
385 0#) are unconditionally culled, irrespective of ray flags and geometry
394 Each geometry in the acceleration structure may: be considered either opaque
404 slink:VkAccelerationStructureGeometryKHR::pname:flags when the geometry it
408 If the geometry includes an opacity micromap, the opacity of the
444 a ray, an intersection with a geometry that is considered opaque is dropped,
448 tracing a ray, an intersection with a geometry that is considered non-opaque
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/commonvalidity/
Dbuild_acceleration_structure_device_common.adoc17 acceleration structure referenced by the pname:geometry.instances.data
43 * [[VUID-{refpage}-geometry-03673]]
45 pname:geometry.triangles.vertexData, pname:geometry.triangles.indexData,
46 pname:geometry.triangles.transformData, pname:geometry.aabbs.data, and
47 pname:geometry.instances.data members of all
72 pname:geometry.triangles.vertexData.deviceAddress must: be a valid
78 pname:geometry.triangles.vertexData.deviceAddress is the address of a
85 pname:geometry.triangles.vertexData.deviceAddress must: be aligned to
92 pname:geometry.triangles.indexType is not ename:VK_INDEX_TYPE_NONE_KHR,
93 pname:geometry.triangles.indexData.deviceAddress must: be a valid device
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Dbuild_acceleration_structure_common.adoc58 must: not be referenced by the pname:geometry.instances.data member of
96 pname:geometry.instances.data member of any element of pname:pGeometries
149 pname:geometry.triangles.vertexFormat member must: have the same value
157 pname:geometry.triangles.maxVertex member must: have the same value
165 pname:geometry.triangles.indexType member must: have the same value
173 pname:geometry.triangles.transformData address was `NULL` when
181 pname:geometry.triangles.transformData address was not `NULL` when
190 pname:geometry.triangles.indexType is not ename:VK_INDEX_TYPE_NONE_KHR,
200 this command, if the corresponding geometry uses indices, its
Dtrace_rays_binding_table.adoc109 {hitShaderBindingTableAddress} accessed by this call from a geometry
115 {hitShaderBindingTableAddress} accessed by this call from a geometry
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_NV_geometry_shader_passthrough.adoc30 In this use case, the bulk of the geometry shader code simply copies inputs
39 Adding this to a geometry shader input variable specifies that the values of
54 * <<geometry-passthrough-passthrough,code:PassthroughNV>> in
55 <<geometry-passthrough,Geometry Shader Passthrough>>
64 1) Should we require or allow a passthrough geometry shader to specify the
83 2) How does interface matching work with passthrough geometry shaders?
85 *RESOLVED*: This is described in <<geometry-passthrough-interface,
87 In GL when using passthough geometry shaders in separable mode, all inputs
99 Consider the following simple geometry shader in unextended GLSL:
132 The only "`interesting`" work done by the geometry shader is computing and
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DVK_NV_ray_tracing_motion_blur.adoc23 rays against static geometry, but rendering algorithms often want to support
26 geometry:
30 * Support for time-varying vertex positions in a geometry
36 normalized range to be used when intersecting that ray with geometry.
37 The geometry can be provided with motion by a combination of adding a second
DVK_NV_displacement_micromap.adoc19 Ray tracing can very efficiently render from geometry which has very fine
26 internal geometry representations into the compressed format ahead of time.
35 displacement micromap to the geometry of the acceleration structure,
DVK_EXT_opacity_micromap.adoc25 choose between further tessellating the geometry or using an any hit shader
26 to allow the ray through specific parts of the geometry.
31 This extension adds the ability to add an _opacity micromap_ to geometry
36 internal geometry and surface representations into the compressed format
51 micromap to the geometry of the acceleration structure.
DVK_EXT_shader_object.adoc175 Create unlinked vertex, geometry, and fragment shaders.
186 // SPIR-V shader code for a geometry shader, along with its size in bytes
270 // either a geometry shader or fragment shader:
302 // Vertex, geometry, and fragment shader objects created above
DVK_AMD_mixed_attachment_samples.adoc22 allows maintaining geometry and coverage information at a higher sample rate
DVK_KHR_acceleration_structure.adoc60 Acceleration structures are the most common way to represent the geometry
66 * Structures to describe geometry inputs to acceleration structure builds
94 * reworked geometry structures so they could be better shared between
151 type of geometry)
153 slink:VkAccelerationStructureCreateInfoKHR (reshuffle geometry
168 geometry layout/information)
252 * Re-unify geometry description between build and create
463 ** Add geometry flags to acceleration structure creation (!3672)
485 ** Re-unify geometry description between build and create (!3754)
DVK_NV_viewport_swizzle.adoc30 allows application code to re-orient three-dimensional geometry with a view
65 With unextended Vulkan, one could have a conventional instanced geometry
115 With passthrough geometry shaders, this can be done using a much simpler
170 Note that while the code:rotate() operation in the regular geometry shader
DVK_KHR_ray_tracing_position_fetch.adoc40 Then, if the hit is a triangle geometry, the shader (any-hit or closest hit
DVK_GOOGLE_display_timing.adoc27 position their geometry for when the presentable image will be presented to
DVK_HUAWEI_cluster_culling_shader.adoc31 perform coarse-level geometry culling and LOD selection more efficiently on
48 Note that CCS do not work with geometry or tessellation shaders, but both IA
DVK_KHR_multiview.adoc44 tessellation, geometry, and fragment shaders.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_EXT_opacity_micromap.adoc10 …opacity_micromap adds a micromap object to associate micro-geometry information with geometry in a…
17 bounds for custom geometry. There are some applications where having a more compact representation …
23 The mapping of the data onto the mesh is one design choice. Traditionally, texturing onto geometry
39 structure geometry triangle. The build information contains usage information to compute the size i…
45 mapping information from each triangle in the geometry to a specified triangle index in the microma…
DVK_HUAWEI_cluster_culling_shader.adoc13geometry, it is necessary to remove the invisible geometry to decrease redundant drawing, a common…
24 … a new programmable shader type -- Cluster Culling Shader -- to execute geometry culling on GPU. T…
DVK_EXT_mesh_shader.adoc16 … for the vertex shader, data optionally passes through tessellation and geometry stages, then fixe…
19 With compute shaders processing geometry, the role of the vertex shader is also somewhat redundant …
21 This proposal aims to find a way to make the geometry pipeline more flexible, removing the unnecess…
26geometry pipeline more flexible requires rethinking how data is transmitted from buffers to device…
29 …. Skipping the vertex shader and using geometry or tessellation shaders at the start of the pipeli…
36 Skipping vertex shading and jumping straight to geometry or tessellation stages would provide a lev…
57 Unlike vertex shaders, they do not use the vertex input interface, and geometry and indices must: b…
82 …oarse culling of entire meshlets or dynamically generating more or less geometry depending on the …
102 … now be created using mesh and task shaders in place of vertex, tessellation, and geometry shaders.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_GOOGLE_display_timing/
Dqueries.adoc15 Stuttering occurs when the geometry for each presentable image is not
17 The geometry may appear to move too little some RCs, and too much for
23 their geometry for when the presentable image will be displayed to the user.
92 It will therefore position the geometry of a new image 16.67ms later than
101 This will allow the geometry to be correctly positioned for each presentable
105 an application's geometry can take different amounts of time to render.
/hardware/google/gfxstream/host/apigen-codec-common/X11/extensions/
DXKBstr.h399 Atom geometry; member
539 char * geometry; member
559 XkbComponentNamePtr geometry; member
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/antora/modules/ROOT/
Dnav.adoc33 * xref:chapters/geometry.adoc[]
/hardware/interfaces/graphics/composer/2.2/utils/vts/
DReadbackVts.cpp83 layerSettings.geometry.boundaries = FloatRect( in toRenderEngineLayerSettings()
94 layerSettings.geometry.positionTransform = scale * translation; in toRenderEngineLayerSettings()

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