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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&#8217;s Guide</title>
735 <h1>Vulkan on Android Implementor&#8217;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&#8217;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&#8217;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.&lt;ro.product.platform&gt;.s
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