Searched refs:passthrough (Results 1 – 25 of 61) sorted by relevance
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | VK_NV_geometry_shader_passthrough.adoc | 29 However, one common use case treats them largely as a "`passthrough`". 42 When using GLSL source-based shading languages, the code:passthrough layout 45 To use the code:passthrough layout, in GLSL the 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, 91 Redeclarations of built-in variables that add the passthrough layout 145 layout(passthrough) in gl_PerVertex { [all …]
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/hardware/interfaces/health/2.1/default/ |
D | service.cpp | 30 sp<IHealth> passthrough = in main() local 32 CHECK(passthrough != nullptr) in main() 35 sp<BinderHealth> binder = new BinderHealth(gInstanceName, passthrough); in main()
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/hardware/interfaces/graphics/composer/2.2/utils/passthrough/ |
D | Android.bp | 12 name: "android.hardware.graphics.composer@2.2-passthrough", 16 "android.hardware.graphics.composer@2.1-passthrough", 20 "android.hardware.graphics.composer@2.1-passthrough",
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/hardware/interfaces/graphics/mapper/2.1/utils/passthrough/include/mapper-passthrough/2.1/ |
D | GrallocLoader.h | 33 namespace passthrough { 35 class GrallocLoader : public V2_0::passthrough::GrallocLoader { 69 auto mapper = std::make_unique<V2_0::passthrough::GrallocMapper<hal::Mapper>>(); in createMapper()
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D | Gralloc0Hal.h | 26 namespace passthrough { 35 class Gralloc0HalImpl : public V2_0::passthrough::detail::Gralloc0HalImpl<Hal> { 85 using BaseType2_0 = V2_0::passthrough::detail::Gralloc0HalImpl<Hal>;
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D | Gralloc1Hal.h | 27 namespace passthrough { 37 class Gralloc1HalImpl : public V2_0::passthrough::detail::Gralloc1HalImpl<Hal> { 179 using BaseType2_0 = V2_0::passthrough::detail::Gralloc1HalImpl<Hal>;
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/hardware/interfaces/graphics/composer/2.3/utils/passthrough/ |
D | Android.bp | 28 name: "android.hardware.graphics.composer@2.3-passthrough", 32 "android.hardware.graphics.composer@2.2-passthrough", 36 "android.hardware.graphics.composer@2.2-passthrough",
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/hardware/interfaces/graphics/composer/2.4/utils/passthrough/ |
D | Android.bp | 28 name: "android.hardware.graphics.composer@2.4-passthrough", 32 "android.hardware.graphics.composer@2.3-passthrough", 36 "android.hardware.graphics.composer@2.3-passthrough",
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/hardware/interfaces/graphics/mapper/2.1/utils/passthrough/ |
D | Android.bp | 27 name: "android.hardware.graphics.mapper@2.1-passthrough", 39 "android.hardware.graphics.mapper@2.0-passthrough", 43 "android.hardware.graphics.mapper@2.0-passthrough",
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/hardware/interfaces/graphics/composer/2.4/utils/passthrough/include/composer-passthrough/2.4/ |
D | HwcLoader.h | 33 namespace passthrough { 35 class HwcLoader : public V2_3::passthrough::HwcLoader {
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/hardware/interfaces/graphics/composer/2.3/utils/passthrough/include/composer-passthrough/2.3/ |
D | HwcLoader.h | 33 namespace passthrough { 35 class HwcLoader : public V2_2::passthrough::HwcLoader {
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/hardware/interfaces/graphics/composer/2.2/utils/passthrough/include/composer-passthrough/2.2/ |
D | HwcLoader.h | 33 namespace passthrough { 35 class HwcLoader : public V2_1::passthrough::HwcLoader {
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/hardware/interfaces/graphics/allocator/2.0/default/ |
D | Android.bp | 16 srcs: ["passthrough.cpp"], 18 "android.hardware.graphics.allocator@2.0-passthrough",
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D | passthrough.cpp | 21 using android::hardware::graphics::allocator::V2_0::passthrough::GrallocLoader;
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/hardware/interfaces/graphics/mapper/2.1/default/ |
D | Android.bp | 31 srcs: ["passthrough.cpp"], 33 "android.hardware.graphics.mapper@2.1-passthrough",
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D | passthrough.cpp | 20 using android::hardware::graphics::mapper::V2_1::passthrough::GrallocLoader;
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/hardware/interfaces/graphics/mapper/2.0/default/ |
D | Android.bp | 31 srcs: ["passthrough.cpp"], 33 "android.hardware.graphics.mapper@2.0-passthrough",
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D | passthrough.cpp | 20 using android::hardware::graphics::mapper::V2_0::passthrough::GrallocLoader;
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/hardware/interfaces/graphics/common/aidl/android/hardware/graphics/common/ |
D | HdrConversionStrategy.aidl | 30 boolean passthrough = true;
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/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/4/android/hardware/graphics/common/ |
D | HdrConversionStrategy.aidl | 37 boolean passthrough = true;
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/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/current/android/hardware/graphics/common/ |
D | HdrConversionStrategy.aidl | 37 boolean passthrough = true;
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/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/5/android/hardware/graphics/common/ |
D | HdrConversionStrategy.aidl | 37 boolean passthrough = true;
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | geometry.adoc | 139 [[geometry-passthrough]] 144 Output primitives in a passthrough geometry shader must: have the same 152 per-primitive in a passthrough geometry shader, where a single output value 157 passthrough geometry shaders. 160 [[geometry-passthrough-passthrough]] 189 [[geometry-passthrough-interface]] 192 When a passthrough geometry shader is in use, the 197 For the purposes of matching passthrough geometry shader inputs with outputs 227 For the purposes of component counting, passthrough geometry shaders count
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/hardware/interfaces/graphics/allocator/2.0/utils/passthrough/include/allocator-passthrough/2.0/ |
D | Gralloc0Hal.h | 35 namespace passthrough { 41 using mapper::V2_0::passthrough::grallocDecodeBufferDescriptor;
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/hardware/interfaces/health/2.1/ |
D | README.md | 4 passthrough implementations on the device, so there is no need to write 20 1. Install the proper passthrough implemetation. 25 # Install default passthrough implementation to vendor. 28 # For non-A/B devices, install default passthrough implementation to recovery. 108 # Install the passthrough implementation to vendor. 111 # For non-A/B devices, also install the passthrough implementation to recovery.
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