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https://github.com/tiagovignatti/intel-gpu-tools.git
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223 lines
5.6 KiB
C
223 lines
5.6 KiB
C
#ifndef GEN7_RENDER_H
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#define GEN7_RENDER_H
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#include "gen6_render.h"
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#define GEN7_3DSTATE_URB_VS (0x7830 << 16)
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#define GEN7_3DSTATE_URB_HS (0x7831 << 16)
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#define GEN7_3DSTATE_URB_DS (0x7832 << 16)
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#define GEN7_3DSTATE_URB_GS (0x7833 << 16)
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#define GEN6_3DSTATE_SCISSOR_STATE_POINTERS GEN6_3D(3, 0, 0xf)
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#define GEN7_3DSTATE_CLEAR_PARAMS GEN6_3D(3, 0, 0x04)
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#define GEN7_3DSTATE_DEPTH_BUFFER GEN6_3D(3, 0, 0x05)
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#define GEN7_3DSTATE_STENCIL_BUFFER GEN6_3D(3, 0, 0x06)
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#define GEN7_3DSTATE_HIER_DEPTH_BUFFER GEN6_3D(3, 0, 0x07)
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#define GEN7_3DSTATE_GS GEN6_3D(3, 0, 0x11)
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#define GEN7_3DSTATE_CONSTANT_GS GEN6_3D(3, 0, 0x16)
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#define GEN7_3DSTATE_CONSTANT_HS GEN6_3D(3, 0, 0x19)
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#define GEN7_3DSTATE_CONSTANT_DS GEN6_3D(3, 0, 0x1a)
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#define GEN7_3DSTATE_HS GEN6_3D(3, 0, 0x1b)
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#define GEN7_3DSTATE_TE GEN6_3D(3, 0, 0x1c)
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#define GEN7_3DSTATE_DS GEN6_3D(3, 0, 0x1d)
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#define GEN7_3DSTATE_STREAMOUT GEN6_3D(3, 0, 0x1e)
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#define GEN7_3DSTATE_SBE GEN6_3D(3, 0, 0x1f)
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#define GEN7_3DSTATE_PS GEN6_3D(3, 0, 0x20)
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#define GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP \
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GEN6_3D(3, 0, 0x21)
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#define GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC GEN6_3D(3, 0, 0x23)
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#define GEN7_3DSTATE_BLEND_STATE_POINTERS GEN6_3D(3, 0, 0x24)
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#define GEN7_3DSTATE_DS_STATE_POINTERS GEN6_3D(3, 0, 0x25)
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#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS GEN6_3D(3, 0, 0x26)
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#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS GEN6_3D(3, 0, 0x27)
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#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS GEN6_3D(3, 0, 0x28)
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#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS GEN6_3D(3, 0, 0x29)
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#define GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS GEN6_3D(3, 0, 0x2a)
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#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS GEN6_3D(3, 0, 0x2b)
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#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS GEN6_3D(3, 0, 0x2c)
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#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS GEN6_3D(3, 0, 0x2d)
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#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS GEN6_3D(3, 0, 0x2e)
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#define GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS GEN6_3D(3, 0, 0x2f)
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#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS GEN6_3D(3, 1, 0x12)
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#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_HS GEN6_3D(3, 1, 0x13)
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#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_DS GEN6_3D(3, 1, 0x14)
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#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_GS GEN6_3D(3, 1, 0x15)
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#define GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS GEN6_3D(3, 1, 0x16)
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/* Some random bits that we care about */
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#define GEN7_VB0_BUFFER_ADDR_MOD_EN (1 << 14)
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#define GEN7_WM_DISPATCH_ENABLE (1 << 29)
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#define GEN7_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC (1 << 11)
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#define GEN7_3DSTATE_PS_ATTRIBUTE_ENABLED (1 << 10)
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/* Random shifts */
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#define GEN7_3DSTATE_WM_MAX_THREADS_SHIFT 24
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#define HSW_3DSTATE_WM_MAX_THREADS_SHIFT 23
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/* Shamelessly ripped from mesa */
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struct gen7_surface_state
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{
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struct {
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uint32_t cube_pos_z:1;
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uint32_t cube_neg_z:1;
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uint32_t cube_pos_y:1;
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uint32_t cube_neg_y:1;
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uint32_t cube_pos_x:1;
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uint32_t cube_neg_x:1;
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uint32_t pad2:2;
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uint32_t render_cache_read_write:1;
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uint32_t pad1:1;
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uint32_t surface_array_spacing:1;
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uint32_t vert_line_stride_ofs:1;
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uint32_t vert_line_stride:1;
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uint32_t tile_walk:1;
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uint32_t tiled_surface:1;
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uint32_t horizontal_alignment:1;
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uint32_t vertical_alignment:2;
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uint32_t surface_format:9; /**< BRW_SURFACEFORMAT_x */
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uint32_t pad0:1;
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uint32_t is_array:1;
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uint32_t surface_type:3; /**< BRW_SURFACE_1D/2D/3D/CUBE */
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} ss0;
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struct {
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uint32_t base_addr;
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} ss1;
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struct {
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uint32_t width:14;
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uint32_t pad1:2;
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uint32_t height:14;
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uint32_t pad0:2;
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} ss2;
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struct {
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uint32_t pitch:18;
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uint32_t pad:3;
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uint32_t depth:11;
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} ss3;
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struct {
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uint32_t multisample_position_palette_index:3;
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uint32_t num_multisamples:3;
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uint32_t multisampled_surface_storage_format:1;
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uint32_t render_target_view_extent:11;
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uint32_t min_array_elt:11;
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uint32_t rotation:2;
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uint32_t pad0:1;
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} ss4;
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struct {
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uint32_t mip_count:4;
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uint32_t min_lod:4;
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uint32_t pad1:12;
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uint32_t y_offset:4;
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uint32_t pad0:1;
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uint32_t x_offset:7;
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} ss5;
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struct {
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uint32_t pad; /* Multisample Control Surface stuff */
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} ss6;
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struct {
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uint32_t resource_min_lod:12;
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/* Only on Haswell */
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uint32_t pad0:4;
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uint32_t shader_chanel_select_a:3;
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uint32_t shader_chanel_select_b:3;
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uint32_t shader_chanel_select_g:3;
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uint32_t shader_chanel_select_r:3;
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uint32_t alpha_clear_color:1;
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uint32_t blue_clear_color:1;
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uint32_t green_clear_color:1;
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uint32_t red_clear_color:1;
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} ss7;
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};
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struct gen7_sampler_state
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{
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struct
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{
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uint32_t aniso_algorithm:1;
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uint32_t lod_bias:13;
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uint32_t min_filter:3;
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uint32_t mag_filter:3;
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uint32_t mip_filter:2;
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uint32_t base_level:5;
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uint32_t pad1:1;
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uint32_t lod_preclamp:1;
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uint32_t default_color_mode:1;
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uint32_t pad0:1;
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uint32_t disable:1;
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} ss0;
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struct
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{
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uint32_t cube_control_mode:1;
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uint32_t shadow_function:3;
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uint32_t pad:4;
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uint32_t max_lod:12;
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uint32_t min_lod:12;
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} ss1;
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struct
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{
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uint32_t pad:5;
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uint32_t default_color_pointer:27;
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} ss2;
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struct
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{
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uint32_t r_wrap_mode:3;
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uint32_t t_wrap_mode:3;
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uint32_t s_wrap_mode:3;
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uint32_t pad:1;
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uint32_t non_normalized_coord:1;
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uint32_t trilinear_quality:2;
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uint32_t address_round:6;
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uint32_t max_aniso:3;
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uint32_t chroma_key_mode:1;
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uint32_t chroma_key_index:2;
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uint32_t chroma_key_enable:1;
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uint32_t pad0:6;
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} ss3;
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};
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struct gen7_sf_clip_viewport {
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struct {
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float m00;
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float m11;
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float m22;
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float m30;
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float m31;
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float m32;
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} viewport;
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uint32_t pad0[2];
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struct {
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float xmin;
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float xmax;
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float ymin;
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float ymax;
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} guardband;
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float pad1[4];
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};
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struct gen6_scissor_rect
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{
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uint32_t xmin:16;
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uint32_t ymin:16;
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uint32_t xmax:16;
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uint32_t ymax:16;
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};
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#endif
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