MethodOffset.cs 5.6 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 = 0x0,
  12. Semaphore = 0x4,
  13. FenceValue = 0x1c,
  14. FenceAction = 0x1d,
  15. WaitForIdle = 0x44,
  16. MacroUploadAddress = 0x45,
  17. SendMacroCodeData = 0x46,
  18. MacroBindingIndex = 0x47,
  19. BindMacro = 0x48,
  20. SetMmeShadowRamControl = 0x49,
  21. I2mParams = 0x60,
  22. LaunchDma = 0x6c,
  23. LoadInlineData = 0x6d,
  24. CopyDstTexture = 0x80,
  25. CopySrcTexture = 0x8c,
  26. DispatchParamsAddress = 0xad,
  27. Dispatch = 0xaf,
  28. SyncpointAction = 0xb2,
  29. CopyBuffer = 0xc0,
  30. RasterizeEnable = 0xdf,
  31. TfBufferState = 0xe0,
  32. CopyBufferParams = 0x100,
  33. TfState = 0x1c0,
  34. CopyBufferSwizzle = 0x1c2,
  35. CopyBufferDstTexture = 0x1c3,
  36. CopyBufferSrcTexture = 0x1ca,
  37. TfEnable = 0x1d1,
  38. RtColorState = 0x200,
  39. CopyTextureControl = 0x223,
  40. CopyRegion = 0x22c,
  41. CopyTexture = 0x237,
  42. ViewportTransform = 0x280,
  43. ViewportExtents = 0x300,
  44. VertexBufferDrawState = 0x35d,
  45. DepthMode = 0x35f,
  46. ClearColors = 0x360,
  47. ClearDepthValue = 0x364,
  48. ClearStencilValue = 0x368,
  49. DepthBiasState = 0x370,
  50. TextureBarrier = 0x378,
  51. ScissorState = 0x380,
  52. StencilBackMasks = 0x3d5,
  53. InvalidateTextures = 0x3dd,
  54. TextureBarrierTiled = 0x3df,
  55. RtColorMaskShared = 0x3e4,
  56. RtDepthStencilState = 0x3f8,
  57. VertexAttribState = 0x458,
  58. RtControl = 0x487,
  59. RtDepthStencilSize = 0x48a,
  60. SamplerIndex = 0x48d,
  61. DepthTestEnable = 0x4b3,
  62. BlendIndependent = 0x4b9,
  63. DepthWriteEnable = 0x4ba,
  64. VbElementU8 = 0x4c1,
  65. DepthTestFunc = 0x4c3,
  66. BlendConstant = 0x4c7,
  67. BlendStateCommon = 0x4cf,
  68. BlendEnableCommon = 0x4d7,
  69. BlendEnable = 0x4d8,
  70. StencilTestState = 0x4e0,
  71. YControl = 0x4eb,
  72. FirstVertex = 0x50d,
  73. FirstInstance = 0x50e,
  74. ClipDistanceEnable = 0x544,
  75. PointSize = 0x546,
  76. ResetCounter = 0x54c,
  77. RtDepthStencilEnable = 0x54e,
  78. ConditionState = 0x554,
  79. SamplerPoolState = 0x557,
  80. DepthBiasFactor = 0x55b,
  81. TexturePoolState = 0x55d,
  82. StencilBackTestState = 0x565,
  83. DepthBiasUnits = 0x56f,
  84. RtMsaaMode = 0x574,
  85. VbElementU32 = 0x57a,
  86. VbElementU16 = 0x57c,
  87. ShaderBaseAddress = 0x582,
  88. DrawEnd = 0x585,
  89. DrawBegin = 0x586,
  90. PrimitiveRestartState = 0x591,
  91. IndexBufferState = 0x5f2,
  92. IndexBufferCount = 0x5f8,
  93. DepthBiasClamp = 0x61f,
  94. VertexBufferInstanced = 0x620,
  95. FaceState = 0x646,
  96. ViewportTransformEnable = 0x64b,
  97. ViewVolumeClipControl = 0x64f,
  98. LogicOpState = 0x671,
  99. Clear = 0x674,
  100. RtColorMask = 0x680,
  101. ReportState = 0x6c0,
  102. Report = 0x6c3,
  103. VertexBufferState = 0x700,
  104. BlendState = 0x780,
  105. VertexBufferEndAddress = 0x7c0,
  106. ShaderState = 0x800,
  107. FirmwareCall0 = 0x8c0,
  108. FirmwareCall1 = 0x8c1,
  109. FirmwareCall2 = 0x8c2,
  110. FirmwareCall3 = 0x8c3,
  111. FirmwareCall4 = 0x8c4,
  112. FirmwareCall5 = 0x8c5,
  113. FirmwareCall6 = 0x8c6,
  114. FirmwareCall7 = 0x8c7,
  115. UniformBufferState = 0x8e0,
  116. UniformBufferUpdateData = 0x8e4,
  117. UniformBufferBindVertex = 0x904,
  118. UniformBufferBindTessControl = 0x90c,
  119. UniformBufferBindTessEvaluation = 0x914,
  120. UniformBufferBindGeometry = 0x91c,
  121. UniformBufferBindFragment = 0x924,
  122. TextureBufferIndex = 0x982,
  123. TfVaryingLocations = 0xa00
  124. }
  125. }