/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | VK_EXT_shader_object.adoc | 58 Create linked pair of vertex and fragment shaders. 73 // Descriptor set layout compatible with the shaders 113 VkShaderEXT shaders[2]; 115 result = vkCreateShadersEXT(device, 2, &shaderCreateInfos, NULL, shaders); 122 Later, during command buffer recording, bind the linked shaders and draw. 130 VkShaderEXT shaders[2]; 141 // Bind linked shaders 142 vkCmdBindShadersEXT(commandBuffer, 2, stages, shaders); 144 // Equivalent to the previous line. Linked shaders can be bound one at a time, 146 // vkCmdBindShadersEXT(commandBuffer, 1, &stages[1], &shaders[1]); [all …]
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D | VK_NV_shader_subgroup_partitioned.adoc | 22 <<shaders-group-operations, group operations>> on <<shaders-scope-subgroup,
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D | VK_HUAWEI_cluster_culling_shader.adoc | 29 Cluster Culling Shaders (CCS) are similar to the existing compute shaders. 38 This extension addresses these shortcomings, allowing compute shaders to 46 cluster and drive vertex shaders to shading these vertices. 48 Note that CCS do not work with geometry or tessellation shaders, but both IA 49 and vertex shaders are preserved. 50 Vertex shaders are still used for vertex position shading, instead of
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D | VK_EXT_shader_demote_to_helper_invocation.adoc | 29 code:OpDemoteToHelperInvocationEXT allowing shaders to "`demote`" a fragment 33 derivatives and in <<shaders-group-operations, group operations>>.
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D | VK_NV_geometry_shader_passthrough.adoc | 27 Geometry shaders provide the ability for applications to process each 33 Such shaders might also compute values for additional built-in or 83 2) How does interface matching work with passthrough geometry shaders? 87 In GL when using passthough geometry shaders in separable mode, all inputs
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D | VK_KHR_buffer_device_address.adoc | 42 memory in shaders`". 89 all shaders without impacting other descriptor limits by querying a buffer 90 device address at startup and pushing that into shaders as a run-time
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D | VK_KHR_multiview.adoc | 39 which adds a new `ViewIndex` built-in type that allows shaders to control 44 tessellation, geometry, and fragment shaders.
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D | VK_KHR_pipeline_library.adoc | 19 defines a set of shaders and shader groups which can be linked into other
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D | VK_NV_viewport_array2.adoc | 41 shaders, using the code:ShaderViewportIndexLayerNV capability. 45 geometry shaders, and a new code:ViewportRelativeNV decoration that can be
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D | invariance.adoc | 25 This repeatability requirement does not apply when using shaders containing 103 Invariance is relaxed for shaders with side effects, such as performing 106 *Rule 5* _All fragment shaders that either conditionally or unconditionally 112 shaders containing side effects (image and buffer variable stores and atomic 158 When using a pipeline containing tessellation evaluation shaders, the 172 used to process the patch primitives has tessellation evaluation shaders 183 level and the spacing decorations in the tessellation shaders of the
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D | VK_AMD_shader_early_and_late_fragment_tests.adoc | 22 extension, allowing shaders to explicitly opt in to allowing both early
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D | VK_AMD_gpu_shader_half_float.adoc | 28 This extension adds support for using half float variables in shaders.
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D | VK_AMD_gpu_shader_int16.adoc | 28 This extension adds support for using 16-bit integer variables in shaders.
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D | VK_AMDX_shader_enqueue.adoc | 37 workgroups from other compute shaders.
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/ |
D | VK_EXT_mesh_shader.adoc | 17 …any developers are augmenting their rasterization pipelines with compute shaders to make them more… 18 Using compute shaders comes at a cost though - data has to be piped via global memory, and once the… 19 …shaders processing geometry, the role of the vertex shader is also somewhat redundant - transforma… 26 …of geometry as a whole in the way developers are currently using compute shaders, and how they may… 28 . Giving vertex shaders defined grouping, and enabling communication via subgroup operations 29 …. Skipping the vertex shader and using geometry or tessellation shaders at the start of the pipeli… 30 . Use compute shaders in place of pre-rasterization shader stages 32 While a defined grouping in the vertex shaders would give applications the ability to manipulate se… 39 …ively use compute shaders in place of existing rasterization stages, enabling applications to more… 40 …the interface between the shader and the rasterizer, as existing compute shaders simply write out … [all …]
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D | VK_EXT_shader_object.adoc | 36 …shaders from scratch on each system (even if they could be cached for subsequent runs). Also, the … 50 . Abandon pipelines entirely and introduce new functionality to compile and bind shaders directly 76 …shaders being created may optionally be linked together. Linking allows the implementation to perf… 78 Though a set of linked shaders may perform anywhere between the same to substantially better than e… 116 To specify that shaders should be linked, include the `VK_SHADER_CREATE_LINK_STAGE_BIT_EXT` flag in… 127 …d to a `vkCreateShadersEXT()` call must match. This also means that only shaders created with the … 148 …`codeType` of `VK_SHADER_CODE_TYPE_BINARY_EXT` as were passed when those shaders were originally c… 161 …shaders for a particular stage by calling `vkCmdBindShadersEXT()` with elements of `pShaders` set … 163 …shaders were created with `VK_SHADER_CREATE_LINK_STAGE_BIT_EXT` the interfaces of all stages bound… 165 If any of the shaders bound at `vkCmdDraw*()` time were created with `VK_SHADER_CREATE_LINK_STAGE_B… [all …]
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D | VK_EXT_image_2d_array_of_3d.adoc | 14 …de functionality for creating two dimensional views of three dimensional images for use in shaders. 15 When performing similar operations in Vulkan, this functionality may be emulated in shaders, but ma…
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | shaders.adoc | 5 [[shaders]] anchor 14 control and evaluation shaders operating on <<drawing-patch-lists,patches>>, 15 geometry shaders, if enabled, operating on primitives, and fragment shaders, 18 and geometry shaders are collectively referred to as 24 Compute shaders operate on compute invocations in a workgroup. 41 [[shaders-objects]] 63 [[shaders-objects-creation]] 70 [open,refpage='vkCreateShadersEXT',desc='Create one or more new shaders',type='protos'] 531 linked to all other shaders created in the same flink:vkCreateShadersEXT 589 This means that the application need not create multiple shaders when it [all …]
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D | raytracing.adoc | 30 invoke a <<shaders-callable,callable shader>>. 58 or miss shaders, 61 hit, or miss shaders, 63 * code:OpReportIntersectionKHR which may: invoke any-hit shaders, and 68 closest hit, miss, or callable shaders. 79 _Pipeline trace ray instructions_ can: be used recursively; invoked shaders 143 closest hit, miss, intersection, and callable shaders. 150 <<shaders-group-operations,Subgroup operations>> are permitted in the 655 It indicates the shaders that operate on each geometry in an acceleration 665 shaders, or all zeros to refer to a zero shader group. [all …]
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/hardware/google/gfxstream/host/vulkan/emulated_textures/shaders/ |
D | build_shaders.py | 21 shaders = [ variable 66 for shader in shaders:
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_mesh_shader/ |
D | mesh.adoc | 8 <<shaders-task,Task>> and <<shaders-mesh,mesh shaders>> operate in 58 They are available as inputs in mesh shaders. 96 For shaders using the code:MeshNV {ExecutionModel} the primitive mode is 102 For shaders using the code:MeshEXT {ExecutionModel} the primitive mode is 110 For shaders using the code:MeshNV {ExecutionModel} the maximum output vertex 117 For shaders using the code:MeshEXT {ExecutionModel} the maximum output 125 For shaders using the code:MeshNV {ExecutionModel} the maximum output 132 For shaders using the code:MeshEXT {ExecutionModel} the maximum output 140 For shaders using the code:MeshNV {ExecutionModel} the number of primitives 150 For shaders using the code:MeshEXT {ExecutionModel} the number of vertices [all …]
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/hardware/google/gfxstream/host/gl/OpenGLESDispatch/ |
D | gles2_extensions_dispatch_logging_wrappers.impl | 14 void glShaderBinary_dispatchLoggingWrapper(GLsizei n, const GLuint* shaders, GLenum binaryformat, c… 15 …DISPATCH_DEBUG_LOG("glShaderBinary(n:%d, shaders:%p, binaryformat:0x%X, binary:%p, length:%d)", n,… 16 GLDispatch::glShaderBinary_underlying(n, shaders, binaryformat, binary, length);
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/hardware/google/gfxstream/host/tests/ |
D | GLSnapshotPrograms_unittest.cpp | 64 std::vector<GLuint> shaders; member 108 EXPECT_EQ(m_program_state.shaders, currentState.shaders); in changedStateCheck() 213 ret.shaders.resize(attachedShaders); in getProgramState() 216 &ret.shaders[0]); in getProgramState() 349 m_program_state.shaders.push_back(fshader); in TEST_F()
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/hardware/google/gfxstream/include/OpenGLESDispatch/ |
D | gles2_extensions_functions.h | 13 …erBinary, (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei le…
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_clip_space_w_scaling/ |
D | vertexpostproc.adoc | 59 ifdef::VK_EXT_extended_dynamic_state3[when drawing using <<shaders-objects, shader objects>>, or] 60 ifndef::VK_EXT_extended_dynamic_state3[when drawing using <<shaders-objects, shader objects>>.] 106 ifdef::VK_EXT_shader_object[when drawing using <<shaders-objects, shader objects>>, or]
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