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/external/angle/src/libANGLE/renderer/metal/
Drenderermtl_utils.cpp114 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 2, 2);
115 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 3, 3);
116 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 2, 3);
117 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 3, 2);
118 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 2, 4);
119 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 3, 4);
120 ANGLE_INSTANTIATE_SET_UNIFORM_MATRIX_FUNC(Metal, 4, 3);
150 ANGLE_SPECIALIZATION_COLS_SET_UNIFORM_MATRIX_FUNC(Metal, 2, 4);
151 ANGLE_SPECIALIZATION_COLS_SET_UNIFORM_MATRIX_FUNC(Metal, 3, 4);
152 ANGLE_SPECIALIZATION_COLS_SET_UNIFORM_MATRIX_FUNC(Metal, 4, 4);
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/external/angle/extensions/
DEGL_ANGLE_device_metal.txt65 Add a new section 2.1.3 (Metal Devices) after 2.1.2 (Devices)
67 Somewhat analogous to an EGL device, a Metal device establishes a
68 namespace for Metal operations. In the Metal APIs, such devices are
69 represented by pointers. For more details, see the Metal
80 is compatible with Metal API functions. If the EGL device is not currently
81 associated with a Metal device and <attribute> is EGL_METAL_DEVICE_ANGLE,
DEGL_ANGLE_platform_angle_metal.txt39 This extension enables selection of Metal display types.
61 To request a display that is backed by a Metal driver, the value of
67 1) Should the application be able to choose a specific version of Metal?
70 seem like recommended practice to choose a Metal version when
71 initializing a Metal device.
DEGL_ANGLE_metal_texture_client_buffer.txt63 | EGL_METAL_TEXTURE_ANGLE | Used for Metal texture objects |
75 If the EGL_ANGLE_device_metal extension is present, the provided Metal texture
76 object must have been created by the same Metal device queried from the
/external/tensorflow/tensorflow/lite/delegates/gpu/metal/
DBUILD32 sdk_frameworks = ["Metal"],
46 "Metal",
60 sdk_frameworks = ["Metal"],
73 sdk_frameworks = ["Metal"],
108 sdk_frameworks = ["Metal"],
130 sdk_frameworks = ["Metal"],
147 sdk_frameworks = ["Metal"],
195 sdk_frameworks = ["Metal"],
217 sdk_frameworks = ["Metal"],
228 sdk_frameworks = ["Metal"],
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Dbuffer_convert.h19 #import <Metal/Metal.h>
Dmetal_device.h19 #import <Metal/Metal.h>
/external/angle/src/libANGLE/renderer/metal/doc/
DAPPLE_clip_distance.md1 # gl_ClipDistance extension support in Metal back-end
3 OpenGL GLSL's `gl_ClipDistance` is equivalent to `[[clip_distance]]` attribute in the Metal Shading
5 level side. Writing to `gl_ClipDistance[i]` in shader will be ignored if it is disabled. Metal
9 To emulate this enabling/disabling API, the Metal back-end uses a similar implementation as what
DOcclusionQueries.md1 # Occlusion queries in the Metal back-end
4 - On the other hand, Metal only allows occlusion query (called visibility result test) to begin and
13 - Metal back-end object `RenderCommandEncoder`'s method restart() will create an instance of Metal
22 have been recorded and known to the Metal backend.
47 then the query will be allocated 2 offsets since Metal doesn't allow an offset to be re-used
DTextureDataCompleteness.md1 # Texture data completeness's handling in the Metal back-end
9 Metal textures (i.e. MTLTexture) on the other hand require consistent defined images at all times.
12 This is an overview of how the Metal back-end implements images' management for a texture to make
23 that will be consumed by Metal draw calls.
DValidationLayers.md1 # Enabling Metal validation layers
3 To enable Metal's validation layers in both ANGLE's standalone test
/external/angle/doc/
DMetalBackendShaders.md1 # Metal Backend Shaders
3 ANGLE's Metal backend provides a couple of features for inspecting the
4 Metal Shading Language (MSL) produced by ANGLE's shader translator.
19 indicates to the Metal backend to print the translated shaders as
/external/angle/src/common/
Dapple_platform_utils.mm9 #include <Metal/Metal.h>
19 // We only support macos 10.13+ and 11 for now. Since they are requirements for Metal 2.0.
39 // Old Macs, such as MacBookPro11,4, cannot use ANGLE's Metal backend.
/external/skia/tools/skottie_ios_app/
DSkiaMetalContext.mm10 #import <Metal/Metal.h>
14 // A UIView that uses a Metal-backed SkSurface to draw.
18 // Override of the MTKView interface. Uses Skia+Metal to draw.
87 NSLog(@"Metal is not supported on this device");
/external/tensorflow/tensorflow/lite/objc/
DTensorFlowLiteObjC.podspec51 objc_dir + '{apis,sources}/TFL{Metal,CoreML}Delegate.{h,m}',
57 ts.exclude_files = objc_dir + 'tests/TFL{Metal,CoreML}DelegateTests.m'
82 s.subspec 'Metal' do |metal|
86 metal.dependency 'TensorFlowLiteC/Metal', "#{s.version}"
DTensorFlowLiteObjC.podspec.template53 objc_dir + '{apis,sources}/TFL{Metal,CoreML}Delegate.{h,m}',
59 ts.exclude_files = objc_dir + 'tests/TFL{Metal,CoreML}DelegateTests.m'
84 s.subspec 'Metal' do |metal|
88 metal.dependency 'TensorFlowLiteC/Metal', "#{s.version}"
/external/tensorflow/tensorflow/lite/delegates/gpu/
Dmetal_delegate_internal.h19 #import <Metal/Metal.h>
Dmetal_delegate.h19 #import <Metal/Metal.h>
/external/skia/include/gpu/mtl/
DMtlMemoryAllocator.h14 #import <Metal/Metal.h>
/external/skia/src/gpu/graphite/mtl/
DMtlSampler.h17 #import <Metal/Metal.h>
DMtlBuffer.h15 #import <Metal/Metal.h>
DMtlQueueManager.h18 #import <Metal/Metal.h>
/external/skia/src/gpu/ganesh/mtl/
DGrMtlPipeline.h13 #import <Metal/Metal.h>
/external/webrtc/sdk/objc/components/renderer/metal/
DRTCMTLRenderer+Private.h11 #import <Metal/Metal.h>
/external/skia/tools/sk_app/
DGraphiteMetalWindowContext.h15 #import <Metal/Metal.h>

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