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/*
* Copyright 2007 Nouveau Project
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef __NV30_SHADERS_H__
#define __NV30_SHADERS_H__
#define NV_SHADER_MAX_PROGRAM_LENGTH 256
#include "nv_include.h"
typedef struct nv_shader {
uint32_t hw_id;
uint32_t size;
union {
struct {
uint32_t vp_in_reg;
uint32_t vp_out_reg;
} NV30VP;
struct {
uint32_t num_regs;
} NV30FP;
} card_priv;
uint32_t data[NV_SHADER_MAX_PROGRAM_LENGTH];
} nv_shader_t;
void NV30_UploadFragProg(NVPtr pNv, nv_shader_t *shader, int *hw_offset);
void NV40_UploadVtxProg(NVPtr pNv, nv_shader_t *shader, int *hw_id);
void NV40_LoadVtxProg(ScrnInfoPtr pScrn, nv_shader_t *shader);
Bool NV40_LoadFragProg(ScrnInfoPtr pScrn, nv_shader_t *shader);
Bool NV30_LoadFragProg(ScrnInfoPtr pScrn, nv_shader_t *shader);
/*******************************************************************************
* NV40/G70 vertex shaders
*/
nv_shader_t nv40_vp_exa_render;
nv_shader_t nv40_vp_video;
/*******************************************************************************
* NV30/NV40/G70 fragment shaders
*/
nv_shader_t nv30_fp_pass_col0;
nv_shader_t nv30_fp_pass_tex0;
nv_shader_t nv30_fp_composite_mask;
nv_shader_t nv30_fp_composite_mask_sa_ca;
nv_shader_t nv30_fp_composite_mask_ca;
nv_shader_t nv30_fp_yv12_bicubic;
nv_shader_t nv30_fp_yv12_bilinear;
nv_shader_t nv40_fp_yv12_bicubic;
#endif
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