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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_NV_geometry_shader_passthrough.adoc29 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 {
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/hardware/interfaces/health/2.1/default/
Dservice.cpp30 sp<IHealth> passthrough = in main() local
32 CHECK(passthrough != nullptr) in main()
35 sp<BinderHealth> binder = new BinderHealth(gInstanceName, passthrough); in main()
/hardware/interfaces/graphics/composer/2.2/utils/passthrough/
DAndroid.bp12 name: "android.hardware.graphics.composer@2.2-passthrough",
16 "android.hardware.graphics.composer@2.1-passthrough",
20 "android.hardware.graphics.composer@2.1-passthrough",
/hardware/interfaces/graphics/mapper/2.1/utils/passthrough/include/mapper-passthrough/2.1/
DGrallocLoader.h33 namespace passthrough {
35 class GrallocLoader : public V2_0::passthrough::GrallocLoader {
69 auto mapper = std::make_unique<V2_0::passthrough::GrallocMapper<hal::Mapper>>(); in createMapper()
DGralloc0Hal.h26 namespace passthrough {
35 class Gralloc0HalImpl : public V2_0::passthrough::detail::Gralloc0HalImpl<Hal> {
85 using BaseType2_0 = V2_0::passthrough::detail::Gralloc0HalImpl<Hal>;
DGralloc1Hal.h27 namespace passthrough {
37 class Gralloc1HalImpl : public V2_0::passthrough::detail::Gralloc1HalImpl<Hal> {
179 using BaseType2_0 = V2_0::passthrough::detail::Gralloc1HalImpl<Hal>;
/hardware/interfaces/graphics/composer/2.3/utils/passthrough/
DAndroid.bp28 name: "android.hardware.graphics.composer@2.3-passthrough",
32 "android.hardware.graphics.composer@2.2-passthrough",
36 "android.hardware.graphics.composer@2.2-passthrough",
/hardware/interfaces/graphics/composer/2.4/utils/passthrough/
DAndroid.bp28 name: "android.hardware.graphics.composer@2.4-passthrough",
32 "android.hardware.graphics.composer@2.3-passthrough",
36 "android.hardware.graphics.composer@2.3-passthrough",
/hardware/interfaces/graphics/mapper/2.1/utils/passthrough/
DAndroid.bp27 name: "android.hardware.graphics.mapper@2.1-passthrough",
39 "android.hardware.graphics.mapper@2.0-passthrough",
43 "android.hardware.graphics.mapper@2.0-passthrough",
/hardware/interfaces/graphics/composer/2.4/utils/passthrough/include/composer-passthrough/2.4/
DHwcLoader.h33 namespace passthrough {
35 class HwcLoader : public V2_3::passthrough::HwcLoader {
/hardware/interfaces/graphics/composer/2.3/utils/passthrough/include/composer-passthrough/2.3/
DHwcLoader.h33 namespace passthrough {
35 class HwcLoader : public V2_2::passthrough::HwcLoader {
/hardware/interfaces/graphics/composer/2.2/utils/passthrough/include/composer-passthrough/2.2/
DHwcLoader.h33 namespace passthrough {
35 class HwcLoader : public V2_1::passthrough::HwcLoader {
/hardware/interfaces/graphics/allocator/2.0/default/
DAndroid.bp16 srcs: ["passthrough.cpp"],
18 "android.hardware.graphics.allocator@2.0-passthrough",
Dpassthrough.cpp21 using android::hardware::graphics::allocator::V2_0::passthrough::GrallocLoader;
/hardware/interfaces/graphics/mapper/2.1/default/
DAndroid.bp31 srcs: ["passthrough.cpp"],
33 "android.hardware.graphics.mapper@2.1-passthrough",
Dpassthrough.cpp20 using android::hardware::graphics::mapper::V2_1::passthrough::GrallocLoader;
/hardware/interfaces/graphics/mapper/2.0/default/
DAndroid.bp31 srcs: ["passthrough.cpp"],
33 "android.hardware.graphics.mapper@2.0-passthrough",
Dpassthrough.cpp20 using android::hardware::graphics::mapper::V2_0::passthrough::GrallocLoader;
/hardware/interfaces/graphics/common/aidl/android/hardware/graphics/common/
DHdrConversionStrategy.aidl30 boolean passthrough = true;
/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/4/android/hardware/graphics/common/
DHdrConversionStrategy.aidl37 boolean passthrough = true;
/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/current/android/hardware/graphics/common/
DHdrConversionStrategy.aidl37 boolean passthrough = true;
/hardware/interfaces/graphics/common/aidl/aidl_api/android.hardware.graphics.common/5/android/hardware/graphics/common/
DHdrConversionStrategy.aidl37 boolean passthrough = true;
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dgeometry.adoc139 [[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
/hardware/interfaces/graphics/allocator/2.0/utils/passthrough/include/allocator-passthrough/2.0/
DGralloc0Hal.h35 namespace passthrough {
41 using mapper::V2_0::passthrough::grallocDecodeBufferDescriptor;
/hardware/interfaces/health/2.1/
DREADME.md4 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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