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 MaxwellProgramInfo[NUM_PROGRAMS] = { 10 // nvidia_headsurface_vertex 11 { .offset = 0x00000030, 12 .registerCount = 13, 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 = 0x000001f0, 21 .registerCount = 15, 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 = 0x00000370, 30 .registerCount = 39, 31 .type = NV3D_SHADER_TYPE_PIXEL, 32 .constIndex = 0, 33 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 34 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 35 }, 36 37 // nvidia_headsurface_fragment_overlay 38 { .offset = 0x000030f0, 39 .registerCount = 38, 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 = 0x00003930, 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 = 0x000057f0, 57 .registerCount = 16, 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 = 0x000059b0, 66 .registerCount = 39, 67 .type = NV3D_SHADER_TYPE_PIXEL, 68 .constIndex = 2, 69 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 70 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 71 }, 72 73 // nvidia_headsurface_fragment_offset_swapped 74 { .offset = 0x000087b0, 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 = 0x000089b0, 84 .registerCount = 39, 85 .type = NV3D_SHADER_TYPE_PIXEL, 86 .constIndex = 3, 87 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 88 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 89 }, 90 91 // nvidia_headsurface_fragment_offset_overlay 92 { .offset = 0x0000b7f0, 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 = 0x0000c0b0, 102 .registerCount = 40, 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 = 0x0000dfb0, 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 = 0x0000e7f0, 120 .registerCount = 40, 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 = 0x00010730, 129 .registerCount = 24, 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 = 0x000108f0, 138 .registerCount = 39, 139 .type = NV3D_SHADER_TYPE_PIXEL, 140 .constIndex = 2, 141 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 142 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 143 }, 144 145 // nvidia_headsurface_fragment_blend_swapped 146 { .offset = 0x000136b0, 147 .registerCount = 23, 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 = 0x000138b0, 156 .registerCount = 39, 157 .type = NV3D_SHADER_TYPE_PIXEL, 158 .constIndex = 3, 159 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 160 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 161 }, 162 163 // nvidia_headsurface_fragment_blend_overlay 164 { .offset = 0x000166b0, 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 = 0x00016f30, 174 .registerCount = 40, 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 = 0x00018e30, 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 = 0x00019630, 192 .registerCount = 40, 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 = 0x0001b570, 201 .registerCount = 18, 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 = 0x0001b770, 210 .registerCount = 39, 211 .type = NV3D_SHADER_TYPE_PIXEL, 212 .constIndex = 4, 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 = 0x0001e5b0, 219 .registerCount = 18, 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 = 0x0001e7f0, 228 .registerCount = 39, 229 .type = NV3D_SHADER_TYPE_PIXEL, 230 .constIndex = 5, 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 = 0x00021670, 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 = 0x00021ef0, 246 .registerCount = 40, 247 .type = NV3D_SHADER_TYPE_PIXEL, 248 .constIndex = 6, 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 = 0x00023ef0, 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 = 0x00024770, 264 .registerCount = 40, 265 .type = NV3D_SHADER_TYPE_PIXEL, 266 .constIndex = 6, 267 .stage = NV3D_HW_SHADER_STAGE_PIXEL, 268 .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT, 269 }, 270 271 // nvidia_headsurface_fragment_yuv420 272 { .offset = 0x000267b0, 273 .registerCount = 48, 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 = 0x00027730, 282 .registerCount = 45, 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 = 0x00028f70, 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 = 0x000294f0, 300 .registerCount = 38, 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 = 0x00029db0, 309 .registerCount = 15, 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 static const NvU32 MaxwellConstantBuf0[] = { 319 0x00000438, // 1.5134e-42 320 0x000007f0, // 2.84744e-42 321 0x00000d18, // 4.69715e-42 322 0x000012f8, // 6.80471e-42 323 0x00001478, // 7.3428e-42 324 0x00001630, // 7.95938e-42 325 0x00001a38, // 9.40552e-42 326 0x00001df0, // 1.07396e-41 327 0x000022f0, // 1.25332e-41 328 0x00002880, // 1.45287e-41 329 0x00002a00, // 1.50668e-41 330 0x00002bb8, // 1.56833e-41 331 0x3f400000, // 0.75 332 }; 333 static const NvU32 MaxwellConstantBuf1[] = { 334 0x000003d0, // 1.36767e-42 335 0x00000770, // 2.66807e-42 336 0x00000c58, // 4.4281e-42 337 0x00001240, // 6.54687e-42 338 0x000013c0, // 7.08497e-42 339 0x00001578, // 7.70154e-42 340 0x3f400000, // 0.75 341 }; 342 static const NvU32 MaxwellConstantBuf2[] = { 343 0x00000438, // 1.5134e-42 344 0x000007f0, // 2.84744e-42 345 0x00000d10, // 4.68594e-42 346 0x000012f8, // 6.80471e-42 347 0x00001478, // 7.3428e-42 348 0x00001630, // 7.95938e-42 349 0x00001a60, // 9.46157e-42 350 0x00001e18, // 1.07956e-41 351 0x00002318, // 1.25893e-41 352 0x000028b0, // 1.45959e-41 353 0x00002a30, // 1.5134e-41 354 0x00002be0, // 1.57394e-41 355 0x3f400000, // 0.75 356 }; 357 static const NvU32 MaxwellConstantBuf3[] = { 358 0x00000438, // 1.5134e-42 359 0x000007f0, // 2.84744e-42 360 0x00000d10, // 4.68594e-42 361 0x000012f8, // 6.80471e-42 362 0x00001478, // 7.3428e-42 363 0x00001630, // 7.95938e-42 364 0x00001aa0, // 9.55125e-42 365 0x00001e58, // 1.08853e-41 366 0x00002358, // 1.26789e-41 367 0x000028f0, // 1.46856e-41 368 0x00002a70, // 1.52237e-41 369 0x00002c20, // 1.58291e-41 370 0x3f400000, // 0.75 371 }; 372 static const NvU32 MaxwellConstantBuf4[] = { 373 0x00000440, // 1.52461e-42 374 0x000007f8, // 2.85865e-42 375 0x00000d18, // 4.69715e-42 376 0x00001300, // 6.81592e-42 377 0x00001480, // 7.35401e-42 378 0x00001638, // 7.97059e-42 379 0x00001a80, // 9.50641e-42 380 0x00001e38, // 1.08404e-41 381 0x00002338, // 1.26341e-41 382 0x000028d0, // 1.46408e-41 383 0x00002a50, // 1.51789e-41 384 0x00002c00, // 1.57842e-41 385 0x3f400000, // 0.75 386 }; 387 static const NvU32 MaxwellConstantBuf5[] = { 388 0x00000440, // 1.52461e-42 389 0x000007f8, // 2.85865e-42 390 0x00000d18, // 4.69715e-42 391 0x00001300, // 6.81592e-42 392 0x00001480, // 7.35401e-42 393 0x00001638, // 7.97059e-42 394 0x00001ac0, // 9.59609e-42 395 0x00001e78, // 1.09301e-41 396 0x00002378, // 1.27238e-41 397 0x00002910, // 1.47304e-41 398 0x00002a90, // 1.52685e-41 399 0x00002c40, // 1.58739e-41 400 0x3f400000, // 0.75 401 }; 402 static const NvU32 MaxwellConstantBuf6[] = { 403 0x000003f0, // 1.41251e-42 404 0x000007a0, // 2.73533e-42 405 0x00000ca0, // 4.529e-42 406 0x00001280, // 6.63655e-42 407 0x00001400, // 7.17465e-42 408 0x000015b8, // 7.79122e-42 409 0x3f400000, // 0.75 410 }; 411 412 static const Nv3dShaderConstBufInfo MaxwellConstBufInfo[] = { 413 { MaxwellConstantBuf0, 0, 52 }, 414 { MaxwellConstantBuf1, 256, 28 }, 415 { MaxwellConstantBuf2, 512, 52 }, 416 { MaxwellConstantBuf3, 768, 52 }, 417 { MaxwellConstantBuf4, 1024, 52 }, 418 { MaxwellConstantBuf5, 1280, 52 }, 419 { MaxwellConstantBuf6, 1536, 28 }, 420 }; 421 422 static const size_t MaxwellConstBufSize = 1792; 423 static const NvU32 MaxwellConstBufSizeAlign = 256; 424 425 // Total shader code size: 167.75 KB 426 static const size_t MaxwellProgramHeapSize = 171776; 427 static const size_t MaxwellShaderMaxLocalBytes = 0; 428 static const size_t MaxwellShaderMaxStackBytes = 96; 429