This commit is contained in:
Andy Ritger
2022-11-10 08:39:33 -08:00
parent 7c345b838b
commit 758b4ee818
1323 changed files with 262135 additions and 60754 deletions

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/*
* SPDX-FileCopyrightText: Copyright (c) 2017 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: MIT
*
* 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 OR COPYRIGHT HOLDERS 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 _NVIDIA_HEADSURFACE_CONSTANTS_H_
#define _NVIDIA_HEADSURFACE_CONSTANTS_H_
/* Possible values for NvHsFragmentUniforms::resamplingMethod */
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_TRIANGULAR 1
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_BELL_SHAPED 2
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_BSPLINE 3
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_TRIANGULAR 4
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BELL_SHAPED 5
#define NVIDIA_HEADSURFACE_RESAMPLING_METHOD_BICUBIC_ADAPTIVE_BSPLINE 6
/* Uniform sampler binding indices */
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_PRIMARY_TEX 0
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_CURSOR_TEX 1
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_BLEND_TEX 2
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_OFFSET_TEX 3
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_OVERLAY_TEX 4
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_LUT_TEX 5
#define NVIDIA_HEADSURFACE_UNIFORM_SAMPLER_BINDING_NUM 6
#endif /* _NVIDIA_HEADSURFACE_CONSTANTS_H_ */

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/*
* SPDX-FileCopyrightText: Copyright (c) 2017 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: MIT
*
* 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 OR COPYRIGHT HOLDERS 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 __NVIDIA_HEADSURFACE_TYPES_H__
#define __NVIDIA_HEADSURFACE_TYPES_H__
#include "nvtypes.h"
#include "nvidia-3d-types.h"
typedef struct _NvHsVertexUniforms {
Nv3dVertexAttrib2U vertexScale;
Nv3dVertexAttrib2U primaryTextureScale;
Nv3dVertexAttrib2U primaryTextureBias;
Nv3dVertexAttrib2S cursorPosition;
} __attribute__((packed)) NvHsVertexUniforms;
typedef struct _NvHsFragmentUniforms { // Byte offsets
Nv3dVertexAttrib2U vertexScale; // 0
Nv3dVertexAttrib3U numLutEntries NV_ALIGN_BYTES(16); // 16
Nv3dVertexAttrib2U primaryTextureBias NV_ALIGN_BYTES(8); // 32
Nv3dVertexAttrib2S cursorPosition; // 40
// Although this is really a 3x3 matrix, GLSL std140 uniform block
// layout says that the column stride is equal to a vec4.
Nv3dFloat transform[3][4]; // 48
Nv3dVertexAttrib2F pixelShiftOffset; // 96
Nv3dVertexAttrib3F luminanceCoefficient NV_ALIGN_BYTES(16); // 112
Nv3dVertexAttrib2F chromaCoefficient NV_ALIGN_BYTES(8); // 128
Nv3dFloat luminanceScale; // 136
Nv3dFloat luminanceBlackLevel; // 140
Nv3dFloat chrominanceScale; // 144
Nv3dFloat chrominanceBlackLevel; // 148
NvU32 useSatHue; // 152
Nv3dFloat satCos; // 156
int resamplingMethod; // 160
} __attribute__((packed)) NvHsFragmentUniforms;
/*
* The static warp mesh consists of four vertices, each vertex has six
* components: (XY, UVRQ).
*/
typedef struct {
struct {
Nv3dFloat x, y, u, v, r, q;
} vertex[4];
} NvHsStaticWarpMesh;
#endif /* __NVIDIA_HEADSURFACE_TYPES_H__ */