Ryujinx/Ryujinx.Graphics.Gpu/State/MethodOffset.cs
2020-01-09 02:13:00 +01:00

92 lines
No EOL
4 KiB
C#

namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU method offset.
/// </summary>
/// <remarks>
/// This is indexed in 32 bits word.
/// </remarks>
enum MethodOffset
{
I2mParams = 0x60,
LaunchDma = 0x6c,
LoadInlineData = 0x6d,
CopyDstTexture = 0x80,
CopySrcTexture = 0x8c,
DispatchParamsAddress = 0xad,
Dispatch = 0xaf,
CopyBuffer = 0xc0,
CopyBufferParams = 0x100,
CopyBufferSwizzle = 0x1c2,
CopyBufferDstTexture = 0x1c3,
CopyBufferSrcTexture = 0x1ca,
RtColorState = 0x200,
CopyTextureControl = 0x223,
CopyRegion = 0x22c,
CopyTexture = 0x237,
ViewportTransform = 0x280,
ViewportExtents = 0x300,
VertexBufferDrawState = 0x35d,
DepthMode = 0x35f,
ClearColors = 0x360,
ClearDepthValue = 0x364,
ClearStencilValue = 0x368,
DepthBiasState = 0x370,
TextureBarrier = 0x378,
StencilBackMasks = 0x3d5,
InvalidateTextures = 0x3dd,
TextureBarrierTiled = 0x3df,
RtColorMaskShared = 0x3e4,
RtDepthStencilState = 0x3f8,
VertexAttribState = 0x458,
RtControl = 0x487,
RtDepthStencilSize = 0x48a,
SamplerIndex = 0x48d,
DepthTestEnable = 0x4b3,
BlendIndependent = 0x4b9,
DepthWriteEnable = 0x4ba,
DepthTestFunc = 0x4c3,
BlendStateCommon = 0x4cf,
BlendEnableCommon = 0x4d7,
BlendEnable = 0x4d8,
StencilTestState = 0x4e0,
YControl = 0x4eb,
FirstVertex = 0x50d,
FirstInstance = 0x50e,
ResetCounter = 0x54c,
RtDepthStencilEnable = 0x54e,
ConditionState = 0x554,
SamplerPoolState = 0x557,
DepthBiasFactor = 0x55b,
TexturePoolState = 0x55d,
StencilBackTestState = 0x565,
DepthBiasUnits = 0x56f,
RtMsaaMode = 0x574,
ShaderBaseAddress = 0x582,
DrawEnd = 0x585,
DrawBegin = 0x586,
PrimitiveRestartState = 0x591,
IndexBufferState = 0x5f2,
IndexBufferCount = 0x5f8,
DepthBiasClamp = 0x61f,
VertexBufferInstanced = 0x620,
FaceState = 0x646,
ViewportTransformEnable = 0x64b,
Clear = 0x674,
RtColorMask = 0x680,
ReportState = 0x6c0,
Report = 0x6c3,
VertexBufferState = 0x700,
BlendState = 0x780,
VertexBufferEndAddress = 0x7c0,
ShaderState = 0x800,
UniformBufferState = 0x8e0,
UniformBufferUpdateData = 0x8e4,
UniformBufferBindVertex = 0x904,
UniformBufferBindTessControl = 0x90c,
UniformBufferBindTessEvaluation = 0x914,
UniformBufferBindGeometry = 0x91c,
UniformBufferBindFragment = 0x924,
TextureBufferIndex = 0x982
}
}