MethodOffset.cs 5.2 KB

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  1. namespace Ryujinx.Graphics.Gpu.State
  2. {
  3. /// <summary>
  4. /// GPU method offset.
  5. /// </summary>
  6. /// <remarks>
  7. /// This is indexed in 32 bits word.
  8. /// </remarks>
  9. enum MethodOffset
  10. {
  11. BindChannel = 0x00,
  12. FenceValue = 0x1c,
  13. FenceAction = 0x1d,
  14. WaitForIdle = 0x44,
  15. MacroUploadAddress = 0x45,
  16. SendMacroCodeData = 0x46,
  17. MacroBindingIndex = 0x47,
  18. BindMacro = 0x48,
  19. SetMmeShadowRamControl = 0x49,
  20. I2mParams = 0x60,
  21. LaunchDma = 0x6c,
  22. LoadInlineData = 0x6d,
  23. CopyDstTexture = 0x80,
  24. CopySrcTexture = 0x8c,
  25. DispatchParamsAddress = 0xad,
  26. Dispatch = 0xaf,
  27. SyncpointAction = 0xb2,
  28. CopyBuffer = 0xc0,
  29. RasterizeEnable = 0xdf,
  30. CopyBufferParams = 0x100,
  31. CopyBufferSwizzle = 0x1c2,
  32. CopyBufferDstTexture = 0x1c3,
  33. CopyBufferSrcTexture = 0x1ca,
  34. RtColorState = 0x200,
  35. CopyTextureControl = 0x223,
  36. CopyRegion = 0x22c,
  37. CopyTexture = 0x237,
  38. ViewportTransform = 0x280,
  39. ViewportExtents = 0x300,
  40. VertexBufferDrawState = 0x35d,
  41. DepthMode = 0x35f,
  42. ClearColors = 0x360,
  43. ClearDepthValue = 0x364,
  44. ClearStencilValue = 0x368,
  45. DepthBiasState = 0x370,
  46. TextureBarrier = 0x378,
  47. ScissorState = 0x380,
  48. StencilBackMasks = 0x3d5,
  49. InvalidateTextures = 0x3dd,
  50. TextureBarrierTiled = 0x3df,
  51. RtColorMaskShared = 0x3e4,
  52. RtDepthStencilState = 0x3f8,
  53. VertexAttribState = 0x458,
  54. RtControl = 0x487,
  55. RtDepthStencilSize = 0x48a,
  56. SamplerIndex = 0x48d,
  57. DepthTestEnable = 0x4b3,
  58. BlendIndependent = 0x4b9,
  59. DepthWriteEnable = 0x4ba,
  60. DepthTestFunc = 0x4c3,
  61. BlendConstant = 0x4c7,
  62. BlendStateCommon = 0x4cf,
  63. BlendEnableCommon = 0x4d7,
  64. BlendEnable = 0x4d8,
  65. StencilTestState = 0x4e0,
  66. YControl = 0x4eb,
  67. FirstVertex = 0x50d,
  68. FirstInstance = 0x50e,
  69. ClipDistanceEnable = 0x544,
  70. PointSize = 0x546,
  71. ResetCounter = 0x54c,
  72. RtDepthStencilEnable = 0x54e,
  73. ConditionState = 0x554,
  74. SamplerPoolState = 0x557,
  75. DepthBiasFactor = 0x55b,
  76. TexturePoolState = 0x55d,
  77. StencilBackTestState = 0x565,
  78. DepthBiasUnits = 0x56f,
  79. RtMsaaMode = 0x574,
  80. ShaderBaseAddress = 0x582,
  81. DrawEnd = 0x585,
  82. DrawBegin = 0x586,
  83. PrimitiveRestartState = 0x591,
  84. IndexBufferState = 0x5f2,
  85. IndexBufferCount = 0x5f8,
  86. DepthBiasClamp = 0x61f,
  87. VertexBufferInstanced = 0x620,
  88. FaceState = 0x646,
  89. ViewportTransformEnable = 0x64b,
  90. ViewVolumeClipControl = 0x64f,
  91. Clear = 0x674,
  92. RtColorMask = 0x680,
  93. ReportState = 0x6c0,
  94. Report = 0x6c3,
  95. VertexBufferState = 0x700,
  96. BlendState = 0x780,
  97. VertexBufferEndAddress = 0x7c0,
  98. ShaderState = 0x800,
  99. FirmwareCall0 = 0x8c0,
  100. FirmwareCall1 = 0x8c1,
  101. FirmwareCall2 = 0x8c2,
  102. FirmwareCall3 = 0x8c3,
  103. FirmwareCall4 = 0x8c4,
  104. FirmwareCall5 = 0x8c5,
  105. FirmwareCall6 = 0x8c6,
  106. FirmwareCall7 = 0x8c7,
  107. UniformBufferState = 0x8e0,
  108. UniformBufferUpdateData = 0x8e4,
  109. UniformBufferBindVertex = 0x904,
  110. UniformBufferBindTessControl = 0x90c,
  111. UniformBufferBindTessEvaluation = 0x914,
  112. UniformBufferBindGeometry = 0x91c,
  113. UniformBufferBindFragment = 0x924,
  114. TextureBufferIndex = 0x982
  115. }
  116. }