MethodOffset.cs 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102
  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. I2mParams = 0x60,
  12. LaunchDma = 0x6c,
  13. LoadInlineData = 0x6d,
  14. CopyDstTexture = 0x80,
  15. CopySrcTexture = 0x8c,
  16. DispatchParamsAddress = 0xad,
  17. Dispatch = 0xaf,
  18. CopyBuffer = 0xc0,
  19. CopyBufferParams = 0x100,
  20. CopyBufferSwizzle = 0x1c2,
  21. CopyBufferDstTexture = 0x1c3,
  22. CopyBufferSrcTexture = 0x1ca,
  23. RtColorState = 0x200,
  24. CopyTextureControl = 0x223,
  25. CopyRegion = 0x22c,
  26. CopyTexture = 0x237,
  27. ViewportTransform = 0x280,
  28. ViewportExtents = 0x300,
  29. VertexBufferDrawState = 0x35d,
  30. DepthMode = 0x35f,
  31. ClearColors = 0x360,
  32. ClearDepthValue = 0x364,
  33. ClearStencilValue = 0x368,
  34. DepthBiasState = 0x370,
  35. TextureBarrier = 0x378,
  36. ScissorState = 0x380,
  37. StencilBackMasks = 0x3d5,
  38. InvalidateTextures = 0x3dd,
  39. TextureBarrierTiled = 0x3df,
  40. RtColorMaskShared = 0x3e4,
  41. RtDepthStencilState = 0x3f8,
  42. VertexAttribState = 0x458,
  43. RtControl = 0x487,
  44. RtDepthStencilSize = 0x48a,
  45. SamplerIndex = 0x48d,
  46. DepthTestEnable = 0x4b3,
  47. BlendIndependent = 0x4b9,
  48. DepthWriteEnable = 0x4ba,
  49. DepthTestFunc = 0x4c3,
  50. BlendStateCommon = 0x4cf,
  51. BlendEnableCommon = 0x4d7,
  52. BlendEnable = 0x4d8,
  53. StencilTestState = 0x4e0,
  54. YControl = 0x4eb,
  55. FirstVertex = 0x50d,
  56. FirstInstance = 0x50e,
  57. PointSize = 0x546,
  58. ResetCounter = 0x54c,
  59. RtDepthStencilEnable = 0x54e,
  60. ConditionState = 0x554,
  61. SamplerPoolState = 0x557,
  62. DepthBiasFactor = 0x55b,
  63. TexturePoolState = 0x55d,
  64. StencilBackTestState = 0x565,
  65. DepthBiasUnits = 0x56f,
  66. RtMsaaMode = 0x574,
  67. ShaderBaseAddress = 0x582,
  68. DrawEnd = 0x585,
  69. DrawBegin = 0x586,
  70. PrimitiveRestartState = 0x591,
  71. IndexBufferState = 0x5f2,
  72. IndexBufferCount = 0x5f8,
  73. DepthBiasClamp = 0x61f,
  74. VertexBufferInstanced = 0x620,
  75. FaceState = 0x646,
  76. ViewportTransformEnable = 0x64b,
  77. Clear = 0x674,
  78. RtColorMask = 0x680,
  79. ReportState = 0x6c0,
  80. Report = 0x6c3,
  81. VertexBufferState = 0x700,
  82. BlendState = 0x780,
  83. VertexBufferEndAddress = 0x7c0,
  84. ShaderState = 0x800,
  85. FirmwareCall0 = 0x8c0,
  86. FirmwareCall1 = 0x8c1,
  87. FirmwareCall2 = 0x8c2,
  88. FirmwareCall3 = 0x8c3,
  89. FirmwareCall4 = 0x8c4,
  90. FirmwareCall5 = 0x8c5,
  91. FirmwareCall6 = 0x8c6,
  92. FirmwareCall7 = 0x8c7,
  93. UniformBufferState = 0x8e0,
  94. UniformBufferUpdateData = 0x8e4,
  95. UniformBufferBindVertex = 0x904,
  96. UniformBufferBindTessControl = 0x90c,
  97. UniformBufferBindTessEvaluation = 0x914,
  98. UniformBufferBindGeometry = 0x91c,
  99. UniformBufferBindFragment = 0x924,
  100. TextureBufferIndex = 0x982
  101. }
  102. }