// Generated using 'Offline GLSL Shader Compiler Version 13.0.0.0.465.00.dev/gpu_drv/dev_a-14542'
// WARNING: This file is auto-generated!  Do not hand-edit!
// Instead, edit the GLSL shaders and run 'unix-build nvmake @generate'.

#include "nvidia-3d-shaders.h"
#include "g_shader_names.h"

ct_assert(NUM_PROGRAMS == 34);
static const Nv3dProgramInfo HopperProgramInfo[NUM_PROGRAMS] = {
    // nvidia_headsurface_vertex
    { .offset = 0x00000000,
      .registerCount = 13,
      .type = NV3D_SHADER_TYPE_VERTEX,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_VERTEX_B,
      .bindGroup = NV3D_HW_BIND_GROUP_VERTEX,
    },

    // nvidia_headsurface_fragment
    { .offset = 0x00000300,
      .registerCount = 13,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_customSampling
    { .offset = 0x00000580,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_overlay
    { .offset = 0x00004680,
      .registerCount = 32,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_overlay_customSampling
    { .offset = 0x00005200,
      .registerCount = 32,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset
    { .offset = 0x00007d00,
      .registerCount = 15,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_customSampling
    { .offset = 0x00008000,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_swapped
    { .offset = 0x0000c200,
      .registerCount = 16,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_swapped_customSampling
    { .offset = 0x0000c580,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_overlay
    { .offset = 0x00010780,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_overlay_customSampling
    { .offset = 0x00011380,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_overlay_swapped
    { .offset = 0x00013f80,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_offset_overlay_swapped_customSampling
    { .offset = 0x00014b00,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend
    { .offset = 0x00017780,
      .registerCount = 15,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_customSampling
    { .offset = 0x00017a80,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_swapped
    { .offset = 0x0001bc00,
      .registerCount = 18,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_swapped_customSampling
    { .offset = 0x0001bf00,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_overlay
    { .offset = 0x00020100,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_overlay_customSampling
    { .offset = 0x00020d00,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_overlay_swapped
    { .offset = 0x00023900,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_overlay_swapped_customSampling
    { .offset = 0x00024480,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset
    { .offset = 0x00027080,
      .registerCount = 20,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_customSampling
    { .offset = 0x00027400,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_swapped
    { .offset = 0x0002b580,
      .registerCount = 19,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_swapped_customSampling
    { .offset = 0x0002b900,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_overlay
    { .offset = 0x0002fb00,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_overlay_customSampling
    { .offset = 0x00030680,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_overlay_swapped
    { .offset = 0x00033300,
      .registerCount = 39,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_blend_offset_overlay_swapped_customSampling
    { .offset = 0x00033f00,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_yuv420
    { .offset = 0x00036b80,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_yuv420_overlay
    { .offset = 0x00038200,
      .registerCount = 40,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_pixelShift
    { .offset = 0x0003a380,
      .registerCount = 32,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_overlay_pixelShift
    { .offset = 0x0003ab80,
      .registerCount = 32,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

    // nvidia_headsurface_fragment_reversePrime
    { .offset = 0x0003b780,
      .registerCount = 13,
      .type = NV3D_SHADER_TYPE_PIXEL,
      .constIndex = -1,
      .stage = NV3D_HW_SHADER_STAGE_PIXEL,
      .bindGroup = NV3D_HW_BIND_GROUP_FRAGMENT,
    },

};


static const Nv3dShaderConstBufInfo HopperConstBufInfo[] = {
};

static const size_t HopperConstBufSize = 0;
static const NvU32 HopperConstBufSizeAlign = 256;

// Total shader code size: 238.5 KB
static const size_t HopperProgramHeapSize = 244224;
static const size_t HopperShaderMaxLocalBytes = 0;
static const size_t HopperShaderMaxStackBytes = 0;
