NvGpuEngine3dReg.cs 4.5 KB

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  1. namespace Ryujinx.Graphics.Graphics3d
  2. {
  3. enum NvGpuEngine3dReg
  4. {
  5. FrameBufferNAddress = 0x200,
  6. FrameBufferNWidth = 0x202,
  7. FrameBufferNHeight = 0x203,
  8. FrameBufferNFormat = 0x204,
  9. FrameBufferNBlockDim = 0x205,
  10. FrameBufferNArrayMode = 0x206,
  11. FrameBufferNLayerStride = 0x207,
  12. FrameBufferNBaseLayer = 0x208,
  13. ViewportNScaleX = 0x280,
  14. ViewportNScaleY = 0x281,
  15. ViewportNScaleZ = 0x282,
  16. ViewportNTranslateX = 0x283,
  17. ViewportNTranslateY = 0x284,
  18. ViewportNTranslateZ = 0x285,
  19. ViewportNHoriz = 0x300,
  20. ViewportNVert = 0x301,
  21. DepthRangeNNear = 0x302,
  22. DepthRangeNFar = 0x303,
  23. VertexArrayFirst = 0x35d,
  24. VertexArrayCount = 0x35e,
  25. ClearNColor = 0x360,
  26. ClearDepth = 0x364,
  27. ClearStencil = 0x368,
  28. ScissorEnable = 0x380,
  29. ScissorHorizontal = 0x381,
  30. ScissorVertical = 0x382,
  31. StencilBackFuncRef = 0x3d5,
  32. StencilBackMask = 0x3d6,
  33. StencilBackFuncMask = 0x3d7,
  34. ColorMaskCommon = 0x3e4,
  35. RtSeparateFragData = 0x3eb,
  36. ZetaAddress = 0x3f8,
  37. ZetaFormat = 0x3fa,
  38. ZetaBlockDimensions = 0x3fb,
  39. ZetaLayerStride = 0x3fc,
  40. VertexAttribNFormat = 0x458,
  41. RtControl = 0x487,
  42. ZetaHoriz = 0x48a,
  43. ZetaVert = 0x48b,
  44. ZetaArrayMode = 0x48c,
  45. LinkedTsc = 0x48d,
  46. DepthTestEnable = 0x4b3,
  47. BlendIndependent = 0x4b9,
  48. DepthWriteEnable = 0x4ba,
  49. DepthTestFunction = 0x4c3,
  50. BlendSeparateAlpha = 0x4cf,
  51. BlendEquationRgb = 0x4d0,
  52. BlendFuncSrcRgb = 0x4d1,
  53. BlendFuncDstRgb = 0x4d2,
  54. BlendEquationAlpha = 0x4d3,
  55. BlendFuncSrcAlpha = 0x4d4,
  56. BlendFuncDstAlpha = 0x4d6,
  57. BlendEnable = 0x4d7,
  58. IBlendNEnable = 0x4d8,
  59. StencilEnable = 0x4e0,
  60. StencilFrontOpFail = 0x4e1,
  61. StencilFrontOpZFail = 0x4e2,
  62. StencilFrontOpZPass = 0x4e3,
  63. StencilFrontFuncFunc = 0x4e4,
  64. StencilFrontFuncRef = 0x4e5,
  65. StencilFrontFuncMask = 0x4e6,
  66. StencilFrontMask = 0x4e7,
  67. ScreenYControl = 0x4eb,
  68. VertexArrayElemBase = 0x50d,
  69. VertexArrayInstBase = 0x50e,
  70. ZetaEnable = 0x54e,
  71. TexHeaderPoolOffset = 0x55d,
  72. TexSamplerPoolOffset = 0x557,
  73. StencilTwoSideEnable = 0x565,
  74. StencilBackOpFail = 0x566,
  75. StencilBackOpZFail = 0x567,
  76. StencilBackOpZPass = 0x568,
  77. StencilBackFuncFunc = 0x569,
  78. FrameBufferSrgb = 0x56e,
  79. ShaderAddress = 0x582,
  80. VertexBeginGl = 0x586,
  81. PrimRestartEnable = 0x591,
  82. PrimRestartIndex = 0x592,
  83. IndexArrayAddress = 0x5f2,
  84. IndexArrayEndAddr = 0x5f4,
  85. IndexArrayFormat = 0x5f6,
  86. IndexBatchFirst = 0x5f7,
  87. IndexBatchCount = 0x5f8,
  88. VertexArrayNInstance = 0x620,
  89. CullFaceEnable = 0x646,
  90. FrontFace = 0x647,
  91. CullFace = 0x648,
  92. ColorMaskN = 0x680,
  93. QueryAddress = 0x6c0,
  94. QuerySequence = 0x6c2,
  95. QueryControl = 0x6c3,
  96. VertexArrayNControl = 0x700,
  97. VertexArrayNAddress = 0x701,
  98. VertexArrayNDivisor = 0x703,
  99. IBlendNSeparateAlpha = 0x780,
  100. IBlendNEquationRgb = 0x781,
  101. IBlendNFuncSrcRgb = 0x782,
  102. IBlendNFuncDstRgb = 0x783,
  103. IBlendNEquationAlpha = 0x784,
  104. IBlendNFuncSrcAlpha = 0x785,
  105. IBlendNFuncDstAlpha = 0x786,
  106. VertexArrayNEndAddr = 0x7c0,
  107. ShaderNControl = 0x800,
  108. ShaderNOffset = 0x801,
  109. ShaderNMaxGprs = 0x803,
  110. ShaderNType = 0x804,
  111. ConstBufferSize = 0x8e0,
  112. ConstBufferAddress = 0x8e1,
  113. ConstBufferOffset = 0x8e3,
  114. TextureCbIndex = 0x982
  115. }
  116. }