Searched refs:vertices (Results 1 – 25 of 35) sorted by relevance
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/ |
D | invariance.adoc | 165 generated for two adjacent patches have identical vertices along shared 167 positions of vertices along shared edges. 180 *Rule 2* _The set of vertices generated along the outer edge of the 186 *Rule 3* _The set of vertices generated when subdividing any outer primitive 195 For isoline tessellation, if it generates vertices at (0, x) and (1, x) 196 where x is not zero, it will also generate vertices at exactly (0, 1-x) and 199 *Rule 4* _The set of vertices generated when subdividing outer edges in 202 For example, if vertices at (x, 1 - x, 0) and (1-x, x, 0) are generated when 203 subdividing the w = 0 edge in triangular tessellation, vertices must: be 206 For quad tessellation, if vertices at (x, 0) and (1-x, 0) are generated when [all …]
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D | VK_EXT_provoking_vertex.adoc | 59 2) Does the provoking vertex mode affect the order that vertices are written 64 All of OpenGL, OpenGL ES, and Direct3D 11 require that vertices are written 82 and required that transform feedback write vertices so as to preserve
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D | VK_NV_geometry_shader_passthrough.adoc | 32 vertices of the output primitive. 35 all the vertices of the output primitive. 160 // loop over three vertices or call EmitVertex().
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D | VK_HUAWEI_cluster_culling_shader.adoc | 45 The IA stage can use these variables to fetches vertices of a visible 46 cluster and drive vertex shaders to shading these vertices. 51 directly outputting transformed vertices from the compute shader.
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D | VK_NV_displacement_micromap.adoc | 28 vertices which are subdivided from the main triangles.
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D | VK_NV_clip_space_w_scaling.adoc | 29 This is achieved by scaling the [eq]#w# coordinate of the vertices in the 31 The clip space [eq]#w# coordinate of the vertices can: be offset as of a
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D | VK_KHR_fragment_shader_barycentric.adoc | 41 array index that identifies one of the vertices of the primitive
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D | VK_NV_viewport_swizzle.adoc | 194 eye will still be clipped because one or more vertices will have a 199 coordinates so that vertices on the near plane have a post-swizzle [eq]#W#
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D | VK_NV_mesh_shader.adoc | 116 vertices.
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D | VK_NV_fragment_shader_barycentric.adoc | 33 array index that identifies one of the vertices of the primitive
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/hardware/interfaces/automotive/sv/1.0/ |
D | types.hal | 285 * Given a list of vertices for an overlay, a primitive type defines which vertices are used to form 290 * Consecutive vertices picked in order 3 at a time form a triangle. 291 * Eg: In a list of vertices (V1, V2, V3, V4, V5, V6) 297 * Every 3 consecutive vertices form a triangle. 298 * Example in a list of vertices V1, V2, V3, V4, V5, V6 312 /** Number of vertices in the overlay. */ 327 * Shared memory object containing a list of vertices for each overlay as described by 336 * Layout of vertices in shared memory is in order: 343 * The number of vertices each overlay has must match the verticesCount in overlaysMemoryDesc. 345 * For each overlay the number of vertices must be 3 or greater. [all …]
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D | ISurroundView3dSession.hal | 83 * When an overlay with previous id is passed, its vertices/color are updated with passed data.
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/ |
D | geometry.adoc | 8 The geometry shader operates on a group of vertices and their associated 10 primitives and the group of vertices and their associated data required for 19 Each geometry shader invocation has access to all vertices in the primitive 76 vertices making up the main primitive must: still occur at the first, 90 The vertices output by the geometry shader are assembled into points, lines, 93 If the number of vertices emitted by the geometry shader is not sufficient 94 to produce a single primitive, vertices corresponding to incomplete 96 The number of vertices output by the geometry shader is limited to a maximum 101 and the maximum number of vertices that will be produced by the geometry 145 topology as the input primitive and are not produced by emitting vertices. [all …]
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D | tessellation.adoc | 15 transforms the vertices of the tessellated patch, for example to compute 171 relative influence of the three vertices of the triangle on the position of 242 Such vertices are considered distinct from vertices produced by subdividing 243 the outer edge of the patch, even if there are pairs of vertices with 268 If the order is code:VertexOrderCw, the vertices of all generated triangles 270 If the order is code:VertexOrderCcw, the vertices will have 273 If the tessellation domain has an upper-left origin, the vertices of a 283 If the tessellation domain has a lower-left origin, the vertices of a 309 each triangle pair is filled by triangles produced by joining the vertices 347 segments, with the [eq]#n - 1# vertices of this subdivision produced by [all …]
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D | drawing.adoc | 36 Each draw is made up of zero or more vertices and zero or more instances, 190 _Primitive topology_ determines how consecutive vertices are organized into 234 adjacency>>, with consecutive primitives sharing three vertices. 244 Each primitive topology, and its construction from a list of vertices, is 277 | The relative order in which vertices are defined within a primitive, 282 The diagrams are supported with mathematical definitions where the vertices 285 first primitive in the set of primitives defined by the vertices and 378 consecutive pair of vertices defines a single line primitive, according to 442 each consecutive set of three vertices defines a single triangle primitive, 474 one triangle primitive is defined by each vertex and the two vertices that [all …]
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D | vertexpostproc.adoc | 10 vertices of the resulting primitives: 96 vertices for that primitive must: be written out in a consistent winding 100 shading>> is active, vertices within a primitive are appended according 105 * If <<geometry,geometry shading>> is active, vertices within a primitive 112 <<geometry,geometry shading>> is not, vertices within a primitive are 121 addition to writing vertices with a consistent winding order, the vertex 147 When capturing vertices, the stride associated with each transform feedback 169 When transform feedback is inactive, no vertices are recorded. 179 When using a geometry shader that emits vertices to multiple vertex streams, 181 enough vertices emitted for the output primitive type. [all …]
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D | raytraversal.adoc | 52 on their geometric properties (i.e. their vertices). 57 The vertices of each primitive are transformed from acceleration structure 153 three vertices and within the bounds of the edges between the vertices, 233 * Any set of two triangles with two shared vertices that were specified in 235 a _shared edge_ defined by those vertices. 240 vertices. 311 When a ray intersects a triangle primitive, the order that vertices are 329 [eq]##i##th vertex of the [eq]#n#-vertex polygon (vertices are numbered 345 face of a triangle if the vertices of the triangle, as defined in index
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D | primsrast.adoc | 325 As vertices are received on each vertex stream, they are arranged into 336 There is no requirement on the order of the streams to which vertices are 337 emitted, and the number of vertices emitted to each vertex stream can: be 357 By default, geometry shaders that emit vertices to multiple vertex streams 2423 whose value (0, 1, or 2) identifies one of the vertices of the primitive 2425 Reads of per-vertex values for missing vertices, such as the third vertex of 2440 take values from one of the vertices of the primitive that produced the 2443 If the _n_ vertices passed to a draw call are numbered 0 through _n_-1, and 2501 from the vertices emitted by the geometry 2504 In this case, the vertices used for fragment shader inputs decorated with [all …]
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/proposals/ |
D | VK_KHR_fragment_shader_barycentric.adoc | 15 the non-interpolated attributes at the vertices, pixel shaders are able to perform things such as c… 35 array index that identifies one of the vertices of the primitive 48 … `BaryCoordNoPerspKHR` are assigned the values (1,0,0), (0,1,0), and (0,0,1) at the three vertices. 52 Per-vertex attributes for "missing" vertices, such as the third vertex of a line primitive, will re…
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D | VK_HUAWEI_cluster_culling_shader.adoc | 13 …luster culling, a cluster is a subset of a mesh that has as many shared vertices as possible, alte… 132 * `IndexCountHUAWEI` is the number of vertices to draw. 134 * `VertexCountHUAWEI` is the number of vertices to draw. 145 …o these output variables, all invocations in VertexShader are responsible for shading the vertices.
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D | VK_EXT_mesh_shader.adoc | 32 …ications the ability to manipulate sets of vertices, there is very limited ability to cull or remo… 33 … ratio of indices to input vertices, meaning things like decompressing meshes or acting at any gra… 36 …esting - both have access to geometric data at a granularity other than vertices, and are able to … 67 Mesh shaders must specify the actual number of primitives and vertices being emitted before writing… 68 Subsequent fragment shaders can retrieve input data at both rates, tied to the vertices and primiti… 255 * `maxMeshOutputVertices` is the maximum number of vertices a mesh shader can emit. 272 … `VK_TRUE`, the implementation will perform best if there are no unused vertices in the output arr… 360 …s scalars or vectors with a number of components equal to the number of vertices in the primitive … 404 A new mesh shader instruction is added to set the number of actual primitives and vertices that a m… 410 Sets the actual output size of the primitives and vertices that the mesh shader [all …]
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_HUAWEI_cluster_culling_shader/ |
D | clusterculling.adoc | 38 is the number of vertices to draw. 40 code:VertexCountHUAWEI is the number of vertices to draw. 120 vertices sourced from a lower index buffer addresses to higher 123 variables, from vertices with a lower numbered vertexIndex to a higher
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/hardware/google/gfxstream/guest/mesa/src/vulkan/overlay-layer/ |
D | overlay_params.h | 56 OVERLAY_PARAM_BOOL(vertices) \
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_NV_mesh_shader/ |
D | mesh.adoc | 22 the group of vertices and their associated data required for each output 150 For shaders using the code:MeshEXT {ExecutionModel} the number of vertices 183 vertices specified by the code:OutputVertices {ExecutionMode},
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/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_EXT_opacity_micromap/ |
D | micromaps.adoc | 25 displace sub-triangle vertices as described in <<displacement-micromap, 1159 micro-vertices are organized along the same space filling curve within a 1163 similar to that for opacity micromaps but operating on vertices instead of 1193 vertices, then for each level, predicting the value for the displacement and
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