1 // Generated using 'Offline GLSL Shader Compiler Version 13.0.0.0.545.00.dev/gpu_drv/dev_a-16109' 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 HopperProgramInfo[NUM_PROGRAMS] = { 10 // nvidia_headsurface_vertex 11 { .offset = 0x00000000, 12 .registerCount = 14, 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 = 40, 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 = 40, 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 = 0x0000c200, 75 .registerCount = 16, 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 = 0x0000c580, 84 .registerCount = 40, 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 = 0x00010780, 93 .registerCount = 39, 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 = 0x00011380, 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 = 39, 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 = 40, 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 = 18, 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 = 0x0001bf00, 156 .registerCount = 40, 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 = 0x00020100, 165 .registerCount = 39, 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 = 0x00020d00, 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 = 0x00023900, 183 .registerCount = 39, 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 = 0x00024480, 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 = 0x00027080, 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 = 0x00027400, 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 = 0x0002b580, 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 = 0x0002b900, 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 = 0x0002fb00, 237 .registerCount = 39, 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 = 0x00030680, 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 = 0x00033300, 255 .registerCount = 39, 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 = 0x00033f00, 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 = 0x00036b80, 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 = 0x00038200, 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 = 0x0003a380, 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 = 0x0003ab80, 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 = 0x0003b780, 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 HopperConstBufInfo[] = { 320 }; 321 322 static const size_t HopperConstBufSize = 0; 323 static const NvU32 HopperConstBufSizeAlign = 256; 324 325 // Total shader code size: 238.5 KB 326 static const size_t HopperProgramHeapSize = 244224; 327 static const size_t HopperShaderMaxLocalBytes = 0; 328 static const size_t HopperShaderMaxStackBytes = 0; 329