Home
last modified time | relevance | path

Searched refs:game (Results 1 – 17 of 17) sorted by relevance

/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_EXT_pipeline_creation_cache_control.adoc64 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.
DVK_GOOGLE_display_timing.adoc26 Traditional game and real-time animation applications need to correctly
DVK_EXT_host_image_copy.adoc51 Complicated Vulkan applications such as game engines often have decoupled
DVK_QCOM_render_pass_transform.adoc51 It is difficult for some game engines to manage this burden; many chose to
/hardware/qcom/sm7250/display/sdm/include/core/
Dlayer_buffer.h218 uint32_t game : 1; //!< This flag shall be set by the client to indicate that the member
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_EXT_host_image_copy.adoc21 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 …
DVK_EXT_shader_module_identifier.adoc65 …nd-user to never observe shader compilation stutter or excessive load times on first run of a game.
DVK_EXT_shader_object.adoc36 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…
DVK_QCOM_image_processing.adoc18 game content, image scaling, and image analysis (i.e., motion vector generation). For common use-c…
DVK_EXT_graphics_pipeline_library.adoc23 The reality however is that for many game engines, requiring most of this state up front
DVK_KHR_video_queue.adoc20 …* Efficiently transferring rendering results over network (video conferencing, game streaming, etc…
/hardware/google/gfxstream/guest/mesa/src/util/
D00-mesa-defaults.conf587 <!-- 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 -->
/hardware/interfaces/input/common/1.0/
Dtypes.hal173 * <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
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_GOOGLE_display_timing/
Dqueries.adoc7 Traditional game and real-time-animation applications frequently use
/hardware/interfaces/audio/common/6.0/
Dtypes.hal838 * Usage value to use when the usage is for game audio.
901 * in a game. These sounds are mostly synthesized or short Foley sounds.
/hardware/qcom/sm7250/display/composer/
Dhwc_display.cpp773 layer->input_buffer.flags.game = true; in BuildLayerStack()
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dvideo_extensions.adoc595 encoding is intended to be used to encode rendered (e.g. game) content.