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