Searched refs:game (Results 1 – 17 of 17) sorted by relevance
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
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 68 dynamically as the user plays the game.
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D | VK_GOOGLE_display_timing.adoc | 26 Traditional game and real-time animation applications need to correctly
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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_QCOM_render_pass_transform.adoc | 51 It is difficult for some game engines to manage this burden; many chose to
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/hardware/qcom/sm7250/display/sdm/include/core/ |
D | layer_buffer.h | 218 uint32_t game : 1; //!< This flag shall be set by the client to indicate that the member
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/ |
D | VK_EXT_host_image_copy.adoc | 21 This is not always possible, for example because the streaming and graphics subsystems of a game en… 25 …rforms a large number of image initialization at the same time, such as a game loading assets, it …
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D | VK_EXT_shader_module_identifier.adoc | 65 …nd-user to never observe shader compilation stutter or excessive load times on first run of a game.
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D | VK_EXT_shader_object.adoc | 36 Finally, on fixed hardware platforms like game consoles and embedded systems pipelines have created… 146 …`VK_SHADER_CODE_TYPE_BINARY_EXT`. This means that on fixed platforms like game consoles and embedd… 663 No - fixed platforms like game consoles and embedded systems have constraints which make shipping b…
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D | VK_QCOM_image_processing.adoc | 18 game content, image scaling, and image analysis (i.e., motion vector generation). For common use-c…
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D | VK_EXT_graphics_pipeline_library.adoc | 23 The reality however is that for many game engines, requiring most of this state up front
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D | VK_KHR_video_queue.adoc | 20 …* Efficiently transferring rendering results over network (video conferencing, game streaming, etc…
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/hardware/google/gfxstream/guest/mesa/src/util/ |
D | 00-mesa-defaults.conf | 587 <!-- min fps ~21 ===> ~27 while standing still in game, also higher gpu load. --> 885 <!-- Works around the game not starting (does not deal with 1002 <!-- YoYo game engine workarounds -->
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/hardware/interfaces/input/common/1.0/ |
D | types.hal | 173 * <em>On game pads with two analog joysticks, this axis is often reinterpreted 196 * On game pads with two analog joysticks, this axis is often reinterpreted
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_GOOGLE_display_timing/ |
D | queries.adoc | 7 Traditional game and real-time-animation applications frequently use
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/hardware/interfaces/audio/common/6.0/ |
D | types.hal | 838 * Usage value to use when the usage is for game audio. 901 * in a game. These sounds are mostly synthesized or short Foley sounds.
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/hardware/qcom/sm7250/display/composer/ |
D | hwc_display.cpp | 773 layer->input_buffer.flags.game = true; in BuildLayerStack()
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | video_extensions.adoc | 595 encoding is intended to be used to encode rendered (e.g. game) content.
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