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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_EXT_shader_object.adoc58 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]);
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DVK_NV_shader_subgroup_partitioned.adoc22 <<shaders-group-operations, group operations>> on <<shaders-scope-subgroup,
DVK_HUAWEI_cluster_culling_shader.adoc29 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
DVK_EXT_shader_demote_to_helper_invocation.adoc29 code:OpDemoteToHelperInvocationEXT allowing shaders to "`demote`" a fragment
33 derivatives and in <<shaders-group-operations, group operations>>.
DVK_NV_geometry_shader_passthrough.adoc27 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
DVK_KHR_buffer_device_address.adoc42 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
DVK_KHR_multiview.adoc39 which adds a new `ViewIndex` built-in type that allows shaders to control
44 tessellation, geometry, and fragment shaders.
DVK_KHR_pipeline_library.adoc19 defines a set of shaders and shader groups which can be linked into other
DVK_NV_viewport_array2.adoc41 shaders, using the code:ShaderViewportIndexLayerNV capability.
45 geometry shaders, and a new code:ViewportRelativeNV decoration that can be
Dinvariance.adoc25 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
DVK_AMD_shader_early_and_late_fragment_tests.adoc22 extension, allowing shaders to explicitly opt in to allowing both early
DVK_AMD_gpu_shader_half_float.adoc28 This extension adds support for using half float variables in shaders.
DVK_AMD_gpu_shader_int16.adoc28 This extension adds support for using 16-bit integer variables in shaders.
DVK_AMDX_shader_enqueue.adoc37 workgroups from other compute shaders.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/
DVK_EXT_mesh_shader.adoc17 …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…
19shaders 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 …
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DVK_EXT_shader_object.adoc36shaders 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
76shaders 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…
161shaders for a particular stage by calling `vkCmdBindShadersEXT()` with elements of `pShaders` set …
163shaders 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…
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DVK_EXT_image_2d_array_of_3d.adoc14 …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…
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Dshaders.adoc5 [[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
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Draytracing.adoc30 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.
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/hardware/google/gfxstream/host/vulkan/emulated_textures/shaders/
Dbuild_shaders.py21 shaders = [ variable
66 for shader in shaders:
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_mesh_shader/
Dmesh.adoc8 <<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
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/hardware/google/gfxstream/host/gl/OpenGLESDispatch/
Dgles2_extensions_dispatch_logging_wrappers.impl14 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);
/hardware/google/gfxstream/host/tests/
DGLSnapshotPrograms_unittest.cpp64 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()
/hardware/google/gfxstream/include/OpenGLESDispatch/
Dgles2_extensions_functions.h13 …erBinary, (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei le…
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_clip_space_w_scaling/
Dvertexpostproc.adoc59 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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