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/*
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* SPDX-FileCopyrightText: Copyright (c) 2017 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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* SPDX-License-Identifier: MIT
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#ifndef _NVIDIA_HEADSURFACE_CONSTANTS_H_
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#define _NVIDIA_HEADSURFACE_CONSTANTS_H_
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/* Possible values for NvHsFragmentUniforms::resamplingMethod */
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_TRIANGULAR 1
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED 2
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_BSPLINE 3
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR 4
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED 5
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#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE 6
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/* Uniform sampler binding indices */
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_PRIMARY_TEX 0
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_CURSOR_TEX 1
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_BLEND_TEX 2
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_OFFSET_TEX 3
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_OVERLAY_TEX 4
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_LUT_TEX 5
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#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_NUM 6
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#endif /* _NVIDIA_HEADSURFACE_CONSTANTS_H_ */
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/*
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* SPDX-FileCopyrightText: Copyright (c) 2017 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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* SPDX-License-Identifier: MIT
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#ifndef __NVIDIA_HEADSURFACE_TYPES_H__
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#define __NVIDIA_HEADSURFACE_TYPES_H__
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#include "nvtypes.h"
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#include "nvidia-3d-types.h"
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typedef struct _NvHsVertexUniforms {
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Nv3dVertexAttrib2U vertexScale;
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Nv3dVertexAttrib2U primaryTextureScale;
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Nv3dVertexAttrib2U primaryTextureBias;
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Nv3dVertexAttrib2S cursorPosition;
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} __attribute__((packed)) NvHsVertexUniforms;
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typedef struct _NvHsFragmentUniforms { // Byte offsets
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Nv3dVertexAttrib2U vertexScale; // 0
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Nv3dVertexAttrib3U numLutEntries NV_ALIGN_BYTES(16); // 16
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Nv3dVertexAttrib2U primaryTextureBias NV_ALIGN_BYTES(8); // 32
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Nv3dVertexAttrib2S cursorPosition; // 40
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// Although this is really a 3x3 matrix, GLSL std140 uniform block
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// layout says that the column stride is equal to a vec4.
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Nv3dFloat transform[3][4]; // 48
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Nv3dVertexAttrib2F pixelShiftOffset; // 96
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Nv3dVertexAttrib3F luminanceCoefficient NV_ALIGN_BYTES(16); // 112
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Nv3dVertexAttrib2F chromaCoefficient NV_ALIGN_BYTES(8); // 128
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Nv3dFloat luminanceScale; // 136
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Nv3dFloat luminanceBlackLevel; // 140
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Nv3dFloat chrominanceScale; // 144
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Nv3dFloat chrominanceBlackLevel; // 148
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NvU32 useSatHue; // 152
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Nv3dFloat satCos; // 156
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int resamplingMethod; // 160
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} __attribute__((packed)) NvHsFragmentUniforms;
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/*
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* The static warp mesh consists of four vertices, each vertex has six
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* components: (XY, UVRQ).
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*/
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typedef struct {
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struct {
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Nv3dFloat x, y, u, v, r, q;
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} vertex[4];
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} NvHsStaticWarpMesh;
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#endif /* __NVIDIA_HEADSURFACE_TYPES_H__ */
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