1 // Generated using 'Offline GLSL Shader Compiler Version 13.0.0.0.530.00.dev/gpu_drv/dev_a-15624'
2 // WARNING: This file is auto-generated!  Do not hand-edit!
3 // Instead, edit the GLSL shaders and run 'unix-build nvmake @generate'.
4 
5 #include "nvidia-3d-shaders.h"
6 #include "g_shader_names.h"
7 
8 ct_assert(NUM_PROGRAMS == 34);
9 static const Nv3dProgramInfo AmpereProgramInfo[NUM_PROGRAMS] = {
10     // nvidia_headsurface_vertex
11     { .offset = 0x00000000,
12       .registerCount = 15,
13       .type = NV3D_SHADER_TYPE_VERTEX,
14       .constIndex = -1,
15       .stage = NV3D_HW_SHADER_STAGE_VERTEX_B,
16       .bindGroup = NV3D_HW_BIND_GROUP_VERTEX,
17     },
18 
19     // nvidia_headsurface_fragment
20     { .offset = 0x00000300,
21       .registerCount = 13,
22       .type = NV3D_SHADER_TYPE_PIXEL,
23       .constIndex = -1,
24       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
25       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
26     },
27 
28     // nvidia_headsurface_fragment_customSampling
29     { .offset = 0x00000580,
30       .registerCount = 39,
31       .type = NV3D_SHADER_TYPE_PIXEL,
32       .constIndex = -1,
33       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
34       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
35     },
36 
37     // nvidia_headsurface_fragment_overlay
38     { .offset = 0x00004680,
39       .registerCount = 32,
40       .type = NV3D_SHADER_TYPE_PIXEL,
41       .constIndex = -1,
42       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
43       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
44     },
45 
46     // nvidia_headsurface_fragment_overlay_customSampling
47     { .offset = 0x00005200,
48       .registerCount = 32,
49       .type = NV3D_SHADER_TYPE_PIXEL,
50       .constIndex = -1,
51       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
52       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
53     },
54 
55     // nvidia_headsurface_fragment_offset
56     { .offset = 0x00007d00,
57       .registerCount = 15,
58       .type = NV3D_SHADER_TYPE_PIXEL,
59       .constIndex = -1,
60       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
61       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
62     },
63 
64     // nvidia_headsurface_fragment_offset_customSampling
65     { .offset = 0x00008000,
66       .registerCount = 39,
67       .type = NV3D_SHADER_TYPE_PIXEL,
68       .constIndex = -1,
69       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
70       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
71     },
72 
73     // nvidia_headsurface_fragment_offset_swapped
74     { .offset = 0x0000c180,
75       .registerCount = 18,
76       .type = NV3D_SHADER_TYPE_PIXEL,
77       .constIndex = -1,
78       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
79       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
80     },
81 
82     // nvidia_headsurface_fragment_offset_swapped_customSampling
83     { .offset = 0x0000c500,
84       .registerCount = 39,
85       .type = NV3D_SHADER_TYPE_PIXEL,
86       .constIndex = -1,
87       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
88       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
89     },
90 
91     // nvidia_headsurface_fragment_offset_overlay
92     { .offset = 0x00010700,
93       .registerCount = 40,
94       .type = NV3D_SHADER_TYPE_PIXEL,
95       .constIndex = -1,
96       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
97       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
98     },
99 
100     // nvidia_headsurface_fragment_offset_overlay_customSampling
101     { .offset = 0x00011300,
102       .registerCount = 39,
103       .type = NV3D_SHADER_TYPE_PIXEL,
104       .constIndex = -1,
105       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
106       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
107     },
108 
109     // nvidia_headsurface_fragment_offset_overlay_swapped
110     { .offset = 0x00013f80,
111       .registerCount = 40,
112       .type = NV3D_SHADER_TYPE_PIXEL,
113       .constIndex = -1,
114       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
115       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
116     },
117 
118     // nvidia_headsurface_fragment_offset_overlay_swapped_customSampling
119     { .offset = 0x00014b00,
120       .registerCount = 39,
121       .type = NV3D_SHADER_TYPE_PIXEL,
122       .constIndex = -1,
123       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
124       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
125     },
126 
127     // nvidia_headsurface_fragment_blend
128     { .offset = 0x00017780,
129       .registerCount = 15,
130       .type = NV3D_SHADER_TYPE_PIXEL,
131       .constIndex = -1,
132       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
133       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
134     },
135 
136     // nvidia_headsurface_fragment_blend_customSampling
137     { .offset = 0x00017a80,
138       .registerCount = 39,
139       .type = NV3D_SHADER_TYPE_PIXEL,
140       .constIndex = -1,
141       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
142       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
143     },
144 
145     // nvidia_headsurface_fragment_blend_swapped
146     { .offset = 0x0001bc00,
147       .registerCount = 20,
148       .type = NV3D_SHADER_TYPE_PIXEL,
149       .constIndex = -1,
150       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
151       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
152     },
153 
154     // nvidia_headsurface_fragment_blend_swapped_customSampling
155     { .offset = 0x0001bf80,
156       .registerCount = 39,
157       .type = NV3D_SHADER_TYPE_PIXEL,
158       .constIndex = -1,
159       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
160       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
161     },
162 
163     // nvidia_headsurface_fragment_blend_overlay
164     { .offset = 0x00020180,
165       .registerCount = 40,
166       .type = NV3D_SHADER_TYPE_PIXEL,
167       .constIndex = -1,
168       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
169       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
170     },
171 
172     // nvidia_headsurface_fragment_blend_overlay_customSampling
173     { .offset = 0x00020d80,
174       .registerCount = 39,
175       .type = NV3D_SHADER_TYPE_PIXEL,
176       .constIndex = -1,
177       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
178       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
179     },
180 
181     // nvidia_headsurface_fragment_blend_overlay_swapped
182     { .offset = 0x00023980,
183       .registerCount = 40,
184       .type = NV3D_SHADER_TYPE_PIXEL,
185       .constIndex = -1,
186       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
187       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
188     },
189 
190     // nvidia_headsurface_fragment_blend_overlay_swapped_customSampling
191     { .offset = 0x00024500,
192       .registerCount = 39,
193       .type = NV3D_SHADER_TYPE_PIXEL,
194       .constIndex = -1,
195       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
196       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
197     },
198 
199     // nvidia_headsurface_fragment_blend_offset
200     { .offset = 0x00027180,
201       .registerCount = 20,
202       .type = NV3D_SHADER_TYPE_PIXEL,
203       .constIndex = -1,
204       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
205       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
206     },
207 
208     // nvidia_headsurface_fragment_blend_offset_customSampling
209     { .offset = 0x00027500,
210       .registerCount = 39,
211       .type = NV3D_SHADER_TYPE_PIXEL,
212       .constIndex = -1,
213       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
214       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
215     },
216 
217     // nvidia_headsurface_fragment_blend_offset_swapped
218     { .offset = 0x0002b680,
219       .registerCount = 19,
220       .type = NV3D_SHADER_TYPE_PIXEL,
221       .constIndex = -1,
222       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
223       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
224     },
225 
226     // nvidia_headsurface_fragment_blend_offset_swapped_customSampling
227     { .offset = 0x0002ba00,
228       .registerCount = 39,
229       .type = NV3D_SHADER_TYPE_PIXEL,
230       .constIndex = -1,
231       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
232       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
233     },
234 
235     // nvidia_headsurface_fragment_blend_offset_overlay
236     { .offset = 0x0002fc00,
237       .registerCount = 40,
238       .type = NV3D_SHADER_TYPE_PIXEL,
239       .constIndex = -1,
240       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
241       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
242     },
243 
244     // nvidia_headsurface_fragment_blend_offset_overlay_customSampling
245     { .offset = 0x00030780,
246       .registerCount = 40,
247       .type = NV3D_SHADER_TYPE_PIXEL,
248       .constIndex = -1,
249       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
250       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
251     },
252 
253     // nvidia_headsurface_fragment_blend_offset_overlay_swapped
254     { .offset = 0x00033400,
255       .registerCount = 40,
256       .type = NV3D_SHADER_TYPE_PIXEL,
257       .constIndex = -1,
258       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
259       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
260     },
261 
262     // nvidia_headsurface_fragment_blend_offset_overlay_swapped_customSampling
263     { .offset = 0x00033f80,
264       .registerCount = 40,
265       .type = NV3D_SHADER_TYPE_PIXEL,
266       .constIndex = -1,
267       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
268       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
269     },
270 
271     // nvidia_headsurface_fragment_yuv420
272     { .offset = 0x00036c00,
273       .registerCount = 40,
274       .type = NV3D_SHADER_TYPE_PIXEL,
275       .constIndex = -1,
276       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
277       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
278     },
279 
280     // nvidia_headsurface_fragment_yuv420_overlay
281     { .offset = 0x00038300,
282       .registerCount = 40,
283       .type = NV3D_SHADER_TYPE_PIXEL,
284       .constIndex = -1,
285       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
286       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
287     },
288 
289     // nvidia_headsurface_fragment_pixelShift
290     { .offset = 0x0003a480,
291       .registerCount = 32,
292       .type = NV3D_SHADER_TYPE_PIXEL,
293       .constIndex = -1,
294       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
295       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
296     },
297 
298     // nvidia_headsurface_fragment_overlay_pixelShift
299     { .offset = 0x0003ac80,
300       .registerCount = 32,
301       .type = NV3D_SHADER_TYPE_PIXEL,
302       .constIndex = -1,
303       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
304       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
305     },
306 
307     // nvidia_headsurface_fragment_reversePrime
308     { .offset = 0x0003b880,
309       .registerCount = 13,
310       .type = NV3D_SHADER_TYPE_PIXEL,
311       .constIndex = -1,
312       .stage = NV3D_HW_SHADER_STAGE_PIXEL,
313       .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
314     },
315 
316 };
317 
318 
319 static const Nv3dShaderConstBufInfo AmpereConstBufInfo[] = {
320 };
321 
322 static const size_t AmpereConstBufSize = 0;
323 static const NvU32 AmpereConstBufSizeAlign = 256;
324 
325 // Total shader code size: 238.75 KB
326 static const size_t AmpereProgramHeapSize = 244480;
327 static const size_t AmpereShaderMaxLocalBytes = 0;
328 static const size_t AmpereShaderMaxStackBytes = 0;
329