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full:vulkan
(Results
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/external/deqp/external/vulkancts/modules/vulkan/binding_model/
vktBindingModelTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/compute/
vktComputeTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/draw/
vktDrawTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/dynamic_state/
vktDynamicStateDSTests.hpp
4
*
Vulkan
Conformance Tests
vktDynamicStateGeneralTests.hpp
4
*
Vulkan
Conformance Tests
vktDynamicStateTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/image/
vktImageLoadStoreTests.hpp
4
*
Vulkan
Conformance Tests
vktImageTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/memory/
vktMemoryTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/pipeline/
vktPipelineClearUtil.hpp
4
*
Vulkan
Conformance Tests
vktPipelineTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/
vktShaderBuiltinPrecisionTests.hpp
4
*
Vulkan
Conformance Tests
vktShaderCommonFunctionTests.hpp
4
*
Vulkan
Conformance Tests
vktShaderIntegerFunctionTests.hpp
4
*
Vulkan
Conformance Tests
vktShaderPackingFunctionTests.hpp
4
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/sparse_resources/
vktSparseResourcesTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/spirv_assembly/
vktSpvAsmComputeShaderCase.hpp
4
*
Vulkan
Conformance Tests
vktSpvAsmTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/external/vulkancts/modules/vulkan/wsi/
vktWsiTests.cpp
2
*
Vulkan
Conformance Tests
/external/deqp/framework/common/
tcuPlatform.cpp
54
TCU_THROW(NotSupportedError, "
Vulkan
is not supported");
/external/deqp/framework/platform/win32/
tcuWin32VulkanPlatform.hpp
23
* \brief Win32
Vulkan
platform
/external/vulkan-validation-layers/include/vulkan/
vk_icd.h
33
#include "
vulkan
.h"
/external/vulkan-validation-layers/layers/
device_limits.h
28
#include "
vulkan
/vk_layer.h"
/external/vulkan-validation-layers/windowsRuntimeInstaller/
VULKANRT_LICENSE.rtf
16
\b\f2 Unless otherwise noted in the LICENSE.txt file in the install folder, all components of the
Vulkan
Runtime are licensed under the above license. Licenses for any components not so licensed are listed in the LICENSE.txt file.\b0\f1\fs24\par
/frameworks/native/vulkan/doc/implementors_guide/
implementors_guide.html
6
<title>
Vulkan
on Android Implementor’s Guide</title>
735
<h1>
Vulkan
on Android Implementor’s Guide</h1>
745
<div class="paragraph"><p>This document is intended for GPU IHVs writing
Vulkan
drivers for Android, and OEMs integrating them for specific devices. It describes how a
Vulkan
driver interacts with the system, how GPU-specific tools should be installed, and Android-specific requirements.</p></div>
751
<div class="paragraph"><p>The primary interface between
Vulkan
applications and a device’s
Vulkan
driver is the loader, which is part of AOSP and installed at <span class="monospaced">/system/lib[64]/libvulkan.so</span>. The loader provides the core
Vulkan
API entry points, as well as entry points of a few extensions that are required on Android and always present. In particular, the window system integration (WSI) extensions are exported by the loader and primarily implemented in it rather than the driver. The loader also supports enumerating and loading layers which can expose additional extensions and/or intercept core API calls on their way to the driver.</p></div>
752
<div class="paragraph"><p>The NDK will include a stub <span class="monospaced">libvulkan.so</span> exporting the same symbols as the loader. Calling the
Vulkan
functions exported from <span class="monospaced">libvulkan.so</span> will enter trampoline functions in the loader which will dispatch to the appropriate layer or driver based on their first argument. The <span class="monospaced">vkGet*ProcAddr</span> calls will return the function pointers that the trampolines would dispatch to, so calling through these function pointers rather than the exported symbols will be slightly more efficient since it skips the trampoline and dispatch.</p></div>
755
<div class="paragraph"><p>Android expects the GPUs available to the system to be known when the system image is built, so its driver enumeration process isn’t as elaborate as on other platforms. The loader will use the existing HAL mechanism for discovering and loading the driver. As of this writing, the preferred paths for 32-bit and 64-bit
Vulkan
drivers are:</p></div>
758
<pre>/vendor/lib/hw/
vulkan
.<ro.product.platform>.s
[
all
...]
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