linux/drivers/gpu/drm/etnaviv/state.xml.h

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License cleanup: add SPDX GPL-2.0 license identifier to files with no license Many source files in the tree are missing licensing information, which makes it harder for compliance tools to determine the correct license. By default all files without license information are under the default license of the kernel, which is GPL version 2. Update the files which contain no license information with the 'GPL-2.0' SPDX license identifier. The SPDX identifier is a legally binding shorthand, which can be used instead of the full boiler plate text. This patch is based on work done by Thomas Gleixner and Kate Stewart and Philippe Ombredanne. How this work was done: Patches were generated and checked against linux-4.14-rc6 for a subset of the use cases: - file had no licensing information it it. - file was a */uapi/* one with no licensing information in it, - file was a */uapi/* one with existing licensing information, Further patches will be generated in subsequent months to fix up cases where non-standard license headers were used, and references to license had to be inferred by heuristics based on keywords. The analysis to determine which SPDX License Identifier to be applied to a file was done in a spreadsheet of side by side results from of the output of two independent scanners (ScanCode & Windriver) producing SPDX tag:value files created by Philippe Ombredanne. Philippe prepared the base worksheet, and did an initial spot review of a few 1000 files. The 4.13 kernel was the starting point of the analysis with 60,537 files assessed. Kate Stewart did a file by file comparison of the scanner results in the spreadsheet to determine which SPDX license identifier(s) to be applied to the file. She confirmed any determination that was not immediately clear with lawyers working with the Linux Foundation. Criteria used to select files for SPDX license identifier tagging was: - Files considered eligible had to be source code files. - Make and config files were included as candidates if they contained >5 lines of source - File already had some variant of a license header in it (even if <5 lines). All documentation files were explicitly excluded. The following heuristics were used to determine which SPDX license identifiers to apply. - when both scanners couldn't find any license traces, file was considered to have no license information in it, and the top level COPYING file license applied. For non */uapi/* files that summary was: SPDX license identifier # files ---------------------------------------------------|------- GPL-2.0 11139 and resulted in the first patch in this series. If that file was a */uapi/* path one, it was "GPL-2.0 WITH Linux-syscall-note" otherwise it was "GPL-2.0". Results of that was: SPDX license identifier # files ---------------------------------------------------|------- GPL-2.0 WITH Linux-syscall-note 930 and resulted in the second patch in this series. - if a file had some form of licensing information in it, and was one of the */uapi/* ones, it was denoted with the Linux-syscall-note if any GPL family license was found in the file or had no licensing in it (per prior point). Results summary: SPDX license identifier # files ---------------------------------------------------|------ GPL-2.0 WITH Linux-syscall-note 270 GPL-2.0+ WITH Linux-syscall-note 169 ((GPL-2.0 WITH Linux-syscall-note) OR BSD-2-Clause) 21 ((GPL-2.0 WITH Linux-syscall-note) OR BSD-3-Clause) 17 LGPL-2.1+ WITH Linux-syscall-note 15 GPL-1.0+ WITH Linux-syscall-note 14 ((GPL-2.0+ WITH Linux-syscall-note) OR BSD-3-Clause) 5 LGPL-2.0+ WITH Linux-syscall-note 4 LGPL-2.1 WITH Linux-syscall-note 3 ((GPL-2.0 WITH Linux-syscall-note) OR MIT) 3 ((GPL-2.0 WITH Linux-syscall-note) AND MIT) 1 and that resulted in the third patch in this series. - when the two scanners agreed on the detected license(s), that became the concluded license(s). - when there was disagreement between the two scanners (one detected a license but the other didn't, or they both detected different licenses) a manual inspection of the file occurred. - In most cases a manual inspection of the information in the file resulted in a clear resolution of the license that should apply (and which scanner probably needed to revisit its heuristics). - When it was not immediately clear, the license identifier was confirmed with lawyers working with the Linux Foundation. - If there was any question as to the appropriate license identifier, the file was flagged for further research and to be revisited later in time. In total, over 70 hours of logged manual review was done on the spreadsheet to determine the SPDX license identifiers to apply to the source files by Kate, Philippe, Thomas and, in some cases, confirmation by lawyers working with the Linux Foundation. Kate also obtained a third independent scan of the 4.13 code base from FOSSology, and compared selected files where the other two scanners disagreed against that SPDX file, to see if there was new insights. The Windriver scanner is based on an older version of FOSSology in part, so they are related. Thomas did random spot checks in about 500 files from the spreadsheets for the uapi headers and agreed with SPDX license identifier in the files he inspected. For the non-uapi files Thomas did random spot checks in about 15000 files. In initial set of patches against 4.14-rc6, 3 files were found to have copy/paste license identifier errors, and have been fixed to reflect the correct identifier. Additionally Philippe spent 10 hours this week doing a detailed manual inspection and review of the 12,461 patched files from the initial patch version early this week with: - a full scancode scan run, collecting the matched texts, detected license ids and scores - reviewing anything where there was a license detected (about 500+ files) to ensure that the applied SPDX license was correct - reviewing anything where there was no detection but the patch license was not GPL-2.0 WITH Linux-syscall-note to ensure that the applied SPDX license was correct This produced a worksheet with 20 files needing minor correction. This worksheet was then exported into 3 different .csv files for the different types of files to be modified. These .csv files were then reviewed by Greg. Thomas wrote a script to parse the csv files and add the proper SPDX tag to the file, in the format that the file expected. This script was further refined by Greg based on the output to detect more types of files automatically and to distinguish between header and source .c files (which need different comment types.) Finally Greg ran the script using the .csv files to generate the patches. Reviewed-by: Kate Stewart <kstewart@linuxfoundation.org> Reviewed-by: Philippe Ombredanne <pombredanne@nexb.com> Reviewed-by: Thomas Gleixner <tglx@linutronix.de> Signed-off-by: Greg Kroah-Hartman <gregkh@linuxfoundation.org>
2017-11-01 22:07:57 +08:00
/* SPDX-License-Identifier: GPL-2.0 */
#ifndef STATE_XML
#define STATE_XML
/* Autogenerated file, DO NOT EDIT manually!
This file was generated by the rules-ng-ng headergen tool in this git repository:
http://0x04.net/cgit/index.cgi/rules-ng-ng
git clone git://0x04.net/rules-ng-ng
The rules-ng-ng source files this header was generated from are:
- state.xml ( 18882 bytes, from 2015-03-25 11:42:32)
- common.xml ( 18437 bytes, from 2015-03-25 11:27:41)
- state_hi.xml ( 23420 bytes, from 2015-03-25 11:47:21)
- state_2d.xml ( 51549 bytes, from 2015-03-25 11:25:06)
- state_3d.xml ( 54600 bytes, from 2015-03-25 11:25:19)
- state_vg.xml ( 5973 bytes, from 2015-03-25 11:26:01)
Copyright (C) 2015
*/
#define VARYING_COMPONENT_USE_UNUSED 0x00000000
#define VARYING_COMPONENT_USE_USED 0x00000001
#define VARYING_COMPONENT_USE_POINTCOORD_X 0x00000002
#define VARYING_COMPONENT_USE_POINTCOORD_Y 0x00000003
#define FE_VERTEX_STREAM_CONTROL_VERTEX_STRIDE__MASK 0x000000ff
#define FE_VERTEX_STREAM_CONTROL_VERTEX_STRIDE__SHIFT 0
#define FE_VERTEX_STREAM_CONTROL_VERTEX_STRIDE(x) (((x) << FE_VERTEX_STREAM_CONTROL_VERTEX_STRIDE__SHIFT) & FE_VERTEX_STREAM_CONTROL_VERTEX_STRIDE__MASK)
#define VIVS_FE 0x00000000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG(i0) (0x00000600 + 0x4*(i0))
#define VIVS_FE_VERTEX_ELEMENT_CONFIG__ESIZE 0x00000004
#define VIVS_FE_VERTEX_ELEMENT_CONFIG__LEN 0x00000010
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE__MASK 0x0000000f
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE__SHIFT 0
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_BYTE 0x00000000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_UNSIGNED_BYTE 0x00000001
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_SHORT 0x00000002
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_UNSIGNED_SHORT 0x00000003
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_INT 0x00000004
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_UNSIGNED_INT 0x00000005
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_FLOAT 0x00000008
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_HALF_FLOAT 0x00000009
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_FIXED 0x0000000b
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_INT_10_10_10_2 0x0000000c
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_TYPE_UNSIGNED_INT_10_10_10_2 0x0000000d
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_ENDIAN__MASK 0x00000030
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_ENDIAN__SHIFT 4
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_ENDIAN(x) (((x) << VIVS_FE_VERTEX_ELEMENT_CONFIG_ENDIAN__SHIFT) & VIVS_FE_VERTEX_ELEMENT_CONFIG_ENDIAN__MASK)
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NONCONSECUTIVE 0x00000080
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_STREAM__MASK 0x00000700
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_STREAM__SHIFT 8
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_STREAM(x) (((x) << VIVS_FE_VERTEX_ELEMENT_CONFIG_STREAM__SHIFT) & VIVS_FE_VERTEX_ELEMENT_CONFIG_STREAM__MASK)
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NUM__MASK 0x00003000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NUM__SHIFT 12
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NUM(x) (((x) << VIVS_FE_VERTEX_ELEMENT_CONFIG_NUM__SHIFT) & VIVS_FE_VERTEX_ELEMENT_CONFIG_NUM__MASK)
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE__MASK 0x0000c000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE__SHIFT 14
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE_OFF 0x00000000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE_ON 0x00008000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_START__MASK 0x00ff0000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_START__SHIFT 16
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_START(x) (((x) << VIVS_FE_VERTEX_ELEMENT_CONFIG_START__SHIFT) & VIVS_FE_VERTEX_ELEMENT_CONFIG_START__MASK)
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_END__MASK 0xff000000
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_END__SHIFT 24
#define VIVS_FE_VERTEX_ELEMENT_CONFIG_END(x) (((x) << VIVS_FE_VERTEX_ELEMENT_CONFIG_END__SHIFT) & VIVS_FE_VERTEX_ELEMENT_CONFIG_END__MASK)
#define VIVS_FE_CMD_STREAM_BASE_ADDR 0x00000640
#define VIVS_FE_INDEX_STREAM_BASE_ADDR 0x00000644
#define VIVS_FE_INDEX_STREAM_CONTROL 0x00000648
#define VIVS_FE_INDEX_STREAM_CONTROL_TYPE__MASK 0x00000003
#define VIVS_FE_INDEX_STREAM_CONTROL_TYPE__SHIFT 0
#define VIVS_FE_INDEX_STREAM_CONTROL_TYPE_UNSIGNED_CHAR 0x00000000
#define VIVS_FE_INDEX_STREAM_CONTROL_TYPE_UNSIGNED_SHORT 0x00000001
#define VIVS_FE_INDEX_STREAM_CONTROL_TYPE_UNSIGNED_INT 0x00000002
#define VIVS_FE_VERTEX_STREAM_BASE_ADDR 0x0000064c
#define VIVS_FE_VERTEX_STREAM_CONTROL 0x00000650
#define VIVS_FE_COMMAND_ADDRESS 0x00000654
#define VIVS_FE_COMMAND_CONTROL 0x00000658
#define VIVS_FE_COMMAND_CONTROL_PREFETCH__MASK 0x0000ffff
#define VIVS_FE_COMMAND_CONTROL_PREFETCH__SHIFT 0
#define VIVS_FE_COMMAND_CONTROL_PREFETCH(x) (((x) << VIVS_FE_COMMAND_CONTROL_PREFETCH__SHIFT) & VIVS_FE_COMMAND_CONTROL_PREFETCH__MASK)
#define VIVS_FE_COMMAND_CONTROL_ENABLE 0x00010000
#define VIVS_FE_DMA_STATUS 0x0000065c
#define VIVS_FE_DMA_DEBUG_STATE 0x00000660
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE__MASK 0x0000001f
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE__SHIFT 0
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_DEC 0x00000001
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_ADR0 0x00000002
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_LOAD0 0x00000003
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_ADR1 0x00000004
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_LOAD1 0x00000005
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_3DADR 0x00000006
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_3DCMD 0x00000007
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_3DCNTL 0x00000008
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_3DIDXCNTL 0x00000009
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_INITREQDMA 0x0000000a
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_DRAWIDX 0x0000000b
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_DRAW 0x0000000c
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_2DRECT0 0x0000000d
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_2DRECT1 0x0000000e
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_2DDATA0 0x0000000f
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_2DDATA1 0x00000010
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_WAITFIFO 0x00000011
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_WAIT 0x00000012
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_LINK 0x00000013
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_END 0x00000014
#define VIVS_FE_DMA_DEBUG_STATE_CMD_STATE_STALL 0x00000015
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE__MASK 0x00000300
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE__SHIFT 8
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE_START 0x00000100
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE_REQ 0x00000200
#define VIVS_FE_DMA_DEBUG_STATE_CMD_DMA_STATE_END 0x00000300
#define VIVS_FE_DMA_DEBUG_STATE_CMD_FETCH_STATE__MASK 0x00000c00
#define VIVS_FE_DMA_DEBUG_STATE_CMD_FETCH_STATE__SHIFT 10
#define VIVS_FE_DMA_DEBUG_STATE_CMD_FETCH_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_CMD_FETCH_STATE_RAMVALID 0x00000400
#define VIVS_FE_DMA_DEBUG_STATE_CMD_FETCH_STATE_VALID 0x00000800
#define VIVS_FE_DMA_DEBUG_STATE_REQ_DMA_STATE__MASK 0x00003000
#define VIVS_FE_DMA_DEBUG_STATE_REQ_DMA_STATE__SHIFT 12
#define VIVS_FE_DMA_DEBUG_STATE_REQ_DMA_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_REQ_DMA_STATE_WAITIDX 0x00001000
#define VIVS_FE_DMA_DEBUG_STATE_REQ_DMA_STATE_CAL 0x00002000
#define VIVS_FE_DMA_DEBUG_STATE_CAL_STATE__MASK 0x0000c000
#define VIVS_FE_DMA_DEBUG_STATE_CAL_STATE__SHIFT 14
#define VIVS_FE_DMA_DEBUG_STATE_CAL_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_CAL_STATE_LDADR 0x00004000
#define VIVS_FE_DMA_DEBUG_STATE_CAL_STATE_IDXCALC 0x00008000
#define VIVS_FE_DMA_DEBUG_STATE_VE_REQ_STATE__MASK 0x00030000
#define VIVS_FE_DMA_DEBUG_STATE_VE_REQ_STATE__SHIFT 16
#define VIVS_FE_DMA_DEBUG_STATE_VE_REQ_STATE_IDLE 0x00000000
#define VIVS_FE_DMA_DEBUG_STATE_VE_REQ_STATE_CKCACHE 0x00010000
#define VIVS_FE_DMA_DEBUG_STATE_VE_REQ_STATE_MISS 0x00020000
#define VIVS_FE_DMA_ADDRESS 0x00000664
#define VIVS_FE_DMA_LOW 0x00000668
#define VIVS_FE_DMA_HIGH 0x0000066c
#define VIVS_FE_AUTO_FLUSH 0x00000670
#define VIVS_FE_UNK00678 0x00000678
#define VIVS_FE_UNK0067C 0x0000067c
#define VIVS_FE_VERTEX_STREAMS(i0) (0x00000000 + 0x4*(i0))
#define VIVS_FE_VERTEX_STREAMS__ESIZE 0x00000004
#define VIVS_FE_VERTEX_STREAMS__LEN 0x00000008
#define VIVS_FE_VERTEX_STREAMS_BASE_ADDR(i0) (0x00000680 + 0x4*(i0))
#define VIVS_FE_VERTEX_STREAMS_CONTROL(i0) (0x000006a0 + 0x4*(i0))
#define VIVS_FE_UNK00700(i0) (0x00000700 + 0x4*(i0))
#define VIVS_FE_UNK00700__ESIZE 0x00000004
#define VIVS_FE_UNK00700__LEN 0x00000010
#define VIVS_FE_UNK00740(i0) (0x00000740 + 0x4*(i0))
#define VIVS_FE_UNK00740__ESIZE 0x00000004
#define VIVS_FE_UNK00740__LEN 0x00000010
#define VIVS_FE_UNK00780(i0) (0x00000780 + 0x4*(i0))
#define VIVS_FE_UNK00780__ESIZE 0x00000004
#define VIVS_FE_UNK00780__LEN 0x00000010
#define VIVS_GL 0x00000000
#define VIVS_GL_PIPE_SELECT 0x00003800
#define VIVS_GL_PIPE_SELECT_PIPE__MASK 0x00000001
#define VIVS_GL_PIPE_SELECT_PIPE__SHIFT 0
#define VIVS_GL_PIPE_SELECT_PIPE(x) (((x) << VIVS_GL_PIPE_SELECT_PIPE__SHIFT) & VIVS_GL_PIPE_SELECT_PIPE__MASK)
#define VIVS_GL_EVENT 0x00003804
#define VIVS_GL_EVENT_EVENT_ID__MASK 0x0000001f
#define VIVS_GL_EVENT_EVENT_ID__SHIFT 0
#define VIVS_GL_EVENT_EVENT_ID(x) (((x) << VIVS_GL_EVENT_EVENT_ID__SHIFT) & VIVS_GL_EVENT_EVENT_ID__MASK)
#define VIVS_GL_EVENT_FROM_FE 0x00000020
#define VIVS_GL_EVENT_FROM_PE 0x00000040
#define VIVS_GL_EVENT_SOURCE__MASK 0x00001f00
#define VIVS_GL_EVENT_SOURCE__SHIFT 8
#define VIVS_GL_EVENT_SOURCE(x) (((x) << VIVS_GL_EVENT_SOURCE__SHIFT) & VIVS_GL_EVENT_SOURCE__MASK)
#define VIVS_GL_SEMAPHORE_TOKEN 0x00003808
#define VIVS_GL_SEMAPHORE_TOKEN_FROM__MASK 0x0000001f
#define VIVS_GL_SEMAPHORE_TOKEN_FROM__SHIFT 0
#define VIVS_GL_SEMAPHORE_TOKEN_FROM(x) (((x) << VIVS_GL_SEMAPHORE_TOKEN_FROM__SHIFT) & VIVS_GL_SEMAPHORE_TOKEN_FROM__MASK)
#define VIVS_GL_SEMAPHORE_TOKEN_TO__MASK 0x00001f00
#define VIVS_GL_SEMAPHORE_TOKEN_TO__SHIFT 8
#define VIVS_GL_SEMAPHORE_TOKEN_TO(x) (((x) << VIVS_GL_SEMAPHORE_TOKEN_TO__SHIFT) & VIVS_GL_SEMAPHORE_TOKEN_TO__MASK)
#define VIVS_GL_FLUSH_CACHE 0x0000380c
#define VIVS_GL_FLUSH_CACHE_DEPTH 0x00000001
#define VIVS_GL_FLUSH_CACHE_COLOR 0x00000002
#define VIVS_GL_FLUSH_CACHE_TEXTURE 0x00000004
#define VIVS_GL_FLUSH_CACHE_PE2D 0x00000008
#define VIVS_GL_FLUSH_CACHE_TEXTUREVS 0x00000010
#define VIVS_GL_FLUSH_CACHE_SHADER_L1 0x00000020
#define VIVS_GL_FLUSH_CACHE_SHADER_L2 0x00000040
#define VIVS_GL_FLUSH_MMU 0x00003810
#define VIVS_GL_FLUSH_MMU_FLUSH_FEMMU 0x00000001
#define VIVS_GL_FLUSH_MMU_FLUSH_UNK1 0x00000002
#define VIVS_GL_FLUSH_MMU_FLUSH_UNK2 0x00000004
#define VIVS_GL_FLUSH_MMU_FLUSH_PEMMU 0x00000008
#define VIVS_GL_FLUSH_MMU_FLUSH_UNK4 0x00000010
#define VIVS_GL_VERTEX_ELEMENT_CONFIG 0x00003814
#define VIVS_GL_MULTI_SAMPLE_CONFIG 0x00003818
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK 0x00000003
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__SHIFT 0
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES_NONE 0x00000000
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES_2X 0x00000001
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES_4X 0x00000002
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES_MASK 0x00000008
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES__MASK 0x000000f0
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES__SHIFT 4
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES(x) (((x) << VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES__SHIFT) & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES__MASK)
#define VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES_MASK 0x00000100
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12__MASK 0x00007000
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12__SHIFT 12
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12(x) (((x) << VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12__SHIFT) & VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12__MASK)
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK12_MASK 0x00008000
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16__MASK 0x00030000
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16__SHIFT 16
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16(x) (((x) << VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16__SHIFT) & VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16__MASK)
#define VIVS_GL_MULTI_SAMPLE_CONFIG_UNK16_MASK 0x00080000
#define VIVS_GL_VARYING_TOTAL_COMPONENTS 0x0000381c
#define VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM__MASK 0x000000ff
#define VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM__SHIFT 0
#define VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(x) (((x) << VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM__SHIFT) & VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS 0x00003820
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR0__MASK 0x00000007
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR0__SHIFT 0
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR0(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR0__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR0__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR1__MASK 0x00000070
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR1__SHIFT 4
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR1(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR1__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR1__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR2__MASK 0x00000700
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR2__SHIFT 8
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR2(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR2__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR2__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR3__MASK 0x00007000
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR3__SHIFT 12
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR3(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR3__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR3__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR4__MASK 0x00070000
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR4__SHIFT 16
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR4(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR4__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR4__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR5__MASK 0x00700000
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR5__SHIFT 20
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR5(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR5__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR5__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR6__MASK 0x07000000
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR6__SHIFT 24
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR6(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR6__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR6__MASK)
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR7__MASK 0x70000000
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR7__SHIFT 28
#define VIVS_GL_VARYING_NUM_COMPONENTS_VAR7(x) (((x) << VIVS_GL_VARYING_NUM_COMPONENTS_VAR7__SHIFT) & VIVS_GL_VARYING_NUM_COMPONENTS_VAR7__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE(i0) (0x00003828 + 0x4*(i0))
#define VIVS_GL_VARYING_COMPONENT_USE__ESIZE 0x00000004
#define VIVS_GL_VARYING_COMPONENT_USE__LEN 0x00000002
#define VIVS_GL_VARYING_COMPONENT_USE_COMP0__MASK 0x00000003
#define VIVS_GL_VARYING_COMPONENT_USE_COMP0__SHIFT 0
#define VIVS_GL_VARYING_COMPONENT_USE_COMP0(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP0__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP0__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP1__MASK 0x0000000c
#define VIVS_GL_VARYING_COMPONENT_USE_COMP1__SHIFT 2
#define VIVS_GL_VARYING_COMPONENT_USE_COMP1(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP1__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP1__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP2__MASK 0x00000030
#define VIVS_GL_VARYING_COMPONENT_USE_COMP2__SHIFT 4
#define VIVS_GL_VARYING_COMPONENT_USE_COMP2(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP2__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP2__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP3__MASK 0x000000c0
#define VIVS_GL_VARYING_COMPONENT_USE_COMP3__SHIFT 6
#define VIVS_GL_VARYING_COMPONENT_USE_COMP3(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP3__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP3__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP4__MASK 0x00000300
#define VIVS_GL_VARYING_COMPONENT_USE_COMP4__SHIFT 8
#define VIVS_GL_VARYING_COMPONENT_USE_COMP4(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP4__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP4__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP5__MASK 0x00000c00
#define VIVS_GL_VARYING_COMPONENT_USE_COMP5__SHIFT 10
#define VIVS_GL_VARYING_COMPONENT_USE_COMP5(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP5__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP5__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP6__MASK 0x00003000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP6__SHIFT 12
#define VIVS_GL_VARYING_COMPONENT_USE_COMP6(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP6__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP6__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP7__MASK 0x0000c000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP7__SHIFT 14
#define VIVS_GL_VARYING_COMPONENT_USE_COMP7(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP7__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP7__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP8__MASK 0x00030000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP8__SHIFT 16
#define VIVS_GL_VARYING_COMPONENT_USE_COMP8(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP8__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP8__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP9__MASK 0x000c0000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP9__SHIFT 18
#define VIVS_GL_VARYING_COMPONENT_USE_COMP9(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP9__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP9__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP10__MASK 0x00300000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP10__SHIFT 20
#define VIVS_GL_VARYING_COMPONENT_USE_COMP10(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP10__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP10__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP11__MASK 0x00c00000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP11__SHIFT 22
#define VIVS_GL_VARYING_COMPONENT_USE_COMP11(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP11__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP11__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP12__MASK 0x03000000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP12__SHIFT 24
#define VIVS_GL_VARYING_COMPONENT_USE_COMP12(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP12__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP12__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP13__MASK 0x0c000000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP13__SHIFT 26
#define VIVS_GL_VARYING_COMPONENT_USE_COMP13(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP13__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP13__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP14__MASK 0x30000000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP14__SHIFT 28
#define VIVS_GL_VARYING_COMPONENT_USE_COMP14(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP14__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP14__MASK)
#define VIVS_GL_VARYING_COMPONENT_USE_COMP15__MASK 0xc0000000
#define VIVS_GL_VARYING_COMPONENT_USE_COMP15__SHIFT 30
#define VIVS_GL_VARYING_COMPONENT_USE_COMP15(x) (((x) << VIVS_GL_VARYING_COMPONENT_USE_COMP15__SHIFT) & VIVS_GL_VARYING_COMPONENT_USE_COMP15__MASK)
#define VIVS_GL_UNK03834 0x00003834
#define VIVS_GL_UNK03838 0x00003838
#define VIVS_GL_API_MODE 0x0000384c
#define VIVS_GL_API_MODE_OPENGL 0x00000000
#define VIVS_GL_API_MODE_OPENVG 0x00000001
#define VIVS_GL_API_MODE_OPENCL 0x00000002
#define VIVS_GL_CONTEXT_POINTER 0x00003850
#define VIVS_GL_UNK03A00 0x00003a00
#define VIVS_GL_STALL_TOKEN 0x00003c00
#define VIVS_GL_STALL_TOKEN_FROM__MASK 0x0000001f
#define VIVS_GL_STALL_TOKEN_FROM__SHIFT 0
#define VIVS_GL_STALL_TOKEN_FROM(x) (((x) << VIVS_GL_STALL_TOKEN_FROM__SHIFT) & VIVS_GL_STALL_TOKEN_FROM__MASK)
#define VIVS_GL_STALL_TOKEN_TO__MASK 0x00001f00
#define VIVS_GL_STALL_TOKEN_TO__SHIFT 8
#define VIVS_GL_STALL_TOKEN_TO(x) (((x) << VIVS_GL_STALL_TOKEN_TO__SHIFT) & VIVS_GL_STALL_TOKEN_TO__MASK)
#define VIVS_GL_STALL_TOKEN_FLIP0 0x40000000
#define VIVS_GL_STALL_TOKEN_FLIP1 0x80000000
#define VIVS_DUMMY 0x00000000
#define VIVS_DUMMY_DUMMY 0x0003fffc
#endif /* STATE_XML */